forked from sin365/AxibugEmuOnline
axio
This commit is contained in:
parent
59968bbd1f
commit
92169c2f87
@ -3,6 +3,7 @@ using nn.fs;
|
||||
#endif
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Text.RegularExpressions;
|
||||
|
||||
public class AxiNSIO
|
||||
{
|
||||
@ -40,31 +41,31 @@ public class AxiNSIO
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void SetCommitDirty()
|
||||
{
|
||||
lock (commitLock)
|
||||
{
|
||||
bDirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void ApplyAutoCommit()
|
||||
{
|
||||
bool temp;
|
||||
lock (commitLock)
|
||||
{
|
||||
temp = bDirty;
|
||||
}
|
||||
|
||||
if (temp)
|
||||
{
|
||||
CommitSave();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void SetCommitDirty()
|
||||
{
|
||||
lock (commitLock)
|
||||
{
|
||||
bDirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void ApplyAutoCommit()
|
||||
{
|
||||
bool temp;
|
||||
lock (commitLock)
|
||||
{
|
||||
temp = bDirty;
|
||||
}
|
||||
|
||||
if (temp)
|
||||
{
|
||||
CommitSave();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查Path是否存在
|
||||
@ -80,7 +81,10 @@ public class AxiNSIO
|
||||
nn.Result result = nn.fs.FileSystem.GetEntryType(ref entryType, filePath);
|
||||
//result.abortUnlessSuccess();
|
||||
//这个异常捕获。真的别扭
|
||||
return nn.fs.FileSystem.ResultPathAlreadyExists.Includes(result);
|
||||
|
||||
//日,FileSystem.ResultPathAlreadyExists 貌似不太行
|
||||
//return nn.fs.FileSystem.ResultPathAlreadyExists.Includes(result);
|
||||
return !nn.fs.FileSystem.ResultPathNotFound.Includes(result);
|
||||
#endif
|
||||
}
|
||||
/// <summary>
|
||||
@ -112,13 +116,13 @@ public class AxiNSIO
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
// 使用封装函数检查和创建父目录
|
||||
if (!EnsureParentDirectory(filePath, true))
|
||||
{
|
||||
UnityEngine.Debug.LogError($"无法确保父目录,文件写入取消: {filePath}");
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
// 使用封装函数检查和创建父目录
|
||||
if (!EnsureParentDirectory(filePath, true))
|
||||
{
|
||||
UnityEngine.Debug.LogError($"无法确保父目录,文件写入取消: {filePath}");
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@ -160,104 +164,134 @@ public class AxiNSIO
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
if (!AxiNS.instance.mount.SaveIsMount)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"Save 尚未挂载,无法存储 {filePath}");
|
||||
return false;
|
||||
}
|
||||
if (!AxiNS.instance.mount.SaveIsMount)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"Save 尚未挂载,无法存储 {filePath}");
|
||||
return false;
|
||||
}
|
||||
|
||||
nn.Result result;
|
||||
nn.Result result;
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// 阻止用户在保存时,退出游戏
|
||||
// Switch 条例 0080
|
||||
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
|
||||
#endif
|
||||
// 使用封装函数检查和创建父目录
|
||||
if (!EnsureParentDirectory(filePath, true))
|
||||
{
|
||||
UnityEngine.Debug.LogError($"无法确保父目录,文件写入取消: {filePath}");
|
||||
return false;
|
||||
}
|
||||
|
||||
//string directoryPath = System.IO.Path.GetDirectoryName(filePath.Replace(save_path, ""));
|
||||
//string fullDirectoryPath = $"{save_path}{directoryPath}";
|
||||
//UnityEngine.Debug.Log($"检查父目录: {fullDirectoryPath}");
|
||||
|
||||
//nn.fs.EntryType entryType = 0;
|
||||
//result = nn.fs.FileSystem.GetEntryType(ref entryType, fullDirectoryPath);
|
||||
//if (!result.IsSuccess() && nn.fs.FileSystem.ResultPathNotFound.Includes(result))
|
||||
//{
|
||||
// UnityEngine.Debug.Log($"父目录 {fullDirectoryPath} 不存在,尝试创建 (判断依据 result=>{result.ToString()})");
|
||||
// result = nn.fs.Directory.Create(fullDirectoryPath);
|
||||
// if (!result.IsSuccess())
|
||||
// {
|
||||
// UnityEngine.Debug.LogError($"创建父目录失败: {result.GetErrorInfo()}");
|
||||
// return false;
|
||||
// }
|
||||
// UnityEngine.Debug.Log($"父目录 {fullDirectoryPath} 创建成功");
|
||||
//}
|
||||
//else if (result.IsSuccess() && entryType != nn.fs.EntryType.Directory)
|
||||
//{
|
||||
// UnityEngine.Debug.LogError($"路径 {fullDirectoryPath} 已存在,但不是目录");
|
||||
// return false;
|
||||
//}
|
||||
//else if (!result.IsSuccess())
|
||||
//{
|
||||
// UnityEngine.Debug.LogError($"检查父目录失败: {result.GetErrorInfo()}");
|
||||
// return false;
|
||||
//}
|
||||
|
||||
if (CheckPathNotFound(filePath))
|
||||
{
|
||||
UnityEngine.Debug.Log($"文件({filePath})不存在需要创建");
|
||||
result = nn.fs.File.Create(filePath, data.Length); //this makes a file the size of your save journal. You may want to make a file smaller than this.
|
||||
//result.abortUnlessSuccess();
|
||||
if (!result.IsSuccess())
|
||||
// 使用封装函数检查和创建父目录
|
||||
if (!EnsureParentDirectory(filePath, true))
|
||||
{
|
||||
UnityEngine.Debug.LogError($"创建文件失败 {filePath} : " + result.GetErrorInfo());
|
||||
UnityEngine.Debug.LogError($"无法确保父目录,文件写入取消: {filePath}");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
UnityEngine.Debug.Log($"文件({filePath})存在,不必创建");
|
||||
|
||||
result = File.Open(ref fileHandle, filePath, OpenFileMode.Write);
|
||||
//result.abortUnlessSuccess();
|
||||
if (!result.IsSuccess())
|
||||
{
|
||||
UnityEngine.Debug.LogError($"失败 File.Open(ref filehandle, {filePath}, OpenFileMode.Write): " + result.GetErrorInfo());
|
||||
return false;
|
||||
}
|
||||
UnityEngine.Debug.Log($"成功 File.Open(ref filehandle, {filePath}, OpenFileMode.Write)");
|
||||
//string directoryPath = System.IO.Path.GetDirectoryName(filePath.Replace(save_path, ""));
|
||||
//string fullDirectoryPath = $"{save_path}{directoryPath}";
|
||||
//UnityEngine.Debug.Log($"检查父目录: {fullDirectoryPath}");
|
||||
|
||||
//nn.fs.WriteOption.Flush 应该就是覆盖写入
|
||||
result = nn.fs.File.Write(fileHandle, 0, data, data.Length, nn.fs.WriteOption.Flush); // Writes and flushes the write at the same time
|
||||
//result.abortUnlessSuccess();
|
||||
if (!result.IsSuccess())
|
||||
{
|
||||
UnityEngine.Debug.LogError("写入文件失败: " + result.GetErrorInfo());
|
||||
return false;
|
||||
}
|
||||
UnityEngine.Debug.Log("写入文件成功: " + filePath);
|
||||
//nn.fs.EntryType entryType = 0;
|
||||
//result = nn.fs.FileSystem.GetEntryType(ref entryType, fullDirectoryPath);
|
||||
//if (!result.IsSuccess() && nn.fs.FileSystem.ResultPathNotFound.Includes(result))
|
||||
//{
|
||||
// UnityEngine.Debug.Log($"父目录 {fullDirectoryPath} 不存在,尝试创建 (判断依据 result=>{result.ToString()})");
|
||||
// result = nn.fs.Directory.Create(fullDirectoryPath);
|
||||
// if (!result.IsSuccess())
|
||||
// {
|
||||
// UnityEngine.Debug.LogError($"创建父目录失败: {result.GetErrorInfo()}");
|
||||
// return false;
|
||||
// }
|
||||
// UnityEngine.Debug.Log($"父目录 {fullDirectoryPath} 创建成功");
|
||||
//}
|
||||
//else if (result.IsSuccess() && entryType != nn.fs.EntryType.Directory)
|
||||
//{
|
||||
// UnityEngine.Debug.LogError($"路径 {fullDirectoryPath} 已存在,但不是目录");
|
||||
// return false;
|
||||
//}
|
||||
//else if (!result.IsSuccess())
|
||||
//{
|
||||
// UnityEngine.Debug.LogError($"检查父目录失败: {result.GetErrorInfo()}");
|
||||
// return false;
|
||||
//}
|
||||
|
||||
if (CheckPathNotFound(filePath))
|
||||
{
|
||||
UnityEngine.Debug.Log($"文件({filePath})不存在需要创建");
|
||||
result = nn.fs.File.Create(filePath, data.Length); //this makes a file the size of your save journal. You may want to make a file smaller than this.
|
||||
//result.abortUnlessSuccess();
|
||||
if (!result.IsSuccess())
|
||||
{
|
||||
UnityEngine.Debug.LogError($"创建文件失败 {filePath} : " + result.GetErrorInfo());
|
||||
return false;
|
||||
}
|
||||
//读取文件Handle
|
||||
result = File.Open(ref fileHandle, filePath, OpenFileMode.Write);
|
||||
}
|
||||
else
|
||||
{
|
||||
//读取文件Handle
|
||||
result = File.Open(ref fileHandle, filePath, OpenFileMode.Write);
|
||||
long currsize = 0;
|
||||
File.GetSize(ref currsize, fileHandle);
|
||||
if (currsize == data.Length)
|
||||
{
|
||||
UnityEngine.Debug.Log($"文件({filePath})存在,长度一致,不用重新创建");
|
||||
}
|
||||
else
|
||||
{
|
||||
UnityEngine.Debug.Log($"文件({filePath})存在,长度不一致,先删除再重建");
|
||||
nn.fs.File.Close(fileHandle);
|
||||
//删除
|
||||
File.Delete(filePath);
|
||||
//重新创建
|
||||
result = nn.fs.File.Create(filePath, data.Length);
|
||||
if (!result.IsSuccess())
|
||||
{
|
||||
UnityEngine.Debug.LogError($"创建文件失败 {filePath} : " + result.GetErrorInfo());
|
||||
return false;
|
||||
}
|
||||
//重新读取文件Handle
|
||||
result = File.Open(ref fileHandle, filePath, OpenFileMode.Write);
|
||||
}
|
||||
}
|
||||
|
||||
// //OpenFileMode.AllowAppend 好像不可用
|
||||
// //result = File.Open(ref fileHandle, filePath, OpenFileMode.AllowAppend);
|
||||
// result = File.Open(ref fileHandle, filePath, OpenFileMode.Write);
|
||||
|
||||
//result.abortUnlessSuccess();
|
||||
if (!result.IsSuccess())
|
||||
{
|
||||
UnityEngine.Debug.LogError($"失败 File.Open(ref filehandle, {filePath}, OpenFileMode.Write): " + result.GetErrorInfo());
|
||||
return false;
|
||||
}
|
||||
UnityEngine.Debug.Log($"成功 File.Open(ref filehandle, {filePath}, OpenFileMode.Write)");
|
||||
|
||||
//nn.fs.WriteOption.Flush 应该就是覆盖写入
|
||||
result = nn.fs.File.Write(fileHandle, 0, data, data.Length, nn.fs.WriteOption.Flush); // Writes and flushes the write at the same time
|
||||
//result.abortUnlessSuccess();
|
||||
if (!result.IsSuccess())
|
||||
{
|
||||
UnityEngine.Debug.LogError("写入文件失败: " + result.GetErrorInfo());
|
||||
return false;
|
||||
}
|
||||
UnityEngine.Debug.Log("写入文件成功: " + filePath);
|
||||
|
||||
nn.fs.File.Close(fileHandle);
|
||||
|
||||
nn.fs.File.Close(fileHandle);
|
||||
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// 停止阻止用户退出游戏
|
||||
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
|
||||
#endif
|
||||
|
||||
if(immediatelyCommit)
|
||||
{
|
||||
//必须得提交,否则没有真实写入
|
||||
return CommitSave();
|
||||
}
|
||||
else
|
||||
{
|
||||
SetCommitDirty();
|
||||
return true;
|
||||
}
|
||||
if (immediatelyCommit)
|
||||
{
|
||||
//必须得提交,否则没有真实写入
|
||||
return CommitSave();
|
||||
}
|
||||
else
|
||||
{
|
||||
SetCommitDirty();
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@ -278,7 +312,6 @@ public class AxiNSIO
|
||||
LoadSwitchDataFile(filename, out byte[] outputData);
|
||||
return outputData;
|
||||
}
|
||||
|
||||
public bool LoadSwitchDataFile(string filename, ref System.IO.MemoryStream ms)
|
||||
{
|
||||
if (LoadSwitchDataFile(filename, out byte[] outputData))
|
||||
@ -350,7 +383,6 @@ public class AxiNSIO
|
||||
AxiNS.instance.wait.AddWait(wait);
|
||||
return wait;
|
||||
}
|
||||
|
||||
public bool GetDirectoryFiles(string path, out string[] entrys)
|
||||
{
|
||||
#if !UNITY_SWITCH || UNITY_EDITOR
|
||||
@ -361,7 +393,6 @@ public class AxiNSIO
|
||||
return GetDirectoryEntrys(path,nn.fs.OpenDirectoryMode.File,out entrys);
|
||||
#endif
|
||||
}
|
||||
|
||||
public bool GetDirectoryDirs(string path, out string[] entrys)
|
||||
{
|
||||
#if !UNITY_SWITCH || UNITY_EDITOR
|
||||
@ -399,10 +430,10 @@ public class AxiNSIO
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
public bool GetDirectoryEntrysFullRecursion(string path, out string[] entrys)
|
||||
{
|
||||
#if UNITY_SWITCH
|
||||
public bool GetDirectoryEntrysFullRecursion(string path, out string[] entrys)
|
||||
{
|
||||
|
||||
nn.fs.DirectoryHandle eHandle = new nn.fs.DirectoryHandle();
|
||||
nn.Result result = nn.fs.Directory.Open(ref eHandle, path, OpenDirectoryMode.All);
|
||||
if (nn.fs.FileSystem.ResultPathNotFound.Includes(result))
|
||||
@ -430,8 +461,11 @@ public class AxiNSIO
|
||||
nn.fs.Directory.Close(eHandle);
|
||||
entrys = temp.ToArray();
|
||||
return true;
|
||||
}
|
||||
#else
|
||||
entrys = default;
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
public IEnumerable<string> EnumerateFiles(string path, string searchPattern)
|
||||
{
|
||||
@ -534,13 +568,7 @@ public class AxiNSIO
|
||||
AxiNS.instance.wait.AddWait(wait);
|
||||
return wait;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 递归删除目录
|
||||
/// </summary>
|
||||
/// <param name="filename"></param>
|
||||
/// <returns></returns>
|
||||
public bool DeleteRecursivelyPathDir(string filename)
|
||||
public bool DeletePathDirRecursively(string filename)
|
||||
{
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
@ -558,7 +586,7 @@ public class AxiNSIO
|
||||
result = nn.fs.Directory.DeleteRecursively(filename);
|
||||
if (result.IsSuccess() == false)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"nn.fs.File.DeleteRecursively 失败 {filename} : result=>{result.GetErrorInfo()}");
|
||||
UnityEngine.Debug.LogError($"nn.fs.File.Recursively 失败 {filename} : result=>{result.GetErrorInfo()}");
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -570,40 +598,14 @@ public class AxiNSIO
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 递归删除情况
|
||||
/// </summary>
|
||||
/// <param name="filename"></param>
|
||||
/// <returns></returns>
|
||||
public bool CleanRecursivelyPathDir(string filename)
|
||||
#if UNITY_SWITCH
|
||||
public AxiNSWait_DeletePathDirRecursively DeletePathDirRecursivelyAsync(string filename)
|
||||
{
|
||||
#if !UNITY_SWITCH
|
||||
return false;
|
||||
#else
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// This next line prevents the user from quitting the game while saving.
|
||||
// This is required for Nintendo Switch Guideline 0080
|
||||
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
|
||||
#endif
|
||||
|
||||
if (CheckPathNotFound(filename))
|
||||
return false;
|
||||
nn.Result result;
|
||||
result = nn.fs.Directory.CleanRecursively(filename);
|
||||
if (result.IsSuccess() == false)
|
||||
{
|
||||
UnityEngine.Debug.LogError($"nn.fs.File.DeleteRecursively 失败 {filename} : result=>{result.GetErrorInfo()}");
|
||||
return false;
|
||||
}
|
||||
|
||||
#if UNITY_SWITCH && !UNITY_EDITOR
|
||||
// End preventing the user from quitting the game while saving.
|
||||
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
|
||||
#endif
|
||||
return CommitSave();
|
||||
#endif
|
||||
var wait = new AxiNSWait_DeletePathDirRecursively(filename);
|
||||
AxiNS.instance.wait.AddWait(wait);
|
||||
return wait;
|
||||
}
|
||||
#endif
|
||||
|
||||
public bool RenameDir(string oldpath, string newpath)
|
||||
{
|
||||
|
||||
@ -8,7 +8,7 @@ public class AxiPlayerPrefsForFileSystem : AxiPlayerPrefsFileBase
|
||||
Debug.Log($"AxiPlayerPrefsForPSVita Init");
|
||||
}
|
||||
|
||||
public static Dictionary<string, AxiPlayerPrefsKeyValye> LoadData()
|
||||
protected static Dictionary<string, AxiPlayerPrefsKeyValye> LoadData()
|
||||
{
|
||||
if (!AxiIO.AxiIO.io.file_Exists(AxiPlayerPrefsFilePath))
|
||||
return new Dictionary<string, AxiPlayerPrefsKeyValye>();
|
||||
@ -32,7 +32,7 @@ public class AxiPlayerPrefsForFileSystem : AxiPlayerPrefsFileBase
|
||||
}
|
||||
}
|
||||
|
||||
public static void SaveData(Dictionary<string, AxiPlayerPrefsKeyValye> data)
|
||||
protected static void SaveData(Dictionary<string, AxiPlayerPrefsKeyValye> data)
|
||||
{
|
||||
string jsonStr = AxiPlayerPrefsFileBase.DataToJsonStr(data);
|
||||
byte[] dataByteArray;
|
||||
@ -45,5 +45,4 @@ public class AxiPlayerPrefsForFileSystem : AxiPlayerPrefsFileBase
|
||||
}
|
||||
AxiIO.AxiIO.io.file_WriteAllBytes(AxiPlayerPrefsFilePath, dataByteArray, false);
|
||||
}
|
||||
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user