Files
shadPS4/src/common/path_util.h
psucien a9f8eaf778 video_core: Initial implementation of pipeline cache (#3816)
* Initial implementation

* Fix for crash caused by stale stages data; cosmetics applied

* Someone mentioned the assert

* Async blob writer

* Fix for memory leak

* Remain stuff

* Async changed to `packaged_task`
2025-11-29 11:52:08 +02:00

115 lines
3.8 KiB
C++

// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <filesystem>
#include <optional>
#include <vector>
namespace Common::FS {
enum class PathType {
UserDir, // Where shadPS4 stores its data.
LogDir, // Where log files are stored.
ScreenshotsDir, // Where screenshots are stored.
ShaderDir, // Where shaders are stored.
TempDataDir, // Where game temp data is stored.
GameDataDir, // Where game data is stored.
SysModuleDir, // Where system modules are stored.
DownloadDir, // Where downloads/temp files are stored.
CapturesDir, // Where rdoc captures are stored.
CheatsDir, // Where cheats are stored.
PatchesDir, // Where patches are stored.
MetaDataDir, // Where game metadata (e.g. trophies and menu backgrounds) is stored.
CustomTrophy, // Where custom files for trophies are stored.
CustomConfigs, // Where custom files for different games are stored.
CacheDir, // Where pipeline and shader cache is stored.
};
constexpr auto PORTABLE_DIR = "user";
// Sub-directories contained within a user data directory
constexpr auto LOG_DIR = "log";
constexpr auto SCREENSHOTS_DIR = "screenshots";
constexpr auto SHADER_DIR = "shader";
constexpr auto GAMEDATA_DIR = "data";
constexpr auto TEMPDATA_DIR = "temp";
constexpr auto SYSMODULES_DIR = "sys_modules";
constexpr auto DOWNLOAD_DIR = "download";
constexpr auto CAPTURES_DIR = "captures";
constexpr auto CHEATS_DIR = "cheats";
constexpr auto PATCHES_DIR = "patches";
constexpr auto METADATA_DIR = "game_data";
constexpr auto CUSTOM_TROPHY = "custom_trophy";
constexpr auto CUSTOM_CONFIGS = "custom_configs";
constexpr auto CACHE_DIR = "cache";
// Filenames
constexpr auto LOG_FILE = "shad_log.txt";
/**
* Validates a given path.
*
* A given path is valid if it meets these conditions:
* - The path is not empty
* - The path is not too long
*
* @param path Filesystem path
*
* @returns True if the path is valid, false otherwise.
*/
[[nodiscard]] bool ValidatePath(const std::filesystem::path& path);
/**
* Converts a filesystem path to a UTF-8 encoded std::string.
*
* @param path Filesystem path
*
* @returns UTF-8 encoded std::string.
*/
[[nodiscard]] std::string PathToUTF8String(const std::filesystem::path& path);
/**
* Gets the filesystem path associated with the PathType enum.
*
* @param user_path PathType enum
*
* @returns The filesystem path associated with the PathType enum.
*/
[[nodiscard]] const std::filesystem::path& GetUserPath(PathType user_path);
/**
* Gets the filesystem path associated with the PathType enum as a UTF-8 encoded std::string.
*
* @param user_path PathType enum
*
* @returns The filesystem path associated with the PathType enum as a UTF-8 encoded std::string.
*/
[[nodiscard]] std::string GetUserPathString(PathType user_path);
/**
* Sets a new filesystem path associated with the PathType enum.
* If the filesystem object at new_path is not a directory, this function will not do anything.
*
* @param user_path PathType enum
* @param new_path New filesystem path
*/
void SetUserPath(PathType user_path, const std::filesystem::path& new_path);
/**
* Recursively searches for a game directory by its ID.
* Limits search depth to prevent excessive filesystem traversal.
*
* @param dir Base directory to start the search from
* @param game_id The game ID to search for
* @param max_depth Maximum directory depth to search
*
* @returns Path to eboot.bin if found, std::nullopt otherwise
*/
[[nodiscard]] std::optional<std::filesystem::path> FindGameByID(const std::filesystem::path& dir,
const std::string& game_id,
int max_depth);
} // namespace Common::FS