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15 changed files with 308 additions and 325 deletions

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@ -24,21 +24,17 @@ public class AxiNSIO
{
#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();
nn.Result ret = FileSystem.Commit(save_name);
if (!ret.IsSuccess())
using (AxiNSIOKeepingDisposable.Acquire())
{
UnityEngine.Debug.LogError($"FileSystem.Commit({save_name}) 失败: " + ret.GetErrorInfo());
return false;
nn.Result ret = FileSystem.Commit(save_name);
if (!ret.IsSuccess())
{
UnityEngine.Debug.LogError($"FileSystem.Commit({save_name}) 失败: " + ret.GetErrorInfo());
return false;
}
bDirty = false;
return true;
}
// 停止阻止用户退出游戏
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
bDirty = false;
return true;
#else
return false;
#endif
@ -162,162 +158,127 @@ public class AxiNSIO
public bool FileToSaveWithCreate(string filePath, byte[] data, bool immediatelyCommit = true)
{
UnityEngine.Debug.Log($"FileToSaveWithCreate: {filePath}");
lock (commitLock)
{
#if !UNITY_SWITCH
return false;
#else
if (!AxiNS.instance.mount.SaveIsMount)
lock (commitLock)
{
using (AxiNSIOKeepingDisposable.Acquire())
{
UnityEngine.Debug.LogError($"Save 尚未挂载,无法存储 {filePath}");
return false;
}
nn.Result result;
//取出父级目录
string dirpath = string.Empty;
//string filePath = "save:/AxibugEmu/Caches/Texture/516322966";
string mountRoot = null;
int colonSlashIndex = filePath.IndexOf(":/");
if (colonSlashIndex > 0)
mountRoot = filePath.Substring(0, colonSlashIndex + 1); // 例如 "save:"
int lastSlashIndex = filePath.LastIndexOf('/');
if (lastSlashIndex >= 0)
{
string parent = filePath.Substring(0, lastSlashIndex);
if (mountRoot != null && !parent.Equals(mountRoot, StringComparison.OrdinalIgnoreCase))
dirpath = parent;
}
if (!string.IsNullOrWhiteSpace(dirpath))
{
// 使用封装函数检查和创建父目录
if (!EnsureParentDirectory(dirpath, true))
if (!AxiNS.instance.mount.SaveIsMount)
{
UnityEngine.Debug.LogError($"无法确保父目录,文件写入取消: {filePath}");
UnityEngine.Debug.LogError($"Save 尚未挂载,无法存储 {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.Result result;
//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($"检查父目录失败: {result.GetErrorInfo()}");
// return false;
//}
//取出父级目录
string dirpath = string.Empty;
//string filePath = "save:/AxibugEmu/Caches/Texture/516322966";
string mountRoot = null;
int colonSlashIndex = filePath.IndexOf(":/");
if (colonSlashIndex > 0)
mountRoot = filePath.Substring(0, colonSlashIndex + 1); // 例如 "save:"
#if UNITY_SWITCH && !UNITY_EDITOR
// 阻止用户在保存时,退出游戏
// Switch 条例 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
if (CheckPathNotFound(filePath))
{
UnityEngine.Debug.Log($"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())
int lastSlashIndex = filePath.LastIndexOf('/');
if (lastSlashIndex >= 0)
{
UnityEngine.Debug.LogError($"创建文件失败 {filePath} : " + result.GetErrorInfo());
return false;
string parent = filePath.Substring(0, lastSlashIndex);
if (mountRoot != null && !parent.Equals(mountRoot, StringComparison.OrdinalIgnoreCase))
dirpath = parent;
}
//读取文件Handle
result = File.Open(ref fileHandle, filePath, OpenFileMode.Write);
}
else
{
//读取文件Handle
result = File.Open(ref fileHandle, filePath, OpenFileMode.Write);
long currsize = 0;
File.GetSize(ref currsize, fileHandle);
if (currsize == data.Length)
if (!string.IsNullOrWhiteSpace(dirpath))
{
UnityEngine.Debug.Log($"文件({filePath})存在,长度一致,不用重新创建");
// 使用封装函数检查和创建父目录
if (!EnsureParentDirectory(dirpath, true))
{
UnityEngine.Debug.LogError($"无法确保父目录,文件写入取消: {filePath}");
return false;
}
}
else
if (CheckPathNotFound(filePath))
{
UnityEngine.Debug.Log($"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);
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;
}
//重新读取文件Handle
//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($"成功 File.Open(ref filehandle, {filePath}, OpenFileMode.Write)");
//nn.fs.WriteOption.Flush 应该就是覆盖写入
result = nn.fs.File.Write(fileHandle, 0, data, data.Length, nn.fs.WriteOption.Flush); // Writes and flushes the write at the same time
//result.abortUnlessSuccess();
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError("写入文件失败: " + result.GetErrorInfo());
return false;
}
UnityEngine.Debug.Log("写入文件成功: " + filePath);
nn.fs.File.Close(fileHandle);
if (immediatelyCommit)
{
//必须得提交,否则没有真实写入
return CommitSave();
}
else
{
SetCommitDirty();
return true;
}
}
// //OpenFileMode.AllowAppend 好像不可用
// //result = File.Open(ref fileHandle, filePath, OpenFileMode.AllowAppend);
// result = File.Open(ref fileHandle, filePath, OpenFileMode.Write);
//result.abortUnlessSuccess();
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError($"失败 File.Open(ref filehandle, {filePath}, OpenFileMode.Write): " + result.GetErrorInfo());
return false;
}
UnityEngine.Debug.Log($"成功 File.Open(ref filehandle, {filePath}, OpenFileMode.Write)");
//nn.fs.WriteOption.Flush 应该就是覆盖写入
result = nn.fs.File.Write(fileHandle, 0, data, data.Length, nn.fs.WriteOption.Flush); // Writes and flushes the write at the same time
//result.abortUnlessSuccess();
if (!result.IsSuccess())
{
UnityEngine.Debug.LogError("写入文件失败: " + result.GetErrorInfo());
return false;
}
UnityEngine.Debug.Log("写入文件成功: " + filePath);
nn.fs.File.Close(fileHandle);
#if UNITY_SWITCH && !UNITY_EDITOR
// 停止阻止用户退出游戏
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
if (immediatelyCommit)
{
//必须得提交,否则没有真实写入
return CommitSave();
}
else
{
SetCommitDirty();
return true;
}
#endif
}
#endif
}
/// <summary>
/// 保存并创建文件(如果目录不存在回先自动创建目录)
@ -531,30 +492,19 @@ public class AxiNSIO
#if !UNITY_SWITCH
return false;
#else
#if UNITY_SWITCH && !UNITY_EDITOR
// This next line prevents the user from quitting the game while saving.
// This is required for Nintendo Switch Guideline 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
if (CheckPathNotFound(filename))
return false;
nn.Result result;
result = nn.fs.File.Delete(filename);
if (result.IsSuccess() == false)
using (AxiNSIOKeepingDisposable.Acquire())
{
UnityEngine.Debug.LogError($"nn.fs.File.Delete 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
if (CheckPathNotFound(filename))
return false;
nn.Result result;
result = nn.fs.File.Delete(filename);
if (result.IsSuccess() == false)
{
UnityEngine.Debug.LogError($"nn.fs.File.Delete 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
}
return CommitSave();
}
#if UNITY_SWITCH && !UNITY_EDITOR
// End preventing the user from quitting the game while saving.
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
return CommitSave();
#endif
}
public AxiNSWait_DeletePathFile DeletePathFileAsync(string filename)
@ -568,28 +518,19 @@ public class AxiNSIO
#if !UNITY_SWITCH
return false;
#else
#if UNITY_SWITCH && !UNITY_EDITOR
// This next line prevents the user from quitting the game while saving.
// This is required for Nintendo Switch Guideline 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
if (CheckPathNotFound(filename))
return false;
nn.Result result;
result = nn.fs.Directory.Delete(filename);
if (result.IsSuccess() == false)
using (AxiNSIOKeepingDisposable.Acquire())
{
UnityEngine.Debug.LogError($"nn.fs.File.Delete 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
if (CheckPathNotFound(filename))
return false;
nn.Result result;
result = nn.fs.Directory.Delete(filename);
if (result.IsSuccess() == false)
{
UnityEngine.Debug.LogError($"nn.fs.File.Delete 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
}
return CommitSave();
}
#if UNITY_SWITCH && !UNITY_EDITOR
// End preventing the user from quitting the game while saving.
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
return CommitSave();
#endif
}
public AxiNSWait_DeletePathDir DeletePathDirAsync(string filename)
@ -603,28 +544,19 @@ public class AxiNSIO
#if !UNITY_SWITCH
return false;
#else
#if UNITY_SWITCH && !UNITY_EDITOR
// This next line prevents the user from quitting the game while saving.
// This is required for Nintendo Switch Guideline 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
if (CheckPathNotFound(filename))
return false;
nn.Result result;
result = nn.fs.Directory.DeleteRecursively(filename);
if (result.IsSuccess() == false)
using (AxiNSIOKeepingDisposable.Acquire())
{
UnityEngine.Debug.LogError($"nn.fs.File.Recursively 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
if (CheckPathNotFound(filename))
return false;
nn.Result result;
result = nn.fs.Directory.DeleteRecursively(filename);
if (result.IsSuccess() == false)
{
UnityEngine.Debug.LogError($"nn.fs.File.Recursively 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
}
return CommitSave();
}
#if UNITY_SWITCH && !UNITY_EDITOR
// End preventing the user from quitting the game while saving.
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
return CommitSave();
#endif
}
public AxiNSWait_DeletePathDirRecursively DeletePathDirRecursivelyAsync(string filename)
@ -644,28 +576,19 @@ public class AxiNSIO
#if !UNITY_SWITCH
return false;
#else
#if UNITY_SWITCH && !UNITY_EDITOR
// This next line prevents the user from quitting the game while saving.
// This is required for Nintendo Switch Guideline 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
if (CheckPathNotFound(filename))
return false;
nn.Result result;
result = nn.fs.Directory.DeleteRecursively(filename);
if (result.IsSuccess() == false)
using (AxiNSIOKeepingDisposable.Acquire())
{
UnityEngine.Debug.LogError($"nn.fs.File.DeleteRecursively 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
if (CheckPathNotFound(filename))
return false;
nn.Result result;
result = nn.fs.Directory.DeleteRecursively(filename);
if (result.IsSuccess() == false)
{
UnityEngine.Debug.LogError($"nn.fs.File.DeleteRecursively 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
}
return CommitSave();
}
#if UNITY_SWITCH && !UNITY_EDITOR
// End preventing the user from quitting the game while saving.
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
return CommitSave();
#endif
}
@ -679,28 +602,19 @@ public class AxiNSIO
#if !UNITY_SWITCH
return false;
#else
#if UNITY_SWITCH && !UNITY_EDITOR
// This next line prevents the user from quitting the game while saving.
// This is required for Nintendo Switch Guideline 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
if (CheckPathNotFound(filename))
return false;
nn.Result result;
result = nn.fs.Directory.CleanRecursively(filename);
if (result.IsSuccess() == false)
using (AxiNSIOKeepingDisposable.Acquire())
{
UnityEngine.Debug.LogError($"nn.fs.File.DeleteRecursively 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
if (CheckPathNotFound(filename))
return false;
nn.Result result;
result = nn.fs.Directory.CleanRecursively(filename);
if (result.IsSuccess() == false)
{
UnityEngine.Debug.LogError($"nn.fs.File.DeleteRecursively 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
}
return CommitSave();
}
#if UNITY_SWITCH && !UNITY_EDITOR
// End preventing the user from quitting the game while saving.
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
return CommitSave();
#endif
}
@ -709,30 +623,19 @@ public class AxiNSIO
#if !UNITY_SWITCH
return false;
#else
#if UNITY_SWITCH && !UNITY_EDITOR
// This next line prevents the user from quitting the game while saving.
// This is required for Nintendo Switch Guideline 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
if (CheckPathNotFound(oldpath))
return false;
nn.Result result;
result = nn.fs.Directory.Rename(oldpath, newpath);
if (result.IsSuccess() == false)
using (AxiNSIOKeepingDisposable.Acquire())
{
UnityEngine.Debug.LogError($"nn.fs.File.Rename 失败 {oldpath} to {newpath} : result=>{result.GetErrorInfo()}");
return false;
if (CheckPathNotFound(oldpath))
return false;
nn.Result result;
result = nn.fs.Directory.Rename(oldpath, newpath);
if (result.IsSuccess() == false)
{
UnityEngine.Debug.LogError($"nn.fs.File.Rename 失败 {oldpath} to {newpath} : result=>{result.GetErrorInfo()}");
return false;
}
return CommitSave();
}
#if UNITY_SWITCH && !UNITY_EDITOR
// End preventing the user from quitting the game while saving.
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
return CommitSave();
#endif
}

View File

@ -0,0 +1,56 @@
#if UNITY_SWITCH
using nn.fs;
#endif
using System;
public class AxiNSIOKeepingDisposable : IDisposable
{
static object m_CurrLiveHandleLock = new object();
static int m_CurrLiveHandleCounter = 0;
static bool hadCounter { get { return m_CurrLiveHandleCounter > 0; } }
public static AxiNSIOKeepingDisposable Acquire()
{
return new AxiNSIOKeepingDisposable();
}
static void UpdateKeepingState(bool add)
{
#if UNITY_SWITCH
lock (m_CurrLiveHandleLock)
{
bool lasthadCounter = hadCounter;
if (add)
m_CurrLiveHandleCounter++;
else
m_CurrLiveHandleCounter--;
if (lasthadCounter == hadCounter)
return;
if (hadCounter)
{
// This next line prevents the user from quitting the game while saving.
// This is required for Nintendo Switch Guideline 0080
// 开启:阻止用户在保存时,退出游戏 Switch 条例 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
UnityEngine.Debug.Log("开启:阻止用户在保存时,退出游戏 Switch 条例 0080");
}
else
{
// 取消:阻止用户在保存时,退出游戏 Switch 条例 0080
// End preventing the user from quitting the game while saving.
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
UnityEngine.Debug.Log("取消:阻止用户在保存时,退出游戏 Switch 条例 0080");
}
}
#endif
}
private AxiNSIOKeepingDisposable()
{
UpdateKeepingState(true);
}
void IDisposable.Dispose()
{
UpdateKeepingState(false);
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e8a1c25dc774fb84fa91f4a87be0e507
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -7,7 +7,7 @@ public class AxiNSMono : MonoBehaviour
float waittime;
float lastinvokeTime;
public static void SetInvoke(Action _act, int _waitsec)
public static void SetInvokeLoop(Action _act, int _waitsec)
{
GameObject gobj = GameObject.Find($"[{nameof(AxiNSMono)}]");
if (gobj == null)

View File

@ -49,7 +49,7 @@ public class AxiNSWaitHandle
static void InitMonoInit()
{
if (bMonoInit) return;
AxiNSMono.SetInvoke(Do,15);
AxiNSMono.SetInvokeLoop(Do,15);
bMonoInit = true;
}
#endregion

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@ -1,4 +1,5 @@
using System;
#if !UNITY_SWITCH
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
@ -172,3 +173,4 @@ namespace AxiReplay
}
}
#endif

View File

@ -1,4 +1,5 @@
using System;
#if !UNITY_SWITCH
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
@ -156,3 +157,4 @@ namespace AxiReplay
}
}
#endif

View File

@ -82,7 +82,6 @@ namespace Essgee.Utilities
}
}
#endregion
public static void Write(this System.IO.BinaryWriter bw, byte* bufferPtr, int offset, int count)
{
// 使用指针复制数据到临时数组
@ -90,21 +89,22 @@ namespace Essgee.Utilities
// 使用BinaryWriter写入临时数组
bw.Write(TempBuffer_src, 0, count);
}
public static void Write(this System.IO.FileStream fs, byte* bufferPtr, int offset, int count)
{
// 使用指针复制数据到临时数组
Buffer.MemoryCopy(bufferPtr + offset, TempBuffer, 0, count);
// 使用BinaryWriter写入临时数组
fs.Write(TempBuffer_src, 0, count);
}
public static int Read(this System.IO.FileStream fs, byte* bufferPtr, int offset, int count)
{
// 使用BinaryWriter写入临时数组
count = fs.Read(TempBuffer_src, offset, count);
// 使用指针复制数据到临时数组
Buffer.MemoryCopy(TempBuffer, bufferPtr + offset, 0, count);
return count;
}
//public static void Write(this System.IO.FileStream fs, byte* bufferPtr, int offset, int count)
//{
// // 使用指针复制数据到临时数组
// Buffer.MemoryCopy(bufferPtr + offset, TempBuffer, 0, count);
// // 使用BinaryWriter写入临时数组
// fs.Write(TempBuffer_src, 0, count);
//}
//public static int Read(this System.IO.FileStream fs, byte* bufferPtr, int offset, int count)
//{
// // 使用BinaryWriter写入临时数组
// count = fs.Read(TempBuffer_src, offset, count);
// // 使用指针复制数据到临时数组
// Buffer.MemoryCopy(TempBuffer, bufferPtr + offset, 0, count);
// return count;
//}
}
internal unsafe static class AxiArray

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@ -39,6 +39,7 @@ namespace Essgee.Emulation
var fileExtension = System.IO.Path.GetExtension(fileName);
if (fileExtension == ".zip")
{
UnityEngine.Debug.Log("使用ZipFile.Open解压Zip:"+fileName);
using (var zip = ZipFile.Open(fileName, ZipArchiveMode.Read))
{
foreach (var entry in zip.Entries)
@ -60,7 +61,7 @@ namespace Essgee.Emulation
else if (fileExtensionSystemDictionary.ContainsKey(fileExtension))
{
machineType = fileExtensionSystemDictionary[fileExtension];
romData = System.IO.File.ReadAllBytes(fileName);
romData = EmulatorHandler.io.File_ReadAllBytes(fileName);
}
}
catch (Exception ex) when (!AppEnvironment.DebugMode)

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@ -1805,7 +1805,9 @@ namespace IngameDebugConsole
public void SaveLogsToFile( string filePath )
{
#if !UNITY_SWITCH
File.WriteAllText( filePath, GetAllLogs() );
#endif
Debug.Log( "Logs saved to: " + filePath );
}
@ -1815,7 +1817,7 @@ namespace IngameDebugConsole
if( !avoidScreenCutout )
return;
#if UNITY_2017_2_OR_NEWER && ( UNITY_EDITOR || UNITY_ANDROID || UNITY_IOS )
#if UNITY_2017_2_OR_NEWER && (UNITY_EDITOR || UNITY_ANDROID || UNITY_IOS)
// Check if there is a cutout at the top of the screen
int screenHeight = Screen.height;
float safeYMax = Screen.safeArea.yMax;

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@ -1,4 +1,4 @@

#if !UNITY_SWITCH
using System.IO;
namespace MAME.Core
@ -81,4 +81,5 @@ namespace MAME.Core
mWriter.Flush();
}
}
}
}
#endif

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@ -93,7 +93,6 @@ namespace StoicGooseUnity
}
}
#endregion
public static void Write(this System.IO.BinaryWriter bw, byte* bufferPtr, int offset, int count)
{
// 使用指针复制数据到临时数组
@ -101,6 +100,7 @@ namespace StoicGooseUnity
// 使用BinaryWriter写入临时数组
bw.Write(TempBuffer_src, 0, count);
}
/*
public static void Write(this System.IO.FileStream fs, byte* bufferPtr, int offset, int count)
{
// 使用指针复制数据到临时数组
@ -115,7 +115,7 @@ namespace StoicGooseUnity
// 使用指针复制数据到临时数组
Buffer.MemoryCopy(TempBuffer, bufferPtr + offset, 0, count);
return count;
}
}*/
}
internal unsafe static class AxiArray

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@ -66,6 +66,10 @@ namespace Coffee.UIExtensions
static void SaveMaterial(Material mat, Shader shader, bool isMainAsset)
{
#if !UNITY_EDITOR
return;
#endif
string materialPath = GetDefaultMaterialPath(shader);
#if UIEFFECT_SEPARATE

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@ -29,8 +29,8 @@ public class UMAME : EmuCore<ulong>
public UniTimeSpan mTimeSpan;
public bool bQuickTestRom = false;
public string mQuickTestRom = string.Empty;
public ReplayWriter mReplayWriter;
public ReplayReader mReplayReader;
//public ReplayWriter mReplayWriter;
//public ReplayReader mReplayReader;
public long currEmuFrame => emu.currEmuFrame;
public static System.Diagnostics.Stopwatch sw = System.Diagnostics.Stopwatch.StartNew();
public static bool bInGame { get; private set; }
@ -125,7 +125,7 @@ public class UMAME : EmuCore<ulong>
{
emu.ResetRomRoot(RomPath);
//Application.targetFrameRate = 60;
mReplayWriter = new ReplayWriter(mChangeRomName, "fuck", ReplayData.ReplayFormat.FM32IP64, Encoding.UTF8);
//mReplayWriter = new ReplayWriter(mChangeRomName, "fuck", ReplayData.ReplayFormat.FM32IP64, Encoding.UTF8);
mChangeRomName = loadRom;
StopGame();
//读取ROM
@ -161,7 +161,7 @@ public class UMAME : EmuCore<ulong>
mUniKeyboard.SyncInput(InputData);
emu.UpdateFrame();
//写入replay
UMAME.instance.mReplayWriter.NextFramebyFrameIdx((int)UMAME.instance.mUniVideoPlayer.mFrame, InputData);
//UMAME.instance.mReplayWriter.NextFramebyFrameIdx((int)UMAME.instance.mUniVideoPlayer.mFrame, InputData);
return true;
}
@ -188,7 +188,7 @@ public class UMAME : EmuCore<ulong>
{
string Path = SavePath + Machine.sName + ".rp";
string dbgPath = SavePath + Machine.sName + ".rpwrite";
mReplayWriter.SaveData(Path, true, dbgPath);
//mReplayWriter.SaveData(Path, true, dbgPath);
}
public void StopGame()
{

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@ -121,34 +121,35 @@ public class UniKeyboard : MonoBehaviour, IKeyboard
}
}
public class ReplayMode
{
ulong currInputData;
// public class ReplayMode
// {
// ulong currInputData;
public ReplayMode()
{
}
// public ReplayMode()
// {
// }
public ulong GetPressedKeys()
{
int targetFrame = (int)UMAME.instance.mUniVideoPlayer.mFrame;
AxiReplay.ReplayStep stepData;
//有变化
if (UMAME.instance.mReplayReader.NextFramebyFrameIdx(targetFrame, out stepData))
{
#if UNITY_EDITOR
string ShowKeyNames = string.Empty;
foreach (string keyname in GetInputpDataToMotionKey(currInputData))
{
ShowKeyNames += keyname + " |";
}
Debug.Log("GetPressedKeys=>" + ShowKeyNames);
#endif
currInputData = stepData.InPut;
}
return currInputData;
}
}
// public ulong GetPressedKeys()
// {
// int targetFrame = (int)UMAME.instance.mUniVideoPlayer.mFrame;
// AxiReplay.ReplayStep stepData;
// //有变化
// if (UMAME.instance.mReplayReader.NextFramebyFrameIdx(targetFrame, out stepData))
// {
//#if UNITY_EDITOR
// string ShowKeyNames = string.Empty;
// foreach (string keyname in GetInputpDataToMotionKey(currInputData))
// {
// ShowKeyNames += keyname + " |";
// }
// Debug.Log("GetPressedKeys=>" + ShowKeyNames);
//#endif
// currInputData = stepData.InPut;
// }
// return currInputData;
// }
// }
#endregion
}