Tree:
08f3639c80
Kernel
android-root
android/fix-gpu-driver-fetcher
android6
atomicops-mxwell
civa
descriptor
descriptor_pool_opt
descriptor_set
disable-vap
discfix
display-modified-settings-first
dmnt2
dynarm7345
dynarmic-coproc
dynarmic-ppc64
eden-orbis-ps4
eds-true-adreno-fixes
feature/dmnt
ffmpeg-cross-compile
fix-fibers-2
fix/discord-rpc
fix/no-duplicate-drivers
flatopsfixes23485
fs_external_dlcupdates
interval-zero
jarrod-leaks-fix
kjsdfndkfn-2834
lanobu
liz-coalesce-ptr-to-variant
liz-crash-dumps-solaris
liz-dynarmic-backport-waitpkg
liz-dynarmic-macos-fbsd-port
liz-get-rid-of-mcl-intrusive-list
liz-heaptrack-fix
liz-no-rtti-allowance
lock-term-1
macos-sqbuild
macroify-surface-stuffs
master
memsetopsyscallavoid
mmap-fixews
mutliplayer-filter-better1
n64
nce-strx
nce_cpp
netgate1
netusejthreadstuff
no-d24
pintocputhing
pipelinederivative
pt-fix-attempt
qcom-weird-vk-ftz
quick-fix
refactoreds2
release/0.0.3
release/0.0.4
rem-dup-applet-launch
remove-unused-fastmem-fallback
reorder-menu-game-per-config
revert-2695
sampleshaderfract
scmfix-worktree
script/android-icons
selfhost0
showcase
showcase2
sjkdbsdfjkbsdf-2834
smartqueryreset
static-linux
static-vector-thread-list
stuffmadeforfun
sured-revert
test-donotmerge
test-revert-gpu-optim
true-eds
true-eds-graphics
update-cpmutil
update-icons-android-11
video-core-improve-dma-logic
vk-fix-oom-force-maller-buffers
vk-surface-andpc
vulkan-thingy
xbzk-mci-bare-minimum-boot-fix
xbzk-saf-recursive-write-with-permission-request
0.0.0
0.0.1-pre-alpha
0.0.2-pre-alpha
test-tag1
test-tag2
v0.0.3
v0.0.3-rc1
v0.0.3-rc2
v0.0.3-rc3
v0.0.3.git
v0.0.4
v0.0.4-rc1
v0.0.4-rc2
v0.0.4-rc2.test
v0.0.4-rc2.test2
v0.0.4-rc3
v0.0.4-rc3.test1
v0.0.4-rc3.test2
v0.0.4.test
${ noResults }
2 Commits (08f3639c80f188a3efd7ed1277b0bf8baaa33681)
| Author | SHA1 | Message | Date |
|---|---|---|---|
|
|
08f3639c80
|
[desktop, fs] main_window separation; fix Ryujinx save data link issues (#2929)
Some genius decided to put the entire MainWindow class into main.h and main.cpp, which is not only horrific practice but also completely destroys clangd beyond repair. Please, just don't do this. (this will probably merge conflict to hell and back) Also, fixes a bunch of issues with Ryujinx save data link: - Paths with spaces would cause mklink to fail - Add support for portable directories - Symlink detection was incorrect sometimes(????) - Some other stuff I'm forgetting Furthermore, when selecting "From Eden" and attempting to save in Ryujinx, Ryujinx would destroy the link for... some reason? So to get around this we just copy the Eden data to Ryujinx then treat it like a "From Ryujinx" op Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2929 Reviewed-by: Lizzie <lizzie@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> |
1 month ago |
|
|
39f226a853
|
[qt] Ryujinx save data link (#2815)
This adds an action to the Game List context menu that lets users link save data from Eden to Ryujinx, or vice versa. Unfortunately, this isn't so simple to deal with due to the way Ryujinx's saves work. Ryujinx stores its saves in the... config directory... in `bis/user/save`. Unlike Yuzu, however, it doesn't store things by TitleID, instead it's just a bunch of directories from 000...01 to 000...0f and so on. The way it *maps* TitleID to SaveID is via `imkvdb.arc` in `bis/system/save/8000000000000000/0/` and also an identical copy in the `1` directory for... some reason. `imkvdb.arc` is handled by `FlatMapKeyValueStore` in LibHac, which, as the name implies, is a key-value storage system that `imkvdb.arc`, and seemingly `imkvdb.arc` alone, uses. The way this class is written is really weird, almost as if it's designed to accommodate more types of kvdbs... but for now we can safely assume that there aren't gonna be any other `kvdb` implementations added to HorizonNX. Regardless, the file format is ridiculously simple so I didn't actually need to do a deep dive into C# code... of which I can basically only read Avalonia. A simple `xxd` on the `imkvdb.arc` is all that's needed, and here's everything that matters: - The `IMKV` magic header (4 bytes) - 8 bytes that don't really have anything useful to us, except for a size byte (presumably a `u32`) strewn at offset `0x08` from the start of the file, which is useless to us - Then we start the `IMEN` list. I don't know what the `IM` stands for, but `IMEN` is just, well, an ENtry. Offsets shown are relative to the start of the `IMEN` header. * 4-byte `IMEN` magic header at 0x0 * 8 bytes of filler data. It contains two `0x40` bytes, but I'm not really sure what they do * TitleID (u64) at `0xC`, for example `00a0 df10 501f 0001` for Legends: Arceus (the byte order is swapped) * 0x38 bytes of filler starting at offset 0x14 * SaveID (u64) at `0x4C`, for example `0a00 0000 0000 0000` for my Legends: Arceus save * 0x38 bytes of filler starting at offset 0x54 Full example for Legends: Arceus: ``` 000001b0: 494d 454e 4000 0000 4000 0000 00a0 df10 IMEN@...@....... 000001c0: 501f 0001 0100 0000 0000 0000 0000 0000 P............... 000001d0: 0000 0000 0000 0000 0000 0000 0100 0000 ................ 000001e0: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 000001f0: 0000 0000 0000 0000 0000 0000 0a00 0000 ................ 00000200: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000210: 0000 0000 0100 0000 0000 0000 0000 0000 ................ 00000220: 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000230: 0000 0000 0000 0000 0000 0000 494d 454e ............IMEN ``` Ultimately, the size of the `IMEN` sits at 0x8C or 140 bytes. With this knowledge reading all the TitleID -> SaveID pairs is basically free, and outside of validation and stuff is like 15 lines of relevant code. Some interesting caveats, though: - There are two entries for some TitleIDs for... some reason? Ignoring the second one seems to work though. - Within each save directory, there are directories `0` and `1`... and only `0` ever seems used??? It's where Ryujinx points you to for save, so I just chose to use that. Once everything is parsed, the rest of the implementation is extremely trivial: - When the user requests a Ryujinx link, match the current program_id to the corresponding SaveID in `imkvdb` - If it doesn't exist, just error out (save data is probably nonexistent) - If it does though, give the user the option to use Eden's current save data OR Ryujinx's current save data. Old save data is deleted depending on which one you chose. Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2815 Reviewed-by: Lizzie <lizzie@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev> |
2 months ago |