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* Implement basic support of SystemSaveData and Cleanup IFileSystemProxy - Implement `OpenSystemSaveData` as a `IFileSystem` in `SaveHelper`: On real device, system saves data are stored encrypted, and we can't create an empty system save data for now. That's why if a user put his own dump of system save in `RyuFs\nand\system\save\`, we extract content in associated folder and open it as a `IFileSystem`. If the system save data don't exist, a folder is created. - Cleanup `IFileSystemProxy` by adding a Helper class. - Implement `GetSavePath` in `VirtualFileSystem` and remove `GetGameSavePath` in `SaveHelper`. * remove the forgotten I * Fix align
27 lines
842 B
C#
27 lines
842 B
C#
using Ryujinx.HLE.Utilities;
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namespace Ryujinx.HLE.FileSystem
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{
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struct SaveInfo
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{
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public ulong TitleId { get; private set; }
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public long SaveId { get; private set; }
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public SaveDataType SaveDataType { get; private set; }
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public SaveSpaceId SaveSpaceId { get; private set; }
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public UInt128 UserId { get; private set; }
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public SaveInfo(
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ulong titleId,
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long saveId,
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SaveDataType saveDataType,
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SaveSpaceId saveSpaceId,
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UInt128 userId = new UInt128())
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{
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TitleId = titleId;
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SaveId = saveId;
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SaveDataType = saveDataType;
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SaveSpaceId = saveSpaceId;
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UserId = userId;
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}
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}
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} |