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simple sd_save flag
something that allows you to decide which title to redirect games saves and which does not
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bfd4d41834
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1 changed files with 6 additions and 1 deletions
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@ -162,10 +162,15 @@ Result FsMitmService::OpenFileSystemWithId(Out<std::shared_ptr<IFileSystemInterf
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}
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}
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Result FsMitmService::OpenSaveDataFileSystem(Out<std::shared_ptr<IFileSystemInterface>> out_fs, u8 space_id, FsSave save_struct) {
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Result FsMitmService::OpenSaveDataFileSystem(Out<std::shared_ptr<IFileSystemInterface>> out_fs, u8 space_id, FsSave save_struct) {
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const bool has_sd_save_flags = Utils::HasFlag(this->title_id, "sd_save");
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bool should_redirect_saves = false;
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bool should_redirect_saves = false;
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if (R_FAILED(Utils::GetSettingsItemBooleanValue("atmosphere", "fsmitm_redirect_saves_to_sd", &should_redirect_saves))) {
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if (R_FAILED(Utils::GetSettingsItemBooleanValue("atmosphere", "fsmitm_redirect_saves_to_sd", &should_redirect_saves))) {
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return ResultAtmosphereMitmShouldForwardToSession;
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return ResultAtmosphereMitmShouldForwardToSession;
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}
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}
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if (!has_sd_save_flags) {
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should_redirect_saves = false;
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}
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/* For now, until we're sure this is robust, only intercept normal savedata. */
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/* For now, until we're sure this is robust, only intercept normal savedata. */
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if (!should_redirect_saves || save_struct.SaveDataType != FsSaveDataType_SaveData) {
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if (!should_redirect_saves || save_struct.SaveDataType != FsSaveDataType_SaveData) {
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@ -430,4 +435,4 @@ Result FsMitmService::OpenDataStorageByDataId(Out<std::shared_ptr<IStorageInterf
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}
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}
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return rc;
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return rc;
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}
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}
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