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https://github.com/ryujinx-mirror/ryujinx.git
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1d8da18334
This fix a regression caused by #888 on temporary saves for SNES Online. (and probably other games)
153 lines
5.6 KiB
C#
153 lines
5.6 KiB
C#
using Gtk;
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using LibHac;
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using LibHac.Fs;
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using LibHac.Fs.Shim;
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using LibHac.Ncm;
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using Ryujinx.HLE.FileSystem;
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using System;
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using System.Diagnostics;
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using System.Globalization;
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using System.IO;
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using System.Reflection;
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using GUI = Gtk.Builder.ObjectAttribute;
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namespace Ryujinx.Ui
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{
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public class GameTableContextMenu : Menu
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{
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private static ListStore _gameTableStore;
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private static TreeIter _rowIter;
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private VirtualFileSystem _virtualFileSystem;
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#pragma warning disable CS0649
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#pragma warning disable IDE0044
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[GUI] MenuItem _openSaveDir;
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#pragma warning restore CS0649
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#pragma warning restore IDE0044
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public GameTableContextMenu(ListStore gameTableStore, TreeIter rowIter, VirtualFileSystem virtualFileSystem)
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: this(new Builder("Ryujinx.Ui.GameTableContextMenu.glade"), gameTableStore, rowIter, virtualFileSystem) { }
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private GameTableContextMenu(Builder builder, ListStore gameTableStore, TreeIter rowIter, VirtualFileSystem virtualFileSystem) : base(builder.GetObject("_contextMenu").Handle)
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{
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builder.Autoconnect(this);
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_openSaveDir.Activated += OpenSaveDir_Clicked;
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_gameTableStore = gameTableStore;
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_rowIter = rowIter;
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_virtualFileSystem = virtualFileSystem;
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}
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//Events
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private void OpenSaveDir_Clicked(object sender, EventArgs args)
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{
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string titleName = _gameTableStore.GetValue(_rowIter, 2).ToString().Split("\n")[0];
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string titleId = _gameTableStore.GetValue(_rowIter, 2).ToString().Split("\n")[1].ToLower();
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if (!TryFindSaveData(titleName, titleId, out ulong saveDataId))
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{
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return;
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}
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string saveDir = GetSaveDataDirectory(saveDataId);
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Process.Start(new ProcessStartInfo()
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{
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FileName = saveDir,
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UseShellExecute = true,
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Verb = "open"
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});
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}
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private bool TryFindSaveData(string titleName, string titleIdText, out ulong saveDataId)
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{
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saveDataId = default;
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if (!ulong.TryParse(titleIdText, NumberStyles.HexNumber, CultureInfo.InvariantCulture, out ulong titleId))
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{
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GtkDialog.CreateErrorDialog("UI error: The selected game did not have a valid title ID");
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return false;
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}
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SaveDataFilter filter = new SaveDataFilter();
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filter.SetUserId(new UserId(1, 0));
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filter.SetTitleId(new TitleId(titleId));
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Result result = _virtualFileSystem.FsClient.FindSaveDataWithFilter(out SaveDataInfo saveDataInfo, SaveDataSpaceId.User, ref filter);
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if (result == ResultFs.TargetNotFound)
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{
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// Savedata was not found. Ask the user if they want to create it
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using MessageDialog messageDialog = new MessageDialog(null, DialogFlags.Modal, MessageType.Question, ButtonsType.YesNo, null)
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{
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Title = "Ryujinx",
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Icon = new Gdk.Pixbuf(Assembly.GetExecutingAssembly(), "Ryujinx.Ui.assets.Icon.png"),
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Text = $"There is no savedata for {titleName} [{titleId:x16}]",
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SecondaryText = "Would you like to create savedata for this game?",
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WindowPosition = WindowPosition.Center
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};
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if (messageDialog.Run() != (int)ResponseType.Yes)
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{
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return false;
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}
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result = _virtualFileSystem.FsClient.CreateSaveData(new TitleId(titleId), new UserId(1, 0), new TitleId(titleId), 0, 0, 0);
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if (result.IsFailure())
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{
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GtkDialog.CreateErrorDialog($"There was an error creating the specified savedata: {result.ToStringWithName()}");
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return false;
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}
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// Try to find the savedata again after creating it
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result = _virtualFileSystem.FsClient.FindSaveDataWithFilter(out saveDataInfo, SaveDataSpaceId.User, ref filter);
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}
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if (result.IsSuccess())
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{
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saveDataId = saveDataInfo.SaveDataId;
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return true;
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}
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GtkDialog.CreateErrorDialog($"There was an error finding the specified savedata: {result.ToStringWithName()}");
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return false;
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}
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private string GetSaveDataDirectory(ulong saveDataId)
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{
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string saveRootPath = System.IO.Path.Combine(_virtualFileSystem.GetNandPath(), $"user/save/{saveDataId:x16}");
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if (!Directory.Exists(saveRootPath))
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{
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// Inconsistent state. Create the directory
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Directory.CreateDirectory(saveRootPath);
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}
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string committedPath = System.IO.Path.Combine(saveRootPath, "0");
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string workingPath = System.IO.Path.Combine(saveRootPath, "1");
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// If the committed directory exists, that path will be loaded the next time the savedata is mounted
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if (Directory.Exists(committedPath))
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{
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return committedPath;
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}
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// If the working directory exists and the committed directory doesn't,
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// the working directory will be loaded the next time the savedata is mounted
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if (!Directory.Exists(workingPath))
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{
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Directory.CreateDirectory(workingPath);
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}
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return workingPath;
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}
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}
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}
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