Before, if the game tried to create a save file, missing parent
directories would always be created because they could possibly exist
only in the game directory and not in the save directory, and we
wouldn't know due to the union mounting of the save and game
directories. But this is inconsistent with the behaviour of file
creation, where it should fail if parent directories don't exist.
The behaviour has been changed to only create parent directories if the
parent directories already exist. I know that sounds strange, but if the
parent directories exist, it could be that they only exist in the game
directory but not the save directory due to the union mounting, so we
need to create the parent directories, which will be created in the save
directory due to it being set as the write directory in PhysFS.
Files are written to the libretro save directory, which is mounted at
/save in PhysFS. All filesystem calls made from Ruby in libretro builds
are routed through PhysFS, so the game can just use any ordinary
filesystem function provided by Ruby to interact with /save.
It's also union mounted on top of the game directory (located at /game
in PhysFS) so that games that write their save files to the current
working directory will have their save files saved to the libretro save
directory instead of the game directory.
For security and portability reasons, nothing outside of the libretro
save directory can be written to, and nothing outside of the libretro
save directory, the libretro game directory and the various embedded
files used by the runtime can be read from.
Any relative paths that the game tries to access in libretro builds will
now be relative to whatever is the current working directory in the Ruby
sandbox, which will also now be initialized to the game directory during
initialization. Before, all of the bindings that took paths were
hardcoded to prepend the path with the game directory.
OpenAL Soft 1.24 introduces a lot of code that doesn't work well with
the PlayStation 3 homebrew toolchain, and also the old version of the
Wii U homebrew toolchain currently used by the libretro buildbot.
Instead of maintaining a bunch of patches to get 1.24 to work on these
toolchains, I think it'd be easier to just use 1.23.
Reverts commit d6ede8bcc6 and changes the
game path parser in libretro builds to not normalize the game path as it
causes problems on consoles with weird path formats.
I'd already removed the SDL static libraries from libretro builds for
portability, but kept the headers to make it easier to port the codebase
to libretro. Eventually it was time to stop using the SDL headers as a
crutch.
This allows more flexibility when loading games in libretro builds,
since we can now load games either from a directory or from a ZIP or 7Z
archive. Also, the path cache is now active for all filesystem calls
made from inside Ruby.
Path caching and atlas dumping incur a nontrivial performance hit, so it's
useful to log that they're happening so that users are reminded to disable
them if they were enabled accidentally.