412 lines
18 KiB
C++
412 lines
18 KiB
C++
#pragma once
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using namespace std;
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#include <save_data.h>
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#define MAX_DISPLAYNAME_LENGTH 128 // SCE_SAVE_DATA_SUBTITLE_MAXSIZE on PS4
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#define MAX_SAVEFILENAME_LENGTH 32 // SCE_SAVE_DATA_DIRNAME_DATA_MAXSIZE
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#define USER_INDEX_ANY 0x000000FF
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#define RESULT LONG
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class StringTable;
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typedef struct
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{
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char UTF8SaveFilename[MAX_SAVEFILENAME_LENGTH];
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char UTF8SaveTitle[MAX_DISPLAYNAME_LENGTH];
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time_t modifiedTime;
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PBYTE thumbnailData;
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unsigned int thumbnailSize;
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int blocksUsed;
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//int sizeKB;
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}
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SAVE_INFO,*PSAVE_INFO;
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typedef struct
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{
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int totalBlocksUsed;
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int newSaveBlocksUsed;
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int iSaveC;
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PSAVE_INFO SaveInfoA;
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PSAVE_INFO pCurrentSaveInfo; // Pointer to SAVE_INFO for the save that has just been loaded, or NULL if no save has been loaded (ie this is a newly created game)
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}
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SAVE_DETAILS,*PSAVE_DETAILS;
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class CONTENT_DATA
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{
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public:
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enum Type
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{
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e_contentLocked,
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e_contentUnlocked
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};
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int DeviceID;
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DWORD dwContentType;
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WCHAR wszDisplayName[256];
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CHAR szFileName[SCE_FIOS_PATH_MAX];
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};
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typedef CONTENT_DATA XCONTENT_DATA, *PXCONTENT_DATA; // TODO - put back in when actually interfacing with game
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#define MARKETPLACE_CONTENTOFFER_INFO int
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// Current version of the dlc data creator
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#define CURRENT_DLC_VERSION_NUM 3
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// MGH - moved these here from Orbis_App.h
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enum e_SONYDLCType
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{
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eSONYDLCType_SkinPack=0,
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eSONYDLCType_TexturePack,
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eSONYDLCType_MashUpPack,
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eSONYDLCType_All
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};
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typedef struct
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{
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char chDLCKeyname[16+1]; // extra 1 for terminator
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//char chDLCTitle[64];
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e_SONYDLCType eDLCType;
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char chDLCPicname[16+1]; // extra 1 for terminator
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int iFirstSkin;
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int iConfig; // used for texture pack data files
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#ifdef __ORBIS__
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PBYTE pbImageData;
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DWORD dwImageBytes;
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#endif
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}
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SONYDLC;
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class C4JStorage
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{
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public:
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struct PROFILESETTINGS
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{
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int iYAxisInversion;
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int iControllerSensitivity;
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int iVibration;
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bool bSwapSticks;
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};
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// Structs defined in the DLC_Creator, but added here to be used in the app
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typedef struct
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{
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unsigned int uiFileSize;
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DWORD dwType;
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DWORD dwWchCount; // count of WCHAR in next array
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WCHAR wchFile[1];
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}
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DLC_FILE_DETAILS, *PDLC_FILE_DETAILS;
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typedef struct
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{
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DWORD dwType;
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DWORD dwWchCount; // count of WCHAR in next array;
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WCHAR wchData[1]; // will be an array of size dwBytes
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}
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DLC_FILE_PARAM, *PDLC_FILE_PARAM;
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// End of DLC_Creator structs
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typedef struct
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{
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DWORD dwVersion;
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DWORD dwNewOffers;
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DWORD dwTotalOffers;
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DWORD dwInstalledTotalOffers;
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BYTE bPadding[1024-sizeof(DWORD)*4]; // future expansion
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}
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DLC_TMS_DETAILS;
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typedef struct
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{
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DWORD dwSize;
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PBYTE pbData;
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}
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TMSPP_FILEDATA, *PTMSPP_FILEDATA;
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enum eTMS_FILETYPEVAL
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{
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TMS_FILETYPE_BINARY=0,
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TMS_FILETYPE_CONFIG=1,
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TMS_FILETYPE_JSON=2,
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TMS_FILETYPE_MAX,
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};
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enum eGlobalStorage
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{
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//eGlobalStorage_GameClip=0,
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eGlobalStorage_Title=0,
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eGlobalStorage_TitleUser,
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eGlobalStorage_Max
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};
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enum EMessageResult
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{
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EMessage_Undefined=0,
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EMessage_Busy,
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EMessage_Pending,
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EMessage_Cancelled,
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EMessage_ResultAccept,
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EMessage_ResultDecline,
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EMessage_ResultThirdOption,
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EMessage_ResultFourthOption
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};
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enum ESaveGameState
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{
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ESaveGame_Idle=0,
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ESaveGame_Save,
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ESaveGame_SaveCompleteSuccess,
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ESaveGame_SaveCompleteFail,
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ESaveGame_SaveIncomplete,
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ESaveGame_SaveIncomplete_WaitingOnResponse,
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ESaveGame_SaveSubfiles,
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ESaveGame_SaveSubfilesCompleteSuccess,
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ESaveGame_SaveSubfilesCompleteFail,
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ESaveGame_SaveSubfilesIncomplete,
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ESaveGame_SaveSubfilesIncomplete_WaitingOnResponse,
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ESaveGame_Load,
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ESaveGame_LoadCompleteSuccess,
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ESaveGame_LoadCompleteFail,
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ESaveGame_Delete,
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ESaveGame_DeleteSuccess,
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ESaveGame_DeleteFail,
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ESaveGame_Rename,
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ESaveGame_RenameSuccess,
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ESaveGame_RenameFail,
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ESaveGame_Copy,
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ESaveGame_CopyCompleteSuccess,
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ESaveGame_CopyCompleteFail,
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ESaveGame_CopyCompleteFailQuota,
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ESaveGame_CopyCompleteFailLocalStorage,
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ESaveGame_GetSaveThumbnail // Not used as an actual state in the PS4, but the game expects this to be returned to indicate success when getting a thumbnail
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};
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enum EOptionsState
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{
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EOptions_Idle=0,
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EOptions_Save,
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EOptions_Load,
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EOptions_Delete,
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EOptions_NoSpace,
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EOptions_Corrupt,
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};
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enum ESaveGameStatus
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{
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EDeleteGame_Idle=0,
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EDeleteGame_InProgress,
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};
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enum EDLCStatus
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{
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EDLC_Error=0,
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EDLC_Idle,
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EDLC_NoOffers,
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EDLC_AlreadyEnumeratedAllOffers,
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EDLC_NoInstalledDLC,
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EDLC_Pending,
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EDLC_LoadInProgress,
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EDLC_Loaded,
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EDLC_ChangedDevice
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};
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enum ESavingMessage
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{
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ESavingMessage_None=0,
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ESavingMessage_Short,
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ESavingMessage_Long
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};
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enum ESaveIncompleteType
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{
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ESaveIncomplete_None,
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ESaveIncomplete_OutOfQuota,
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ESaveIncomplete_OutOfLocalStorage,
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ESaveIncomplete_Unknown
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};
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enum ETMSStatus
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{
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ETMSStatus_Idle=0,
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ETMSStatus_Fail,
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ETMSStatus_ReadInProgress,
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ETMSStatus_ReadFileListInProgress,
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ETMSStatus_WriteInProgress,
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ETMSStatus_Fail_ReadInProgress,
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ETMSStatus_Fail_ReadFileListInProgress,
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ETMSStatus_Fail_ReadDetailsNotRetrieved,
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ETMSStatus_Fail_WriteInProgress,
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ETMSStatus_DeleteInProgress,
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ETMSStatus_Pending,
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};
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enum eTMS_FileType
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{
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eTMS_FileType_Normal=0,
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eTMS_FileType_Graphic,
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};
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enum ESGIStatus
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{
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ESGIStatus_Error=0,
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ESGIStatus_Idle,
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ESGIStatus_ReadInProgress,
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ESGIStatus_NoSaves,
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};
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enum
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{
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PROFILE_READTYPE_ALL,
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PROFILE_READTYPE_XBOXSETTINGS // just read the settings (after a notification of settings change)
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};
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enum eOptionsCallback
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{
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eOptions_Callback_Idle,
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eOptions_Callback_Write,
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eOptions_Callback_Write_Fail_NoSpace,
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eOptions_Callback_Write_Fail,
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eOptions_Callback_Read,
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eOptions_Callback_Read_Fail,
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eOptions_Callback_Read_FileNotFound,
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eOptions_Callback_Read_Corrupt,
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eOptions_Callback_Read_CorruptDeletePending,
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eOptions_Callback_Read_CorruptDeleted
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};
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///////////////////////////////////////////////////////////////////////////// Global storage manager //////////////////////////////////////////////////////////////////////////////
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C4JStorage();
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void Tick(void); // General storage manager tick to be called from game
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///////////////////////////////////////////////////////////////////////////// Savegame data ///////////////////////////////////////////////////////////////////////////////////////
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// Initialisation
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void Init(unsigned int uiSaveVersion,LPCWSTR pwchDefaultSaveName,char *pszSavePackName,int iMinimumSaveSize, // General manager initialisation
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int( *Func)(LPVOID, const ESavingMessage, int),LPVOID lpParam,LPCSTR szGroupID);
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void SetGameSaveFolderTitle(WCHAR *wszGameSaveFolderTitle); // Sets the title to be set in the param.sfo of saves (this doesn't vary, the sub-title is used for the user cho
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void SetSaveCacheFolderTitle(WCHAR *wszSaveCacheFolderTitle); // Sets the title to be set in the param.sfo of the save cache
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void SetOptionsFolderTitle(WCHAR *wszOptionsFolderTitle);
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void SetCorruptSaveName(WCHAR *wszCorruptSaveName);
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// Sets the title to be set in the param.sfo of the options file
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void SetGameSaveFolderPrefix(char *szGameSaveFolderPrefix); // Sets the prefix to be added to the unique filename of each save to construct a final folder name
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void SetMaxSaves(int iMaxC); // Sets the maximum number of saves to be evaluated by GetSavesInfo etc.
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void SetDefaultImages(PBYTE pbOptionsImage,DWORD dwOptionsImageBytes,PBYTE pbSaveImage,DWORD dwSaveImageBytes, // Sets default save image and thumbnail, which can be used when saving a game that hasn't generated any yet
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PBYTE pbSaveThumbnail,DWORD dwSaveThumbnailBytes);
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void SetIncompleteSaveCallback(void( *Func)(LPVOID, const ESaveIncompleteType, int blocksRequired), LPVOID param); // Sets callback to be used in the event of a save method not being able to complete
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// Miscellaneous control
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void SetSaveDisabled(bool bDisable); // Sets saving disabled/enabled state
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bool GetSaveDisabled(void); // Determines whether saving has been disabled
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void ResetSaveData(); // Releases any internal storage being held for previously saved/loaded data
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C4JStorage::ESaveGameState DoesSaveExist(bool *pbExists); // Determine if current savegame exists on storage device
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bool EnoughSpaceForAMinSaveGame();
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C4JStorage::ESaveGameState GetSaveState();
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// Get details of existing savedata
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C4JStorage::ESaveGameState GetSavesInfo(int iPad,int ( *Func)(LPVOID lpParam,SAVE_DETAILS *pSaveDetails,const bool),LPVOID lpParam,char *pszSavePackName); // Start search
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PSAVE_DETAILS ReturnSavesInfo(); // Returns result of search (or NULL if not yet received)
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void ClearSavesInfo(); // Clears results
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C4JStorage::ESaveGameState LoadSaveDataThumbnail(PSAVE_INFO pSaveInfo,int( *Func)(LPVOID lpParam,PBYTE pbThumbnail,DWORD dwThumbnailBytes), LPVOID lpParam); // Get the thumbnail for an individual save referenced by pSaveInfo
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// Loading savedata & obtaining information from just-loaded file
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C4JStorage::ESaveGameState LoadSaveData(PSAVE_INFO pSaveInfo,int( *Func)(LPVOID lpParam,const bool, const bool), LPVOID lpParam); // Loads savedata referenced by pSaveInfo, calls callback once complete
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unsigned int GetSaveSize(); // Obtains sizse of just-loaded save
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void GetSaveData(void *pvData,unsigned int *puiBytes); // Obtains pointer to, and size, of just-loaded save
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bool GetSaveUniqueNumber(INT *piVal); // Gets the unique numeric portion of the folder name used for the save (encodes m
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bool GetSaveUniqueFilename(char *pszName); // Get the full unique "filename" used as part of the folder name for the savev
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void SetSaveUniqueFilename(char *szFilename);
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bool GetSaveUniqueFileDir(char *pszName); // Get the full unique "filename" used as part of the folder name for the save
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bool SaveGameDirMountExisting(char* pMountPoint);
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bool SaveGameDirUnMount(const char* pMountPoint);
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// Handling of sub-files (numerically indexed ) within the save
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unsigned int GetSubfileCount(); // Get the number of sub-files in the just-loaded save
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void ResetSubfiles(); // Reset storage manager's references to sub-files, to be called when we are finished with the save game
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void GetSubfileDetails(int idx, unsigned int *subfileId, unsigned char **data, unsigned int *sizeOut); // Gets details for sub-file from 0 to GetSubfileCount() - 1. Caller is responsible for data allocation after this point.
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void UpdateSubfile(int idx, unsigned char *data, unsigned int size); // Update internal details for a sub-file, from 0 to GetSubfileCount() - 1.
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int AddSubfile(unsigned int subfileId); // Adds an additional sub-file with a given subfileId, returns index
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C4JStorage::ESaveGameState SaveSubfiles(int( *Func)(LPVOID ,const bool),LPVOID lpParam); // Writes all modified sub-files, calling callback on completion
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// Saving savedata
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void SetSaveTitle(const wchar_t *UTF16String); // Sets the name which is used as a sub-title in the savedata param.sfo
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void SetSaveTitleExtraFileSuffix(const wchar_t *UTF16String);
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PVOID AllocateSaveData(unsigned int uiBytes); // Allocate storage manager owned memory to the data which is to be saved to
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void SetSaveDataSize(unsigned int uiBytes); // Set the actual size of data to be saved
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void GetDefaultSaveImage(PBYTE *ppbSaveImage,DWORD *pdwSaveImageBytes); // Get the default save thumbnail (as set by SetDefaultImages) for use on saving games t
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void GetDefaultSaveThumbnail(PBYTE *ppbSaveThumbnail,DWORD *pdwSaveThumbnailBytes); // Get the default save image (as set by SetDefaultImages) for use on saving games that
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void SetSaveImages( PBYTE pbThumbnail,DWORD dwThumbnailBytes,PBYTE pbImage,DWORD dwImageBytes, PBYTE pbTextData ,DWORD dwTextDataBytes); // Sets the thumbnail & image for the save, optionally setting the metadata in the png
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C4JStorage::ESaveGameState SaveSaveData(int( *Func)(LPVOID ,const bool),LPVOID lpParam); // Save the actual data, calling callback on completion
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// Handling of incomplete saves (either sub-files or save data). To be used after game has had callback for an incomplete save event
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void ContinueIncompleteOperation();
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void CancelIncompleteOperation();
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// Other file operations
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C4JStorage::ESaveGameState DeleteSaveData(PSAVE_INFO pSaveInfo,int( *Func)(LPVOID lpParam,const bool), LPVOID lpParam); // Deletes savedata referenced by pSaveInfo, calls callback when comple
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C4JStorage::ESaveGameState CopySaveData(PSAVE_INFO pSaveInfo,int( *Func)(LPVOID ,const bool,C4JStorage::ESaveGameState state),bool( *FuncProg)(LPVOID ,const int),LPVOID lpParam); // Copies savedata referenced by pSaveInfo, calls callback when complete, calls another callback for progress & handling cancellation
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C4JStorage::ESaveGameState RenameSaveData(int iRenameIndex,uint16_t*pui16NewName,int( *Func)(LPVOID lpParam,const bool), LPVOID lpParam); // Renamed savedata with index from last established ReturnSavesInfo.
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// Internal methods
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private:
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void GetSaveImage(PBYTE *ppbSaveImage, int *puiSaveImageBytes);
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void GetSaveThumbnail(PBYTE *ppbSaveThumbnail, int *puiSaveThumbnailBytes);
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///////////////////////////////////////////////////////////////////////////// Profile data ////////////////////////////////////////////////////////////////////////////////////////
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public:
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// Initialisation
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void InitialiseProfileData(unsigned short usProfileVersion, UINT uiProfileValuesC, UINT uiProfileSettingsC, DWORD *pdwProfileSettingsA, int iGameDefinedDataSizeX4, unsigned int *puiGameDefinedDataChangedBitmask); // General initialisation
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int SetDefaultOptionsCallback(int( *Func)(LPVOID,PROFILESETTINGS *, const int iPad),LPVOID lpParam); // Set a callback that can initialise a profile's storage to its default settings
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void SetOptionsDataCallback(int( *Func)(LPVOID, int iPad, unsigned short usVersion, C4JStorage::eOptionsCallback,int),LPVOID lpParam); // Sets callback that is called when status of any options has changed
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void SetQuadrantUserIds(SceUserServiceUserId *aUserIds); // Set the user ids that we are referencing for each quadrant. Input is point to array of size MAX_SIGNED_IN_USERS.
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int SetOldProfileVersionCallback(int( *Func)(LPVOID,unsigned char *, const unsigned short,const int),LPVOID lpParam);
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// Getting and setting of profile data
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PROFILESETTINGS * GetDashboardProfileSettings(int iPad); // Get pointer to the standard (originally xbox dashboard) profile data for one user
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void *GetGameDefinedProfileData(int iQuadrant); // Get pointer to the game-defined profile data for one user
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// Reading and writing profiles
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void ReadFromProfile(int iQuadrant, int iReadType=PROFILE_READTYPE_ALL); // Initiate read profile data for one user - read type is ignored on this platform
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void WriteToProfile(int iQuadrant, bool bGameDefinedDataChanged=false, bool bOverride5MinuteLimitOnProfileWrites=false); // Initiate write profile for one user
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void DeleteOptionsData(int iPad); // Delete profile data for one user
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void ForceQueuedProfileWrites(int iPad=XUSER_INDEX_ANY); // Force any queued profile writes to write now
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///////////////////////////////////////////////////////////////////////////// Unimplemented stubs /////////////////////////////////////////////////////////////////////////////////
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void SetSaveDeviceSelected(unsigned int uiPad,bool bSelected) {}
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bool GetSaveDeviceSelected(unsigned int iPad) { return true; }
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void ClearDLCOffers() {}
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C4JStorage::ETMSStatus ReadTMSFile(int iQuadrant,eGlobalStorage eStorageFacility,C4JStorage::eTMS_FileType eFileType, WCHAR *pwchFilename,BYTE **ppBuffer,DWORD *pdwBufferSize,int( *Func)(LPVOID, WCHAR *,int, bool, int),LPVOID lpParam, int iAction) { return C4JStorage::ETMSStatus_Idle; }
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bool WriteTMSFile(int iQuadrant,eGlobalStorage eStorageFacility,WCHAR *pwchFilename,BYTE *pBuffer,DWORD dwBufferSize) { return true; }
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bool DeleteTMSFile(int iQuadrant,eGlobalStorage eStorageFacility,WCHAR *pwchFilename) { return true; }
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C4JStorage::EDLCStatus GetDLCOffers(int iPad,int( *Func)(LPVOID, int, DWORD, int),LPVOID lpParam, DWORD dwOfferTypesBitmaskT) { return C4JStorage::EDLC_Idle; }
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// DLC
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// DLC
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void SetDLCPackageRoot(char *pszDLCRoot);
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EDLCStatus GetInstalledDLC(int iPad,int( *Func)(LPVOID, int, int),LPVOID lpParam);
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CONTENT_DATA& GetDLC(DWORD dw);
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DWORD GetAvailableDLCCount( int iPad );
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DWORD MountInstalledDLC(int iPad,DWORD dwDLC,int( *Func)(LPVOID, int, DWORD,DWORD),LPVOID lpParam,LPCSTR szMountDrive = NULL);
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DWORD UnmountInstalledDLC(LPCSTR szMountDrive = NULL);
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void GetMountedDLCFileList(const char* szMountDrive, std::vector<std::string>& fileList);
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std::string GetMountedPath(std::string szMount);
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void SetDLCProductCode(const char* szProductCode);
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void SetProductUpgradeKey(const char* szKey);
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bool CheckForTrialUpgradeKey(void( *Func)(LPVOID, bool),LPVOID lpParam);
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void SetDLCInfoMap(unordered_map<wstring, SONYDLC *>* pSONYDLCMap);
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};
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extern C4JStorage StorageManager;
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