common: don't follow reparse points in the Windows recursive file walk
SysFileFindFiles recurses into every entry carrying
FILE_ATTRIBUTE_DIRECTORY, which on Windows includes directory symlinks
and junctions. A junction pointing at one of its own ancestors makes the
walk recurse until the stack runs out.
The Linux implementation already guards against this: it uses lstat
rather than stat specifically so a symlink is never followed into a
cycle. Skip reparse-point entries on Windows for the same reason.
Co-authored-by: nmzik <Nmzik@mail.ru>
Preserve native Windows paths for filesystem operations, command-line options,
and game icons. Complete Unicode handling in recursive file listings and file
logging, restore unmounting by host directory, and extend regression coverage.
Original implementation by Augusto Domingos (@AghastyGD); retain all five of
his PR commits and include the reviewed follow-up fixes.
Closes#714
Co-authored-by: Augusto Domingos <augustodomingosvasco@gmail.com>
* Persist save-data memory across restarts
* Fix SetSaveDataMemory2 data loss, split saves per user, add atomic writes everywhere
- SaveDataSetSaveDataMemory2 treated data_num=0 as "no entries" even when
a valid data pointer was supplied. Astro Bot calls this with data_num=0
meaning "one entry, at data[0]" (an implicit-count convention), so every
real save write from it was silently dropped as a no-op. Default
data_num to 1 when data is non-null, matching that convention.
- SaveDataSetupSaveDataMemory2/Get/SetSaveDataMemory2 rejected any call
that included a non-null icon pointer. Icon persistence isn't
implemented, but titles are allowed to pass one anyway; rejecting the
whole call over it made every title that does so fail outright. Ignore
icon instead of rejecting.
- SaveDataMount3/SaveDataTransferringMount/SaveDataDelete built their
save-data path from title+dir_name only, dropping the user_id PS5
local users are keyed by (unlike the newer SetSaveDataMemory2 layout,
which already nests by user_id). Nest these under user_id too so saves
from different local users can no longer collide. No migration for the
old flat layout - the project is still pre-release/experimental.
- Classic SaveDataMount3-mounted titles (Blasphemous, Dead Cells, ...)
write their save files directly through the guest's normal file I/O
once mounted, bypassing SaveData's own write path entirely, so they
had none of the crash-safety SetSaveDataMemory2 already had. Added the
same protection at the file-system layer: a guest file opened under a
/savedataN mount that recreates the file from scratch (O_CREAT and/or
O_TRUNC) is now written to a .tmp shadow file and atomically replaces
the real one on close, instead of being truncated in place.
- Both write paths now back up the file they're about to replace into a
sibling "backups" folder (same filename, no added suffix) before the
atomic replace, so a manual recovery copy of the previous save always
survives a write - even one that "succeeds" but wasn't wanted.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
* Fix save-memory compatibility and preserve existing saves
---------
Co-authored-by: nmzik <Nmzik@mail.ru>
Co-authored-by: Claude Sonnet 5 <noreply@anthropic.com>