Fix world save rename not applying new name

KeyboardCompleteWorldNameCallback had no _WINDOWS64 branch, so the
typed name was validated then silently discarded on every rename attempt.

Write the new name to a worldname.txt sidecar file next to the save
(Windows64\GameHDD\{folder}\worldname.txt) and update the in-memory
display name immediately. ReadLevelNameFromSaveFile now checks for this
sidecar first so renamed saves persist correctly across restarts.
This commit is contained in:
dtentiion 2026-03-05 00:50:28 +00:00
parent 9383b2aa01
commit ff75e8f6e1

View file

@ -31,6 +31,32 @@
static wstring ReadLevelNameFromSaveFile(const wstring& filePath)
{
// Check for a worldname.txt sidecar written by the rename feature first
size_t slashPos = filePath.rfind(L'\\');
if (slashPos != wstring::npos)
{
wstring sidecarPath = filePath.substr(0, slashPos + 1) + L"worldname.txt";
FILE *fr = NULL;
if (_wfopen_s(&fr, sidecarPath.c_str(), L"r") == 0 && fr)
{
char buf[128] = {};
if (fgets(buf, sizeof(buf), fr))
{
int len = (int)strlen(buf);
while (len > 0 && (buf[len-1] == '\n' || buf[len-1] == '\r' || buf[len-1] == ' '))
buf[--len] = '\0';
fclose(fr);
if (len > 0)
{
wchar_t wbuf[128] = {};
mbstowcs(wbuf, buf, 127);
return wstring(wbuf);
}
}
else fclose(fr);
}
}
HANDLE hFile = CreateFileW(filePath.c_str(), GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
if (hFile == INVALID_HANDLE_VALUE) return L"";
@ -110,8 +136,8 @@ static wstring ReadLevelNameFromSaveFile(const wstring& filePath)
if (freeSaveData) delete[] saveData;
delete[] rawData;
// "world" is the engine default — it means no real name was ever set, so
// return empty to let the caller fall back to the save filename (timestamp).
// "world" is the engine default - it means no real name was ever set,
// so return empty to let the caller fall back to the save filename (timestamp).
if (result == L"world") result = L"";
return result;
}
@ -1345,6 +1371,38 @@ int UIScene_LoadOrJoinMenu::KeyboardCompleteWorldNameCallback(LPVOID lpParam,boo
#if (defined __PS3__ || defined __ORBIS__ || defined _DURANGO || defined(__PSVITA__))
// open the save and overwrite the metadata
StorageManager.RenameSaveData(pClass->m_iSaveListIndex - pClass->m_iDefaultButtonsC, ui16Text,&UIScene_LoadOrJoinMenu::RenameSaveDataReturned,pClass);
#elif defined(_WINDOWS64)
{
int listPos = pClass->m_iSaveListIndex - pClass->m_iDefaultButtonsC;
// Convert the ui16Text input to a wide string
wchar_t wNewName[128] = {};
for (int k = 0; k < 127 && ui16Text[k]; k++)
wNewName[k] = (wchar_t)ui16Text[k];
// Convert to narrow for storage and in-memory update
char narrowName[128] = {};
wcstombs(narrowName, wNewName, 127);
// Build the sidecar path: Windows64\GameHDD\{folder}\worldname.txt
wchar_t wFilename[MAX_SAVEFILENAME_LENGTH] = {};
mbstowcs(wFilename, pClass->m_saveDetails[listPos].UTF8SaveFilename, MAX_SAVEFILENAME_LENGTH - 1);
wstring sidecarPath = wstring(L"Windows64\\GameHDD\\") + wstring(wFilename) + wstring(L"\\worldname.txt");
FILE *fw = NULL;
if (_wfopen_s(&fw, sidecarPath.c_str(), L"w") == 0 && fw)
{
fputs(narrowName, fw);
fclose(fw);
}
// Update the in-memory display name so the list reflects it immediately
strncpy_s(pClass->m_saveDetails[listPos].UTF8SaveName, narrowName, 127);
pClass->m_saveDetails[listPos].UTF8SaveName[127] = '\0';
// Reuse the existing callback to trigger the list repopulate
UIScene_LoadOrJoinMenu::RenameSaveDataReturned(pClass, true);
}
#endif
}
else