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Archives: Changed the way paths are built for the archives.
Each archive now takes a mount point of either NAND or SDMC, and builds its own directory structure there, trying to simulate an HLE-friendly hardware layout
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@ -9,6 +9,7 @@
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#include "core/file_sys/archive_savedata.h"
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#include "core/file_sys/disk_archive.h"
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#include "core/hle/service/fs/archive.h"
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#include "core/settings.h"
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////////////////////////////////////////////////////////////////////////////////////////////////////
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@ -16,14 +17,24 @@
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namespace FileSys {
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static std::string GetSaveDataContainerPath(const std::string& mount_point) {
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return Common::StringFromFormat("%sNintendo 3DS/%32x/%32x/title/", mount_point.c_str(), ID0, ID1);
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}
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static std::string GetSaveDataPath(const std::string& mount_point, u64 program_id) {
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u32 high = program_id >> 32;
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u32 low = program_id & 0xFFFFFFFF;
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return Common::StringFromFormat("%s%08x/%08x/data/00000001/", mount_point.c_str(), high, low);
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}
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Archive_SaveData::Archive_SaveData(const std::string& mount_point)
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: DiskArchive(mount_point) {
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: DiskArchive(GetSaveDataContainerPath(mount_point)) {
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LOG_INFO(Service_FS, "Directory %s set as SaveData.", this->mount_point.c_str());
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}
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ResultCode Archive_SaveData::Open(const Path& path) {
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if (concrete_mount_point.empty())
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concrete_mount_point = Common::StringFromFormat("%s%016X", mount_point.c_str(), Kernel::g_program_id) + DIR_SEP;
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concrete_mount_point = GetSaveDataPath(mount_point, Kernel::g_program_id);
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if (!FileUtil::Exists(concrete_mount_point)) {
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// When a SaveData archive is created for the first time, it is not yet formatted
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// and the save file/directory structure expected by the game has not yet been initialized.
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