VolumeWii: Don't set m_game_partition until we know partition is valid

Without this, we can end up in an inconsistent state where
m_game_partition is set to a partition that isn't in the
partition maps.
This commit is contained in:
JosJuice 2017-06-09 18:39:30 +02:00
parent 9885a2bb28
commit d2b69f963a
1 changed files with 6 additions and 8 deletions

View File

@ -65,14 +65,10 @@ VolumeWii::VolumeWii(std::unique_ptr<BlobReader> reader)
continue;
const u64 partition_offset = static_cast<u64>(*read_buffer) << 2;
// Set m_game_partition if this is the game partition
if (m_game_partition == PARTITION_NONE)
{
const std::optional<u32> partition_type =
m_pReader->ReadSwapped<u32>(partition_table_offset + (i * 8) + 4);
if (partition_type == u32(0))
m_game_partition = Partition(partition_offset);
}
// Check if this is the game partition
const bool is_game_partition =
m_game_partition == PARTITION_NONE &&
m_pReader->ReadSwapped<u32>(partition_table_offset + (i * 8) + 4) == u32(0);
// Read ticket
std::vector<u8> ticket_buffer(sizeof(IOS::ES::Ticket));
@ -113,6 +109,8 @@ VolumeWii::VolumeWii(std::unique_ptr<BlobReader> reader)
m_partition_keys[partition] = std::move(aes_context);
m_partition_tickets[partition] = std::move(ticket);
m_partition_tmds[partition] = std::move(tmd);
if (is_game_partition)
m_game_partition = partition;
}
}
}