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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-29 17:19:44 -06:00
Remove NANDContentManager
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@ -46,7 +46,6 @@
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#include "Core/PowerPC/PowerPC.h"
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#include "DiscIO/Enums.h"
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#include "DiscIO/NANDContentLoader.h"
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#include "DiscIO/Volume.h"
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BootParameters::BootParameters(Parameters&& parameters_) : parameters(std::move(parameters_))
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@ -20,7 +20,6 @@
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#include "Core/IOS/IOS.h"
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#include "Core/WiiUtils.h"
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#include "DiscIO/NANDContentLoader.h"
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#include "DiscIO/WiiWad.h"
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bool CBoot::BootNANDTitle(const u64 title_id)
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@ -43,7 +43,6 @@
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#include "VideoCommon/HiresTextures.h"
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#include "DiscIO/Enums.h"
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#include "DiscIO/NANDContentLoader.h"
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#include "DiscIO/Volume.h"
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#include "DiscIO/WiiWad.h"
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@ -27,7 +27,6 @@
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#include "Core/IOS/ES/Formats.h"
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#include "Core/IOS/IOSC.h"
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#include "Core/ec_wii.h"
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#include "DiscIO/NANDContentLoader.h"
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namespace IOS
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{
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@ -218,11 +217,6 @@ bool ES::LaunchTitle(u64 title_id, bool skip_reload)
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NOTICE_LOG(IOS_ES, "Launching title %016" PRIx64 "...", title_id);
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// ES_Launch should probably reset the whole state, which at least means closing all open files.
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// leaving them open through ES_Launch may cause hangs and other funky behavior
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// (supposedly when trying to re-open those files).
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DiscIO::NANDContentManager::Access().ClearCache();
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u32 device_id;
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if (title_id == Titles::SHOP &&
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(GetDeviceId(&device_id) != IPC_SUCCESS || device_id == DEFAULT_WII_DEVICE_ID))
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@ -401,8 +395,6 @@ ReturnCode ES::Close(u32 fd)
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INFO_LOG(IOS_ES, "ES: Close");
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m_is_active = false;
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// clear the NAND content cache to make sure nothing remains open.
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DiscIO::NANDContentManager::Access().ClearCache();
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return IPC_SUCCESS;
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}
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@ -658,9 +650,6 @@ s32 ES::DIVerify(const IOS::ES::TMDReader& tmd, const IOS::ES::TicketReader& tic
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if (!tmd_file.WriteBytes(tmd_bytes.data(), tmd_bytes.size()))
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ERROR_LOG(IOS_ES, "DIVerify failed to write disc TMD to NAND.");
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}
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// DI_VERIFY writes to title.tmd, which is read and cached inside the NAND Content Manager.
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// clear the cache to avoid content access mismatches.
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DiscIO::NANDContentManager::Access().ClearCache();
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if (!UpdateUIDAndGID(*GetIOS(), m_title_context.tmd))
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{
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@ -18,11 +18,6 @@
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class PointerWrap;
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namespace DiscIO
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{
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class NANDContentLoader;
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}
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namespace IOS
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{
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namespace HLE
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@ -12,7 +12,6 @@
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#include "Common/MsgHandler.h"
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#include "Core/HW/Memmap.h"
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#include "Core/IOS/ES/Formats.h"
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#include "DiscIO/NANDContentLoader.h"
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namespace IOS
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{
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@ -22,7 +22,6 @@
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#include "Core/HW/Memmap.h"
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#include "Core/IOS/ES/Formats.h"
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#include "Core/ec_wii.h"
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#include "DiscIO/NANDContentLoader.h"
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namespace IOS
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{
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@ -506,8 +505,6 @@ ReturnCode ES::DeleteTitle(u64 title_id)
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ERROR_LOG(IOS_ES, "DeleteTitle: Failed to delete title directory: %s", title_dir.c_str());
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return FS_EACCESS;
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}
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// XXX: ugly, but until we drop NANDContentManager everywhere, this is going to be needed.
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DiscIO::NANDContentManager::Access().ClearCache();
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return IPC_SUCCESS;
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}
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@ -17,7 +17,6 @@
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#include "Core/Core.h"
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#include "Core/HW/Memmap.h"
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#include "Core/IOS/ES/Formats.h"
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#include "DiscIO/NANDContentLoader.h"
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namespace IOS
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{
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@ -19,7 +19,6 @@
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#include "Core/IOS/ES/ES.h"
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#include "Core/IOS/ES/Formats.h"
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#include "Core/IOS/WFS/WFSSRV.h"
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#include "DiscIO/NANDContentLoader.h"
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namespace
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{
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@ -38,7 +38,6 @@
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#include "DiscIO/DiscExtractor.h"
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#include "DiscIO/Enums.h"
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#include "DiscIO/Filesystem.h"
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#include "DiscIO/NANDContentLoader.h"
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#include "DiscIO/Volume.h"
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#include "DiscIO/VolumeFileBlobReader.h"
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#include "DiscIO/VolumeWii.h"
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@ -129,10 +128,7 @@ bool InstallWAD(IOS::HLE::Kernel& ios, const DiscIO::WiiWAD& wad)
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return false;
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}
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const bool result = ImportWAD(ios, wad);
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DiscIO::NANDContentManager::Access().ClearCache();
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return result;
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return ImportWAD(ios, wad);
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}
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bool InstallWAD(const std::string& wad_path)
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@ -695,17 +691,13 @@ UpdateResult DiscSystemUpdater::ProcessEntry(u32 type, std::bitset<32> attrs,
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UpdateResult DoOnlineUpdate(UpdateCallback update_callback, const std::string& region)
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{
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OnlineSystemUpdater updater{std::move(update_callback), region};
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const UpdateResult result = updater.DoOnlineUpdate();
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DiscIO::NANDContentManager::Access().ClearCache();
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return result;
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return updater.DoOnlineUpdate();
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}
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UpdateResult DoDiscUpdate(UpdateCallback update_callback, const std::string& image_path)
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{
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DiscSystemUpdater updater{std::move(update_callback), image_path};
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const UpdateResult result = updater.DoDiscUpdate();
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DiscIO::NANDContentManager::Access().ClearCache();
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return result;
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return updater.DoDiscUpdate();
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}
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NANDCheckResult CheckNAND(IOS::HLE::Kernel& ios)
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