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								// Copyright 2017 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#include "UICommon/GameFileCache.h"
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								#include <algorithm>
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								#include <cstddef>
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								#include <functional>
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								#include <list>
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								#include <memory>
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								#include <mutex>
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								#include <string>
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								#include <unordered_set>
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								#include <vector>
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								#include "Common/ChunkFile.h"
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								#include "Common/CommonTypes.h"
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								#include "Common/File.h"
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								#include "Common/FileSearch.h"
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								#include "Common/FileUtil.h"
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								#include "Core/TitleDatabase.h"
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								#include "DiscIO/DirectoryBlob.h"
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								#include "UICommon/GameFile.h"
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								namespace UICommon
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								{
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								static constexpr u32 CACHE_REVISION = 9;  // Last changed in PR 6569
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								std::vector<std::string> FindAllGamePaths(const std::vector<std::string>& directories_to_scan,
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								                                          bool recursive_scan)
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								{
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								  static const std::vector<std::string> search_extensions = {
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								      ".gcm", ".tgc", ".iso", ".ciso", ".gcz", ".wbfs", ".wad", ".dol", ".elf"};
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								  // TODO: We could process paths iteratively as they are found
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								  return Common::DoFileSearch(directories_to_scan, search_extensions, recursive_scan);
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								}
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								void GameFileCache::ForEach(std::function<void(const std::shared_ptr<const GameFile>&)> f) const
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								{
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								  for (const std::shared_ptr<const GameFile>& item : m_cached_files)
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								    f(item);
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								}
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								void GameFileCache::Clear()
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								{
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								  m_cached_files.clear();
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								}
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								std::shared_ptr<const GameFile> GameFileCache::AddOrGet(const std::string& path,
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								                                                        bool* cache_changed,
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								                                                        const Core::TitleDatabase& title_database)
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								{
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								  auto it = std::find_if(
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								      m_cached_files.begin(), m_cached_files.end(),
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								      [&path](const std::shared_ptr<GameFile>& file) { return file->GetFilePath() == path; });
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								  const bool found = it != m_cached_files.cend();
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								  if (!found)
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								  {
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								    std::shared_ptr<UICommon::GameFile> game = std::make_shared<GameFile>(path);
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								    if (!game->IsValid())
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								      return nullptr;
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								    m_cached_files.emplace_back(std::move(game));
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								  }
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								  std::shared_ptr<GameFile>& result = found ? *it : m_cached_files.back();
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								  if (UpdateAdditionalMetadata(&result, title_database) || !found)
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								    *cache_changed = true;
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								  return result;
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								}
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								bool GameFileCache::Update(const std::vector<std::string>& all_game_paths)
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								{
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								  // Copy game paths into a set, except ones that match DiscIO::ShouldHideFromGameList.
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								  // TODO: Prevent DoFileSearch from looking inside /files/ directories of DirectoryBlobs at all?
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								  // TODO: Make DoFileSearch support filter predicates so we don't have remove things afterwards?
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								  std::unordered_set<std::string> game_paths;
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								  game_paths.reserve(all_game_paths.size());
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								  for (const std::string& path : all_game_paths)
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								  {
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								    if (!DiscIO::ShouldHideFromGameList(path))
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								      game_paths.insert(path);
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								  }
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								  bool cache_changed = false;
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								  // Delete paths that aren't in game_paths from m_cached_files,
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								  // while simultaneously deleting paths that aren't in m_cached_files from game_paths.
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								  // For the sake of speed, we don't care about maintaining the order of m_cached_files.
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								  {
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								    auto it = m_cached_files.begin();
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								    auto end = m_cached_files.end();
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								    while (it != end)
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								    {
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								      if (game_paths.erase((*it)->GetFilePath()))
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								      {
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								        ++it;
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								      }
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								      else
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								      {
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								        cache_changed = true;
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								        --end;
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								        *it = std::move(*end);
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								      }
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								    }
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								    m_cached_files.erase(it, m_cached_files.end());
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								  }
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								  // Now that the previous loop has run, game_paths only contains paths that
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								  // aren't in m_cached_files, so we simply add all of them to m_cached_files.
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								  for (const auto& path : game_paths)
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								  {
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								    auto file = std::make_shared<GameFile>(path);
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								    if (file->IsValid())
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								    {
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								      cache_changed = true;
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								      m_cached_files.push_back(std::move(file));
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								    }
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								  }
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								  return cache_changed;
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								}
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								bool GameFileCache::UpdateAdditionalMetadata(const Core::TitleDatabase& title_database)
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								{
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								  bool cache_changed = false;
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								  for (auto& file : m_cached_files)
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								    cache_changed |= UpdateAdditionalMetadata(&file, title_database);
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								  return cache_changed;
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								}
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								bool GameFileCache::UpdateAdditionalMetadata(std::shared_ptr<GameFile>* game_file,
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								                                             const Core::TitleDatabase& title_database)
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								{
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								  const bool banner_changed = (*game_file)->BannerChanged();
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								  const bool custom_title_changed = (*game_file)->CustomNameChanged(title_database);
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								  if (!banner_changed && !custom_title_changed)
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								    return false;
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								  // If a cached file needs an update, apply the updates to a copy and delete the original.
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								  // This makes the usage of cached files in other threads safe.
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								  std::shared_ptr<GameFile> copy = std::make_shared<GameFile>(**game_file);
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								  if (banner_changed)
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								    copy->BannerCommit();
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								  if (custom_title_changed)
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								    copy->CustomNameCommit();
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								  *game_file = std::move(copy);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  return true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								bool GameFileCache::Load()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  return SyncCacheFile(false);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								bool GameFileCache::Save()
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  return SyncCacheFile(true);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								bool GameFileCache::SyncCacheFile(bool save)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  std::string filename(File::GetUserPath(D_CACHE_IDX) + "gamelist.cache");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  const char* open_mode = save ? "wb" : "rb";
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  File::IOFile f(filename, open_mode);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (!f)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    return false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  bool success = false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (save)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // Measure the size of the buffer.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    u8* ptr = nullptr;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    PointerWrap p(&ptr, PointerWrap::MODE_MEASURE);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    DoState(&p);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    const size_t buffer_size = reinterpret_cast<size_t>(ptr);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // Then actually do the write.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    std::vector<u8> buffer(buffer_size);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    ptr = &buffer[0];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    p.SetMode(PointerWrap::MODE_WRITE);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    DoState(&p, buffer_size);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    if (f.WriteBytes(buffer.data(), buffer.size()))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      success = true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    std::vector<u8> buffer(f.GetSize());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    if (buffer.size() && f.ReadBytes(buffer.data(), buffer.size()))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      u8* ptr = buffer.data();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      PointerWrap p(&ptr, PointerWrap::MODE_READ);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      DoState(&p, buffer.size());
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      if (p.GetMode() == PointerWrap::MODE_READ)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        success = true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (!success)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    // If some file operation failed, try to delete the probably-corrupted cache
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    f.Close();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    File::Delete(filename);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  return success;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								void GameFileCache::DoState(PointerWrap* p, u64 size)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  struct
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    u32 revision;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    u64 expected_size;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  } header = {CACHE_REVISION, size};
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  p->Do(header);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  if (p->GetMode() == PointerWrap::MODE_READ)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    if (header.revision != CACHE_REVISION || header.expected_size != size)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      p->SetMode(PointerWrap::MODE_MEASURE);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  p->DoEachElement(m_cached_files, [](PointerWrap& state, std::shared_ptr<GameFile>& elem) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    if (state.GetMode() == PointerWrap::MODE_READ)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      elem = std::make_shared<GameFile>();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    elem->DoState(state);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  });
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}  // namespace DiscIO
							 |