Check file system validity before reading opening.bnr
This happened to work without any problems because the only way for a file system to be invalid was to not have the right GC/Wii magic word in the unencrypted area, and a volume could not be created without having the right GC/Wii magic word there. Now that file systems read the magic word from a partition instead, a fix is needed.
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@ -193,8 +193,10 @@ void CVolumeGC::LoadBannerFile() const
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GCBanner banner_file;
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std::unique_ptr<IFileSystem> file_system(CreateFileSystem(this, PARTITION_NONE));
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size_t file_size = static_cast<size_t>(file_system->GetFileSize("opening.bnr"));
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if (!file_system)
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return;
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size_t file_size = static_cast<size_t>(file_system->GetFileSize("opening.bnr"));
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constexpr int BNR1_MAGIC = 0x31524e42;
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constexpr int BNR2_MAGIC = 0x32524e42;
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if (file_size != BNR1_SIZE && file_size != BNR2_SIZE)
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@ -299,6 +299,9 @@ std::string CVolumeWiiCrypted::GetInternalName(const Partition& partition) const
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std::map<Language, std::string> CVolumeWiiCrypted::GetLongNames() const
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{
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std::unique_ptr<IFileSystem> file_system(CreateFileSystem(this, GetGamePartition()));
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if (!file_system)
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return {{}};
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std::vector<u8> opening_bnr(NAMES_TOTAL_BYTES);
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size_t size = file_system->ReadFile("opening.bnr", opening_bnr.data(), opening_bnr.size(), 0x5C);
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opening_bnr.resize(size);
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