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ryujinx-final/Ryujinx.HLE/HOS/Services/Account/Acc/AccountManager.cs

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using LibHac;
using LibHac.Fs;
using LibHac.Fs.Shim;
using Ryujinx.Common;
using Ryujinx.HLE.FileSystem;
using Ryujinx.HLE.FileSystem.Content;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.IO;
using System.Linq;
namespace Ryujinx.HLE.HOS.Services.Account.Acc
{
public class AccountManager
{
public static readonly UserId DefaultUserId = new UserId("00000000000000010000000000000000");
private readonly VirtualFileSystem _virtualFileSystem;
private readonly AccountSaveDataManager _accountSaveDataManager;
private ConcurrentDictionary<string, UserProfile> _profiles;
public UserProfile LastOpenedUser { get; private set; }
public AccountManager(VirtualFileSystem virtualFileSystem)
{
_virtualFileSystem = virtualFileSystem;
_profiles = new ConcurrentDictionary<string, UserProfile>();
_accountSaveDataManager = new AccountSaveDataManager(_profiles);
if (!_profiles.TryGetValue(DefaultUserId.ToString(), out _))
{
byte[] defaultUserImage = EmbeddedResources.Read("Ryujinx.HLE/HOS/Services/Account/Acc/DefaultUserImage.jpg");
AddUser("RyuPlayer", defaultUserImage, DefaultUserId);
OpenUser(DefaultUserId);
}
else
{
OpenUser(_accountSaveDataManager.LastOpened);
}
}
public void AddUser(string name, byte[] image, UserId userId = new UserId())
{
if (userId.IsNull)
{
userId = new UserId(Guid.NewGuid().ToString().Replace("-", ""));
}
UserProfile profile = new UserProfile(userId, name, image);
_profiles.AddOrUpdate(userId.ToString(), profile, (key, old) => profile);
_accountSaveDataManager.Save(_profiles);
}
public void OpenUser(UserId userId)
{
if (_profiles.TryGetValue(userId.ToString(), out UserProfile profile))
{
// TODO: Support multiple open users ?
foreach (UserProfile userProfile in GetAllUsers())
{
if (userProfile == LastOpenedUser)
{
userProfile.AccountState = AccountState.Closed;
break;
}
}
(LastOpenedUser = profile).AccountState = AccountState.Open;
_accountSaveDataManager.LastOpened = userId;
}
_accountSaveDataManager.Save(_profiles);
}
public void CloseUser(UserId userId)
{
if (_profiles.TryGetValue(userId.ToString(), out UserProfile profile))
{
profile.AccountState = AccountState.Closed;
}
_accountSaveDataManager.Save(_profiles);
}
public void OpenUserOnlinePlay(UserId userId)
{
if (_profiles.TryGetValue(userId.ToString(), out UserProfile profile))
{
// TODO: Support multiple open online users ?
foreach (UserProfile userProfile in GetAllUsers())
{
if (userProfile == LastOpenedUser)
{
userProfile.OnlinePlayState = AccountState.Closed;
break;
}
}
profile.OnlinePlayState = AccountState.Open;
}
_accountSaveDataManager.Save(_profiles);
}
public void CloseUserOnlinePlay(UserId userId)
{
if (_profiles.TryGetValue(userId.ToString(), out UserProfile profile))
{
profile.OnlinePlayState = AccountState.Closed;
}
_accountSaveDataManager.Save(_profiles);
}
public void SetUserImage(UserId userId, byte[] image)
{
foreach (UserProfile userProfile in GetAllUsers())
{
if (userProfile.UserId == userId)
{
userProfile.Image = image;
break;
}
}
_accountSaveDataManager.Save(_profiles);
}
public void SetUserName(UserId userId, string name)
{
foreach (UserProfile userProfile in GetAllUsers())
{
if (userProfile.UserId == userId)
{
userProfile.Name = name;
break;
}
}
_accountSaveDataManager.Save(_profiles);
}
public void DeleteUser(UserId userId)
{
DeleteSaveData(userId);
_profiles.Remove(userId.ToString(), out _);
OpenUser(DefaultUserId);
_accountSaveDataManager.Save(_profiles);
}
private void DeleteSaveData(UserId userId)
{
SaveDataFilter saveDataFilter = new SaveDataFilter();
saveDataFilter.SetUserId(new LibHac.Fs.UserId((ulong)userId.High, (ulong)userId.Low));
Result result = _virtualFileSystem.FsClient.OpenSaveDataIterator(out SaveDataIterator saveDataIterator, SaveDataSpaceId.User, ref saveDataFilter);
if (result.IsSuccess())
Update to LibHac 0.13.1 (#2328) Update the LibHac dependency to version 0.13.1. This brings a ton of improvements and changes such as: - Refactor `FsSrv` to match the official refactoring done in FS. - Change how the `Horizon` and `HorizonClient` classes are handled. Each client created represents a different process with its own process ID and client state. - Add FS access control to handle permissions for FS service method calls. - Add FS program registry to keep track of the program ID, location and permissions of each process. - Add FS program index map info manager to track the program IDs and indexes of multi-application programs. - Add all FS IPC interfaces. - Rewrite `Fs.Fsa` code to be more accurate. - Rewrite a lot of `FsSrv` code to be more accurate. - Extend directory save data to store `SaveDataExtraData` - Extend directory save data to lock the save directory to allow only one accessor at a time. - Improve waiting and retrying when encountering access issues in `LocalFileSystem` and `DirectorySaveDataFileSystem`. - More `IFileSystemProxy` methods should work now. - Probably a bunch more stuff. On the Ryujinx side: - Forward most `IFileSystemProxy` methods to LibHac. - Register programs and program index map info when launching an application. - Remove hacks and workarounds for missing LibHac functionality. - Recreate missing save data extra data found on emulator startup. - Create system save data that wasn't indexed correctly on an older LibHac version. `FsSrv` now enforces access control for each process. When a process tries to open a save data file system, FS reads the save's extra data to determine who the save owner is and if the caller has permission to open the save data. Previously-created save data did not have extra data created when the save was created. With access control checks in place, this means that processes with no permissions (most games) wouldn't be able to access their own save data. The extra data can be partially created from data in the save data indexer, which should be enough for access control purposes.
2021-07-13 08:19:28 +00:00
{
Span<SaveDataInfo> saveDataInfo = stackalloc SaveDataInfo[10];
while (true)
Update to LibHac 0.13.1 (#2328) Update the LibHac dependency to version 0.13.1. This brings a ton of improvements and changes such as: - Refactor `FsSrv` to match the official refactoring done in FS. - Change how the `Horizon` and `HorizonClient` classes are handled. Each client created represents a different process with its own process ID and client state. - Add FS access control to handle permissions for FS service method calls. - Add FS program registry to keep track of the program ID, location and permissions of each process. - Add FS program index map info manager to track the program IDs and indexes of multi-application programs. - Add all FS IPC interfaces. - Rewrite `Fs.Fsa` code to be more accurate. - Rewrite a lot of `FsSrv` code to be more accurate. - Extend directory save data to store `SaveDataExtraData` - Extend directory save data to lock the save directory to allow only one accessor at a time. - Improve waiting and retrying when encountering access issues in `LocalFileSystem` and `DirectorySaveDataFileSystem`. - More `IFileSystemProxy` methods should work now. - Probably a bunch more stuff. On the Ryujinx side: - Forward most `IFileSystemProxy` methods to LibHac. - Register programs and program index map info when launching an application. - Remove hacks and workarounds for missing LibHac functionality. - Recreate missing save data extra data found on emulator startup. - Create system save data that wasn't indexed correctly on an older LibHac version. `FsSrv` now enforces access control for each process. When a process tries to open a save data file system, FS reads the save's extra data to determine who the save owner is and if the caller has permission to open the save data. Previously-created save data did not have extra data created when the save was created. With access control checks in place, this means that processes with no permissions (most games) wouldn't be able to access their own save data. The extra data can be partially created from data in the save data indexer, which should be enough for access control purposes.
2021-07-13 08:19:28 +00:00
{
saveDataIterator.ReadSaveDataInfo(out long readCount, saveDataInfo);
if (readCount == 0)
{
break;
}
for (int i = 0; i < readCount; i++)
{
// TODO: We use Directory.Delete workaround because DeleteSaveData softlock without, due to a bug in LibHac 0.12.0.
string savePath = Path.Combine(_virtualFileSystem.GetNandPath(), $"user/save/{saveDataInfo[i].SaveDataId:x16}");
string saveMetaPath = Path.Combine(_virtualFileSystem.GetNandPath(), $"user/saveMeta/{saveDataInfo[i].SaveDataId:x16}");
Directory.Delete(savePath, true);
Directory.Delete(saveMetaPath, true);
_virtualFileSystem.FsClient.DeleteSaveData(SaveDataSpaceId.User, saveDataInfo[i].SaveDataId);
}
}
}
}
internal int GetUserCount()
{
return _profiles.Count;
}
internal bool TryGetUser(UserId userId, out UserProfile profile)
{
return _profiles.TryGetValue(userId.ToString(), out profile);
}
public IEnumerable<UserProfile> GetAllUsers()
{
return _profiles.Values;
}
internal IEnumerable<UserProfile> GetOpenedUsers()
{
return _profiles.Values.Where(x => x.AccountState == AccountState.Open);
}
internal UserProfile GetFirst()
{
return _profiles.First().Value;
}
}
}