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ea9ce0fba7
The savedata for each game is stored in /savedata/<ProgramID> for NCCH files. ELF files and 3DSX files use the folder 0 because they have no ID information Got rid of the code duplication in File and Directory Files that deal with the host machine's file system now live in DiskFile, similarly for directories and DiskDirectory and archives with DiskArchive. FS_U: Use the correct error code when a file wasn't found
101 lines
3 KiB
C++
101 lines
3 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include "common/common_types.h"
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#include "core/file_sys/archive_backend.h"
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#include "core/loader/loader.h"
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// FileSys namespace
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namespace FileSys {
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/**
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* Helper which implements a backend accessing the host machine's filesystem.
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* This should be subclassed by concrete archive types, which will provide the
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* base directory on the host filesystem and override any required functionality.
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*/
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class DiskArchive : public ArchiveBackend {
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public:
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DiskArchive(const std::string& mount_point_) : mount_point(mount_point_) {}
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virtual std::string GetName() const = 0;
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std::unique_ptr<FileBackend> OpenFile(const Path& path, const Mode mode) const override;
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bool DeleteFile(const FileSys::Path& path) const override;
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bool RenameFile(const FileSys::Path& src_path, const FileSys::Path& dest_path) const override;
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bool DeleteDirectory(const FileSys::Path& path) const override;
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bool CreateDirectory(const Path& path) const override;
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bool RenameDirectory(const FileSys::Path& src_path, const FileSys::Path& dest_path) const override;
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std::unique_ptr<DirectoryBackend> OpenDirectory(const Path& path) const override;
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/**
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* Getter for the path used for this Archive
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* @return Mount point of that passthrough archive
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*/
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const std::string& GetMountPoint() const {
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return mount_point;
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}
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protected:
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std::string mount_point;
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};
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class DiskFile : public FileBackend {
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public:
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DiskFile();
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DiskFile(const DiskArchive* archive, const Path& path, const Mode mode);
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~DiskFile() override {
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Close();
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}
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bool Open() override;
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size_t Read(const u64 offset, const u32 length, u8* buffer) const override;
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size_t Write(const u64 offset, const u32 length, const u32 flush, const u8* buffer) const override;
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size_t GetSize() const override;
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bool SetSize(const u64 size) const override;
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bool Close() const override;
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void Flush() const override {
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file->Flush();
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}
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protected:
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const DiskArchive* archive;
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std::string path;
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Mode mode;
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FileUtil::IOFile* file;
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};
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class DiskDirectory : public DirectoryBackend {
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public:
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DiskDirectory();
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DiskDirectory(const DiskArchive* archive, const Path& path);
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~DiskDirectory() override {
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Close();
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}
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bool Open() override;
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u32 Read(const u32 count, Entry* entries) override;
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bool Close() const override {
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return true;
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}
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protected:
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const DiskArchive* archive;
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std::string path;
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u32 total_entries_in_directory;
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FileUtil::FSTEntry directory;
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// We need to remember the last entry we returned, so a subsequent call to Read will continue
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// from the next one. This iterator will always point to the next unread entry.
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std::vector<FileUtil::FSTEntry>::iterator children_iterator;
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};
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} // namespace FileSys
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