فهرست منبع

savedata_factory: Automatically create certain savedata

After further hardware investigation, it appears that some games, perhaps those more lazily coded, will not call EnsureSaveData, meaning that they expect the normal (current) save to be automatically made. Additionally, some games do not create a cache or temporary save before use.
In these 3 specific instances, the save is created automatically for the game if it doesn't exist.
Zach Hilman 6 سال پیش
والد
کامیت
bb207fe27a
1فایلهای تغییر یافته به همراه12 افزوده شده و 0 حذف شده
  1. 12 0
      src/core/file_sys/savedata_factory.cpp

+ 12 - 0
src/core/file_sys/savedata_factory.cpp

@@ -16,6 +16,7 @@ namespace FileSys {
 constexpr char SAVE_DATA_SIZE_FILENAME[] = ".yuzu_save_size";
 
 namespace {
+
 void PrintSaveDataDescriptorWarnings(SaveDataDescriptor meta) {
     if (meta.type == SaveDataType::SystemSaveData || meta.type == SaveDataType::SaveData) {
         if (meta.zero_1 != 0) {
@@ -52,6 +53,13 @@ void PrintSaveDataDescriptorWarnings(SaveDataDescriptor meta) {
                     meta.user_id[1], meta.user_id[0]);
     }
 }
+
+bool ShouldSaveDataBeAutomaticallyCreated(SaveDataSpaceId space, const SaveDataDescriptor& desc) {
+    return desc.type == SaveDataType::CacheStorage || desc.type == SaveDataType::TemporaryStorage ||
+           (space == SaveDataSpaceId::NandUser && ///< Normal Save Data -- Current Title & User
+            desc.type == SaveDataType::SaveData && desc.title_id == 0 && desc.save_id == 0);
+}
+
 } // Anonymous namespace
 
 std::string SaveDataDescriptor::DebugInfo() const {
@@ -96,6 +104,10 @@ ResultVal<VirtualDir> SaveDataFactory::Open(SaveDataSpaceId space,
 
     auto out = dir->GetDirectoryRelative(save_directory);
 
+    if (out == nullptr && ShouldSaveDataBeAutomaticallyCreated(space, meta)) {
+        return Create(space, meta);
+    }
+
     // Return an error if the save data doesn't actually exist.
     if (out == nullptr) {
         // TODO(Subv): Find out correct error code.