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RiivolutionParser: Make use of std::span where applicable
The main interface for these only take in patches and iterate over them in a contiguous sequence, so we can reasonably generify the interface.
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@ -4,6 +4,7 @@
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#pragma once
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#include <optional>
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#include <span>
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#include <string>
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#include <string_view>
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#include <vector>
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@ -76,14 +77,10 @@ enum class PatchIndex
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DolphinSysFiles,
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};
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void ApplyPatchesToFiles(const std::vector<Patch>& patches, PatchIndex index,
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std::vector<DiscIO::FSTBuilderNode>* fst,
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DiscIO::FSTBuilderNode* dol_node);
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void ApplyGeneralMemoryPatches(const Core::CPUThreadGuard& guard,
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const std::vector<Patch>& patches);
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void ApplyApploaderMemoryPatches(const Core::CPUThreadGuard& guard,
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const std::vector<Patch>& patches, u32 ram_address,
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u32 ram_length);
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std::optional<SavegameRedirect>
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ExtractSavegameRedirect(const std::vector<Patch>& riivolution_patches);
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void ApplyPatchesToFiles(std::span<const Patch> patches, PatchIndex index,
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std::vector<FSTBuilderNode>* fst, FSTBuilderNode* dol_node);
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void ApplyGeneralMemoryPatches(const Core::CPUThreadGuard& guard, std::span<const Patch> patches);
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void ApplyApploaderMemoryPatches(const Core::CPUThreadGuard& guard, std::span<const Patch> patches,
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u32 ram_address, u32 ram_length);
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std::optional<SavegameRedirect> ExtractSavegameRedirect(std::span<const Patch> riivolution_patches);
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} // namespace DiscIO::Riivolution
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