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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.