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authorAlex Barney <thealexbarney@gmail.com>2023-10-22 16:30:46 -0700
committerGitHub <noreply@github.com>2023-10-22 20:30:46 -0300
commitd773d5152e685a164a6eb9f419873ef1908364f7 (patch)
tree7820ebb263e6b5b958fa76782260efd95b88a091 /src/Ryujinx.HLE/HOS/Services/Fs/FileSystemProxy/FileSystemProxyHelper.cs
parent33ba1703158564c2c3564fa329fd2e630f8a8e95 (diff)
Update to LibHac 0.19.0 (#5831)1.1.1061
* Update to LibHac v0.19.0 - PartitionFileSystem classes now fully match Nintendo's implementation. Current code creating a PartitionFileSystem now need to use the Initialize method. - Implementing nn::gcsrv and nn::sdmmcsrv now means the FS server now uses that abstraction instead of the old one where we passed in an IDeviceOperator. * Add GetFileSystemAttribute
Diffstat (limited to 'src/Ryujinx.HLE/HOS/Services/Fs/FileSystemProxy/FileSystemProxyHelper.cs')
-rw-r--r--src/Ryujinx.HLE/HOS/Services/Fs/FileSystemProxy/FileSystemProxyHelper.cs7
1 files changed, 5 insertions, 2 deletions
diff --git a/src/Ryujinx.HLE/HOS/Services/Fs/FileSystemProxy/FileSystemProxyHelper.cs b/src/Ryujinx.HLE/HOS/Services/Fs/FileSystemProxy/FileSystemProxyHelper.cs
index 599025e3..1ef52a00 100644
--- a/src/Ryujinx.HLE/HOS/Services/Fs/FileSystemProxy/FileSystemProxyHelper.cs
+++ b/src/Ryujinx.HLE/HOS/Services/Fs/FileSystemProxy/FileSystemProxyHelper.cs
@@ -26,7 +26,9 @@ namespace Ryujinx.HLE.HOS.Services.Fs.FileSystemProxy
try
{
LocalStorage storage = new(pfsPath, FileAccess.Read, FileMode.Open);
- using SharedRef<LibHac.Fs.Fsa.IFileSystem> nsp = new(new PartitionFileSystem(storage));
+ var pfs = new PartitionFileSystem();
+ using SharedRef<LibHac.Fs.Fsa.IFileSystem> nsp = new(pfs);
+ pfs.Initialize(storage).ThrowIfFailure();
ImportTitleKeysFromNsp(nsp.Get, context.Device.System.KeySet);
@@ -90,7 +92,8 @@ namespace Ryujinx.HLE.HOS.Services.Fs.FileSystemProxy
try
{
- PartitionFileSystem nsp = new(pfsFile.AsStorage());
+ PartitionFileSystem nsp = new();
+ nsp.Initialize(pfsFile.AsStorage()).ThrowIfFailure();
ImportTitleKeysFromNsp(nsp, context.Device.System.KeySet);