Change RomDirectory to RomPath in RomAsset
for the current (only) usecase, this fixes failures when "RomAsset.Name" is not equal to the name of the rom on disk
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@ -29,7 +29,7 @@ namespace BizHawk.Client.Common
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public byte[] RomData { get; set; }
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public byte[] FileData { get; set; }
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public string Extension { get; set; }
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public string RomDirectory { get; set; }
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public string RomPath { get; set; }
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public GameInfo Game { get; set; }
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}
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private class CoreInventoryParameters : ICoreInventoryParameters
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@ -482,7 +482,7 @@ namespace BizHawk.Client.Common
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RomData = rom.RomData,
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FileData = rom.FileData,
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Extension = rom.Extension,
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RomDirectory = file.Directory,
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RomPath = file.FullPathWithoutMember,
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Game = game
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}
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},
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@ -19,7 +19,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.BSNES
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var ser = new BasicServiceProvider(this);
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ServiceProvider = ser;
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this._romPath = Path.Combine(loadParameters.Roms[0].RomDirectory, loadParameters.Game.Name);
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this._romPath = Path.ChangeExtension(loadParameters.Roms[0].RomPath, null);
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CoreComm = loadParameters.Comm;
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_settings = loadParameters.Settings ?? new SnesSettings();
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_syncSettings = loadParameters.SyncSettings ?? new SnesSyncSettings();
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@ -26,7 +26,7 @@ namespace BizHawk.Emulation.Cores
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public byte[] RomData { get; set; }
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public byte[] FileData { get; set; }
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public string Extension { get; set; }
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public string RomDirectory { get; set; }
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public string RomPath { get; set; }
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public GameInfo Game { get; set; }
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}
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@ -9,7 +9,7 @@ namespace BizHawk.Emulation.Cores
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byte[] RomData { get; }
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byte[] FileData { get; }
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string Extension { get; }
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public string RomDirectory { get; }
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public string RomPath { get; }
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/// <summary>
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/// GameInfo for this individual asset. Doesn't make sense a lot of the time;
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/// only use this if your individual rom assets are full proper games when considered alone.
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