Ryujinx/Ryujinx.HLE/FileSystem/SaveInfo.cs
Ac_K 1ff89d6482 Implement basic support of SystemSaveData and Cleanup IFileSystemProxy (#767)
* Implement basic support of SystemSaveData and Cleanup IFileSystemProxy

- Implement `OpenSystemSaveData` as a `IFileSystem` in `SaveHelper`:
  On real device, system saves data are stored encrypted, and we can't create an empty system save data for now. That's why if a user put his own dump of system save in `RyuFs\nand\system\save\`, we extract content in associated folder and open it as a `IFileSystem`. If the system save data don't exist, a folder is created.

- Cleanup `IFileSystemProxy` by adding a Helper class.

- Implement `GetSavePath` in `VirtualFileSystem` and remove `GetGameSavePath` in `SaveHelper`.

* remove the forgotten I

* Fix align
2019-09-08 23:33:40 +02:00

27 lines
842 B
C#

using Ryujinx.HLE.Utilities;
namespace Ryujinx.HLE.FileSystem
{
struct SaveInfo
{
public ulong TitleId { get; private set; }
public long SaveId { get; private set; }
public SaveDataType SaveDataType { get; private set; }
public SaveSpaceId SaveSpaceId { get; private set; }
public UInt128 UserId { get; private set; }
public SaveInfo(
ulong titleId,
long saveId,
SaveDataType saveDataType,
SaveSpaceId saveSpaceId,
UInt128 userId = new UInt128())
{
TitleId = titleId;
SaveId = saveId;
SaveDataType = saveDataType;
SaveSpaceId = saveSpaceId;
UserId = userId;
}
}
}