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Some comments
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@ -775,6 +775,7 @@ namespace Ryujinx.UI.App.Common
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}
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}
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// Replace the currently stored DLC state for the game with the provided DLC state.
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public void SaveDownloadableContentsForGame(ApplicationData application, List<(DownloadableContentModel, bool IsEnabled)> dlcs)
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{
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_downloadableContents.Edit(it =>
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@ -786,6 +787,7 @@ namespace Ryujinx.UI.App.Common
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});
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}
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// Replace the currently stored update state for the game with the provided update state.
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public void SaveTitleUpdatesForGame(ApplicationData application, List<(TitleUpdateModel, bool IsSelected)> updates)
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{
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_titleUpdates.Edit(it =>
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@ -798,6 +800,8 @@ namespace Ryujinx.UI.App.Common
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});
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}
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// Searches the provided directories for DLC NSP files that are _valid for the currently detected games in the
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// library_, and then enables those DLC.
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public int AutoLoadDownloadableContents(List<string> appDirs)
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{
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_cancellationToken = new CancellationTokenSource();
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@ -894,6 +898,9 @@ namespace Ryujinx.UI.App.Common
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return newDlcLoaded;
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}
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// Searches the provided directories for update NSP files that are _valid for the currently detected games in the
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// library_, and then applies those updates. If a newly-detected update is a newer version than the currently
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// selected update (or if no update is currently selected), then that update will be selected.
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public int AutoLoadTitleUpdates(List<string> appDirs)
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{
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_cancellationToken = new CancellationTokenSource();
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@ -1333,6 +1340,8 @@ namespace Ryujinx.UI.App.Common
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return null;
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}
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// Does a two-phase load of DLC. First reading the metadata on disk, then loading anything bundled in the game
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// file itself
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private void LoadDlcForApplication(ApplicationData application)
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{
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_downloadableContents.Edit(it =>
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@ -1365,6 +1374,8 @@ namespace Ryujinx.UI.App.Common
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});
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}
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// Does a two-phase load of updates. First reading the metadata on disk, then loading anything bundled in the game
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// file itself
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private bool LoadTitleUpdatesForApplication(ApplicationData application)
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{
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var modifiedVersion = false;
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@ -1411,28 +1422,33 @@ namespace Ryujinx.UI.App.Common
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return modifiedVersion;
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}
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// Save the _currently tracked_ DLC state for the game
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private void SaveDownloadableContentsForGame(ulong titleIdBase)
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{
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var dlcs = DownloadableContents.Items.Where(dlc => dlc.Dlc.TitleIdBase == titleIdBase).ToList();
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DownloadableContentsHelper.SaveDownloadableContentsJson(_virtualFileSystem, titleIdBase, dlcs);
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}
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// Save the _currently tracked_ update state for the game
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private void SaveTitleUpdatesForGame(ulong titleIdBase)
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{
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var updates = TitleUpdates.Items.Where(update => update.TitleUpdate.TitleIdBase == titleIdBase).ToList();
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TitleUpdatesHelper.SaveTitleUpdatesJson(_virtualFileSystem, titleIdBase, updates);
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}
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// ApplicationData isnt live-updating (e.g. when an update gets applied) and so this is meant to trigger a refresh
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// of its state
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private void RefreshApplicationInfo(ulong appIdBase)
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{
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var application = Applications.Items.First(it => it.IdBase == appIdBase);
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var application = _applications.Lookup(appIdBase);
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if (!TryGetApplicationsFromFile(application.Path, out List<ApplicationData> applications))
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{
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if (!application.HasValue)
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return;
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}
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var newApplication = applications.First(it => it.IdBase == appIdBase);
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if (!TryGetApplicationsFromFile(application.Value.Path, out List<ApplicationData> newApplications))
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return;
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var newApplication = newApplications.First(it => it.IdBase == appIdBase);
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_applications.AddOrUpdate(newApplication);
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}
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}
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