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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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@ -16,11 +16,6 @@
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class PointerWrap;
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namespace Core
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{
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class TitleDatabase;
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}
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namespace UICommon
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{
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class GameFile;
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@ -36,23 +31,20 @@ public:
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void Clear();
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// Returns nullptr if the file is invalid.
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std::shared_ptr<const GameFile> AddOrGet(const std::string& path, bool* cache_changed,
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const Core::TitleDatabase& title_database);
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std::shared_ptr<const GameFile> AddOrGet(const std::string& path, bool* cache_changed);
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// These functions return true if the call modified the cache.
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bool Update(const std::vector<std::string>& all_game_paths,
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std::function<void(const std::shared_ptr<const GameFile>&)> game_added_to_cache = {},
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std::function<void(const std::string&)> game_removed_from_cache = {});
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bool UpdateAdditionalMetadata(
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const Core::TitleDatabase& title_database,
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std::function<void(const std::shared_ptr<const GameFile>&)> game_updated = {});
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bool Load();
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bool Save();
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private:
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bool UpdateAdditionalMetadata(std::shared_ptr<GameFile>* game_file,
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const Core::TitleDatabase& title_database);
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bool UpdateAdditionalMetadata(std::shared_ptr<GameFile>* game_file);
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bool SyncCacheFile(bool save);
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void DoState(PointerWrap* p, u64 size = 0);
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