コード例 #1
0
            /// <summary>
            /// To be called once the multi-commit has been successfully completed. Deletes the commit context file.
            /// </summary>
            /// <returns>The <see cref="Result"/> of the operation.</returns>
            public Result CommitDone()
            {
                Result rc = _fileSystem.DeleteFile(CommitContextFileName);

                if (rc.IsFailure())
                {
                    return(rc);
                }

                rc = _fileSystem.Commit();
                if (rc.IsFailure())
                {
                    return(rc);
                }

                _fileSystem = null;
                return(Result.Success);
            }
コード例 #2
0
ファイル: IFileSystem.cs プロジェクト: zh010zh/Ryujinx
        // DeleteFile(buffer<bytes<0x301>, 0x19, 0x301> path)
        public ResultCode DeleteFile(ServiceCtx context)
        {
            U8Span name = ReadUtf8Span(context);

            return((ResultCode)_fileSystem.DeleteFile(name).Value);
        }
コード例 #3
0
        /// <summary>
        /// Tries to recover a multi-commit using the context in the provided file system.
        /// </summary>
        /// <param name="multiCommitInterface">The core interface used for multi-commits.</param>
        /// <param name="contextFs">The file system containing the multi-commit context file.</param>
        /// <param name="saveService">The save data service.</param>
        /// <returns></returns>
        private static Result Recover(ISaveDataMultiCommitCoreInterface multiCommitInterface, IFileSystem contextFs,
                                      SaveDataFileSystemServiceImpl saveService)
        {
            if (multiCommitInterface is null)
            {
                return(ResultFs.InvalidArgument.Log());
            }

            if (contextFs is null)
            {
                return(ResultFs.InvalidArgument.Log());
            }

            // Keep track of the first error that occurs during the recovery
            Result recoveryResult = Result.Success;

            Result rc = RecoverCommit(multiCommitInterface, contextFs, saveService);

            if (rc.IsFailure())
            {
                // Note: Yes, the next ~50 lines are exactly the same as the code in RecoverCommit except
                // for a single bool value. No, Nintendo doesn't split it out into its own function.
                int saveCount = 0;
                Span <SaveDataInfo> savesToRecover = stackalloc SaveDataInfo[MaxFileSystemCount];

                SaveDataIndexerAccessor accessor = null;
                ReferenceCountedDisposable <SaveDataInfoReaderImpl> infoReader = null;
                try
                {
                    rc = saveService.OpenSaveDataIndexerAccessor(out accessor, out _, SaveDataSpaceId.User);
                    if (rc.IsFailure())
                    {
                        return(rc);
                    }

                    rc = accessor.Indexer.OpenSaveDataInfoReader(out infoReader);
                    if (rc.IsFailure())
                    {
                        return(rc);
                    }

                    // Iterate through all the saves to find any provisionally committed save data
                    while (true)
                    {
                        Unsafe.SkipInit(out SaveDataInfo info);

                        rc = infoReader.Target.Read(out long readCount, OutBuffer.FromStruct(ref info));
                        if (rc.IsFailure())
                        {
                            return(rc);
                        }

                        // Break once we're done iterating all save data
                        if (readCount == 0)
                        {
                            break;
                        }

                        rc = multiCommitInterface.IsProvisionallyCommittedSaveData(out bool isProvisionallyCommitted,
                                                                                   in info);

                        // Note: Some saves could be missed if there are more than MaxFileSystemCount
                        // provisionally committed saves. Not sure why Nintendo doesn't catch this.
                        if (rc.IsSuccess() && isProvisionallyCommitted && saveCount < MaxFileSystemCount)
                        {
                            savesToRecover[saveCount] = info;
                            saveCount++;
                        }
                    }
                }
                finally
                {
                    accessor?.Dispose();
                    infoReader?.Dispose();
                }

                // Recover the saves by rolling them back to the previous commit.
                // All file systems will try to be recovered, even if one fails.
                // If any commits fail, the result from the first failed recovery will be returned.
                for (int i = 0; i < saveCount; i++)
                {
                    rc = multiCommitInterface.RecoverProvisionallyCommittedSaveData(in savesToRecover[i], true);

                    if (recoveryResult.IsSuccess() && rc.IsFailure())
                    {
                        recoveryResult = rc;
                    }
                }
            }

            // Delete the commit context file
            rc = contextFs.DeleteFile(CommitContextFileName);
            if (rc.IsFailure())
            {
                return(rc);
            }

            rc = contextFs.Commit();
            if (rc.IsFailure())
            {
                return(rc);
            }

            return(recoveryResult);
        }