I'm planning on allowing the user to put an empty file with the
extension .mkxp in the game directory and load that as the game so that
they can control the file name RetroArch uses for save states, since
RetroArch uses the name of the game file as the name of the save states.
The file extension .mkxpz is still recognized as an archive.
The binding coroutines in libretro builds are constructed on the VM
stack, so reallocating the VM memory would corrupt the memory of any
currently existing coroutines.
I've changed it so that the coroutines are no longer constructed on the
VM stack so that they're unaffected by VM memory reallocations, and
added a "slot" mechanism for storing variables on the VM stack. (Any
Ruby `VALUE`s used by a coroutine have to be stored on the VM stack so
that the Ruby garbage collector doesn't free them while they're being
used, which is why the slot mechanism is necessary.)
Since the libretro save directory isn't guaranteed to be private for
each core, or even private for just saves, we'd better create a
directory structure in the libretro save directory for our saves.
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.