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).
This commit is contained in:
JosJuice
2018-06-03 12:07:53 +02:00
parent 0f7370a22c
commit 85e94cc510
12 changed files with 75 additions and 94 deletions

View File

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