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Don't store custom names from TitleDatabase in GameFileCache
This saves us from having to update the GameFileCache when the TitleDatabase changes (for instance when the user changes language).
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@ -44,6 +44,7 @@ public:
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bool IsValid() const;
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const std::string& GetFilePath() const { return m_file_path; }
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const std::string& GetFileName() const { return m_file_name; }
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const std::string& GetName(const Core::TitleDatabase& title_database) const;
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const std::string& GetName(bool long_name = true) const;
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const std::string& GetMaker(bool long_maker = true) const;
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const std::string& GetShortName(DiscIO::Language l) const { return Lookup(l, m_short_names); }
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@ -79,8 +80,6 @@ public:
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void WiiBannerCommit();
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bool CustomBannerChanged();
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void CustomBannerCommit();
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bool CustomNameChanged(const Core::TitleDatabase& title_database);
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void CustomNameCommit();
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private:
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static const std::string& Lookup(DiscIO::Language language,
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@ -121,8 +120,6 @@ private:
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GameBanner m_volume_banner{};
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GameBanner m_custom_banner{};
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// Overridden name from TitleDatabase
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std::string m_custom_name{};
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// The following data members allow GameFileCache to construct updated versions
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// of GameFiles in a threadsafe way. They should not be handled in DoState.
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@ -130,7 +127,6 @@ private:
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{
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GameBanner volume_banner;
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GameBanner custom_banner;
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std::string custom_name;
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} m_pending{};
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};
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