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OverkillLabs 77ed5e6d0c feat(savedata): mount aliasing, wildcard search, memory slots, async events
Rework the local SaveData implementation into a general-purpose, title-agnostic
backend used by both the native library and the standard libSceSaveData path:

- Directory aliasing: long save directory names are hashed into short mount
  point aliases (persisted to disk) so they fit the SDK's fixed-size mount
  point buffer, with the aliases reversed on directory search.
- Wildcard directory-name search (%/_ patterns) with sorting and optional
  reverse order, matching the DirNameSearch contract.
- Save-data "memory" slots: small per-user, per-slot blobs the title can
  set up, read and write without mounting a directory, backed by files under
  the save root with a companion parameter blob, size and range validation
  on every access, and a dirty flag consulted on commit.
- Async-flavored operations (backup, commit, memory sync) that queue
  SaveDataEvent records consumed through GetEventResult and can be bound to
  kernel event flags, plus transaction-resource and cancel/abort bookkeeping.
- Atomic file writes (temp file + rename) so a mid-write crash never leaves a
  torn save on disk, and corrected/duplicated SDK error code constants.
- Local storage app-status get/set/delete and transferring-mount support for
  PS4-to-PS5 style save transfers.

The native library keeps its own lighter-weight mount/memory implementation
(short "/_sm/<slot>" mount point aliases via the path-alias table) while
gaining the same per-user memory-slot separation, atomic writes and bounds
checking; the two implementations were merged by hand where upstream had
independently touched the native Export.cpp in the same area (backup/event
queue, short mount points) to keep both sets of improvements.

None of this is game-specific: it is a general local save-data backend that
works for any title and tolerates any user id.
2026-09-28 12:48:09 +03:00

68 lines
1.7 KiB
C++

#include <cstdint>
#include <cstdio>
#include <cstddef>
#include <cstring>
#include "SceTypes.hpp"
#include "prx/libSceSaveDataDialog.native/SaveDataDialog.hpp"
#include "prx/libc/include/General.hpp"
namespace {
// Throwing from these reaches std::terminate and aborts the game process.
int SoftFailNp(const char* func) {
std::fprintf(stderr, "[SOFT-NP] %s -> 0 (unimplemented SCE API - no-op)\n", func);
std::fflush(stderr);
return 0;
}
} // namespace
extern "C" {
int APS5_VABI sceSaveDataDialogClose(const void* close_param) {
(void)close_param;
return SoftFailNp(__func__);
}
int APS5_VABI sceSaveDataDialogGetResult(void* result) {
// Never return 0 with an untouched out-struct: the game would assert on the garbage later.
if (result == nullptr) {
return SAVE_DATA_DIALOG_ERROR_ARG_NULL;
}
auto* r = static_cast<SaveDataDialogResult*>(result);
std::memset(r, 0, sizeof(*r));
r->result = SAVE_DATA_DIALOG_RESULT_OK;
r->button_id = SAVE_DATA_DIALOG_BUTTON_ID_OK;
return SoftFailNp(__func__);
}
int APS5_VABI sceSaveDataDialogInitialize(void) {
return SoftFailNp(__func__);
}
int APS5_VABI sceSaveDataDialogIsReadyToDisplay(void) {
return SoftFailNp(__func__);
}
int APS5_VABI sceSaveDataDialogOpen(const void* param) {
(void)param;
return SoftFailNp(__func__);
}
int APS5_VABI sceSaveDataDialogProgressBarInc(int target, uint32_t delta) {
(void)target;
(void)delta;
return SoftFailNp(__func__);
}
int APS5_VABI sceSaveDataDialogProgressBarSetValue(int target, uint32_t rate) {
(void)target;
(void)rate;
return SoftFailNp(__func__);
}
int APS5_VABI sceSaveDataDialogTerminate(void) {
return SoftFailNp(__func__);
}
}