#include "virtual.h" #include "vnand.h" #include "vmem.h" #include "vgame.h" typedef struct { char drv_letter; u32 virtual_src; } __attribute__((packed)) VirtualDrive; static const VirtualDrive virtualDrives[] = { {'S', VRT_SYSNAND}, {'E', VRT_EMUNAND}, {'I', VRT_IMGNAND}, {'M', VRT_MEMORY}, {'G', VRT_GAME} }; u32 GetVirtualSource(const char* path) { // check path validity if ((strnlen(path, 16) < 2) || (path[1] != ':') || ((path[2] != '/') && (path[2] != '\0'))) return 0; // search for virtual source for (u32 i = 0; i < (sizeof(virtualDrives) / sizeof(VirtualDrive)); i++) if (*path == virtualDrives[i].drv_letter) return virtualDrives[i].virtual_src; return 0; } bool CheckVirtualDrive(const char* path) { u32 virtual_src = GetVirtualSource(path); if (virtual_src & (VRT_EMUNAND|VRT_IMGNAND)) return CheckVNandDrive(virtual_src); // check virtual NAND drive for EmuNAND / ImgNAND else if (virtual_src & VRT_GAME) return CheckVGameDrive(); return virtual_src; // this is safe for SysNAND & memory } bool ReadVirtualDir(VirtualFile* vfile, VirtualDir* vdir) { u32 virtual_src = vdir->virtual_src; bool ret = false; if (virtual_src & (VRT_SYSNAND|VRT_EMUNAND|VRT_IMGNAND)) { ret = ReadVNandDir(vfile, vdir); } else if (virtual_src & VRT_MEMORY) { ret = ReadVMemDir(vfile, vdir); } else if (virtual_src & VRT_GAME) { ret = ReadVGameDir(vfile, vdir); } vfile->flags |= virtual_src; // add source flag return ret; } bool OpenVirtualRoot(VirtualDir* vdir, u32 virtual_src) { if (virtual_src & VRT_GAME) { if (!OpenVGameDir(vdir, NULL)) return false; } else { // generic vdir object vdir->offset = 0; vdir->size = 0; vdir->flags = 0; } vdir->index = -1; vdir->flags |= VFLAG_DIR|virtual_src; vdir->virtual_src = virtual_src; return true; } bool OpenVirtualDir(VirtualDir* vdir, VirtualFile* ventry) { u32 virtual_src = ventry->flags & VRT_SOURCE; if (ventry->flags & VFLAG_ROOT) return OpenVirtualRoot(vdir, virtual_src); if (!(virtual_src & VRT_GAME)) return false; // no subdirs in other virtual sources if (!OpenVGameDir(vdir, ventry)) return false; vdir->flags |= virtual_src; vdir->virtual_src = virtual_src; return true; } bool GetVirtualFile(VirtualFile* vfile, const char* path) { char lpath[256]; strncpy(lpath, path, 256); // get virtual source / root dir object u32 virtual_src = 0; virtual_src = GetVirtualSource(path); if (!virtual_src) return false; // set vfile as root object memset(vfile, 0, sizeof(VirtualDir)); vfile->flags = VFLAG_ROOT|virtual_src; if (strnlen(lpath, 256) <= 3) return true; // tokenize / parse path char* name; VirtualDir vdir; if (!OpenVirtualRoot(&vdir, virtual_src)) return false; for (name = strtok(lpath + 3, "/"); name && vdir.virtual_src; name = strtok(NULL, "/")) { while (true) { if (!ReadVirtualDir(vfile, &vdir)) return false; if ((!(vfile->flags & VFLAG_LV3) && (strncasecmp(name, vfile->name, 32) == 0)) || ((vfile->flags & VFLAG_LV3) && MatchVGameLv3Filename(name, vfile, 256))) break; // entry found } if (!OpenVirtualDir(&vdir, vfile)) vdir.virtual_src = 0; } return (name == NULL); // if name is NULL, this succeeded } bool GetVirtualDir(VirtualDir* vdir, const char* path) { VirtualFile vfile; return GetVirtualFile(&vfile, path) && OpenVirtualDir(vdir, &vfile); } bool GetVirtualDirContents(DirStruct* contents, char* fpath, int fnsize, const char* pattern, bool recursive) { VirtualDir vdir; VirtualFile vfile; char* fname = fpath + strnlen(fpath, fnsize - 1); (fname++)[0] = '/'; if (!GetVirtualDir(&vdir, fpath)) return false; // get dir reader object while ((contents->n_entries < MAX_DIR_ENTRIES) && (ReadVirtualDir(&vfile, &vdir))) { DirEntry* entry = &(contents->entry[contents->n_entries]); char name[256]; GetVirtualFilename(name, &vfile, 256); strncpy(fname, name, (fnsize - 1) - (fname - fpath)); if (!pattern || MatchName(pattern, fname)) { strncpy(entry->path, fpath, 256); entry->name = entry->path + (fname - fpath); entry->size = vfile.size; entry->type = (vfile.flags & VFLAG_DIR) ? T_DIR : T_FILE; entry->marked = 0; contents->n_entries++; } if (recursive && (vfile.flags & VFLAG_DIR)) { if (!GetVirtualDirContents(contents, fpath, fnsize, pattern, recursive)) break; } } return true; // not much we can check here } bool GetVirtualFilename(char* name, const VirtualFile* vfile, u32 n_chars) { if (!(vfile->flags & VFLAG_LV3)) strncpy(name, vfile->name, n_chars); else if (!GetVGameLv3Filename(name, vfile, 256)) return false; return true; } int ReadVirtualFile(const VirtualFile* vfile, u8* buffer, u32 offset, u32 count, u32* bytes_read) /// (u64) !!!! { // basic check of offset / count if (offset >= vfile->size) return 0; else if ((offset + count) > vfile->size) count = vfile->size - offset; if (bytes_read) *bytes_read = count; if (vfile->flags & (VRT_SYSNAND|VRT_EMUNAND|VRT_IMGNAND)) { return ReadVNandFile(vfile, buffer, offset, count); } else if (vfile->flags & VRT_MEMORY) { return ReadVMemFile(vfile, buffer, offset, count); } else if (vfile->flags & VRT_GAME) { return ReadVGameFile(vfile, buffer, offset, count); } return -1; } int WriteVirtualFile(const VirtualFile* vfile, const u8* buffer, u32 offset, u32 count, u32* bytes_written) { // basic check of offset / count if (offset >= vfile->size) return 0; else if ((offset + count) > vfile->size) count = vfile->size - offset; if (bytes_written) *bytes_written = count; if (vfile->flags & (VRT_SYSNAND|VRT_EMUNAND|VRT_IMGNAND)) { return WriteVNandFile(vfile, buffer, offset, count); } else if (vfile->flags & VRT_MEMORY) { return WriteVMemFile(vfile, buffer, offset, count); } // no write support for virtual game files return -1; }