Move ES_DIVerify's Movie-related code to a more logical place
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@ -57,16 +57,11 @@
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#include "Core/IOS/ES/Formats.h"
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#include "Core/IOS/USB/Bluetooth/BTEmu.h"
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#include "Core/IOS/USB/Bluetooth/WiimoteDevice.h"
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#include "Core/Movie.h"
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#include "Core/PowerPC/PowerPC.h"
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#include "Core/ec_wii.h"
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#include "DiscIO/NANDContentLoader.h"
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#include "DiscIO/Volume.h"
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#ifdef _WIN32
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#include <Windows.h>
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#endif
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namespace IOS
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{
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namespace HLE
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@ -1316,44 +1311,6 @@ u32 ES::ES_DIVerify(const std::vector<u8>& tmd)
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File::CreateFullPath(tmd_path);
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File::CreateFullPath(Common::GetTitleDataPath(tmd_title_id, Common::FROM_SESSION_ROOT));
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std::string save_path = Common::GetTitleDataPath(tmd_title_id, Common::FROM_SESSION_ROOT);
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// TODO: There's not supposed to be a whole load of Movie code in IOS HLE.
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// TODO: Force the game to save to another location, instead of moving the user's save.
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if (Movie::IsPlayingInput() && Movie::IsConfigSaved() && Movie::IsStartingFromClearSave())
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{
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if (File::Exists(save_path + "banner.bin"))
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{
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if (File::Exists(save_path + "../backup/"))
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{
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// The last run of this game must have been to play back a movie, so their save is already
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// backed up.
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File::DeleteDirRecursively(save_path);
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}
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else
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{
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#ifdef _WIN32
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MoveFile(UTF8ToTStr(save_path).c_str(), UTF8ToTStr(save_path + "../backup/").c_str());
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#else
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File::CopyDir(save_path, save_path + "../backup/");
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File::DeleteDirRecursively(save_path);
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#endif
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}
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}
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}
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else if (File::Exists(save_path + "../backup/"))
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{
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// Delete the save made by a previous movie, and copy back the user's save.
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if (File::Exists(save_path + "banner.bin"))
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File::DeleteDirRecursively(save_path);
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#ifdef _WIN32
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MoveFile(UTF8ToTStr(save_path + "../backup/").c_str(), UTF8ToTStr(save_path).c_str());
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#else
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File::CopyDir(save_path + "../backup/", save_path);
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File::DeleteDirRecursively(save_path + "../backup/");
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#endif
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}
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if (!File::Exists(tmd_path))
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{
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File::IOFile tmd_file(tmd_path, "wb");
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@ -9,15 +9,63 @@
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#include "Common/Logging/Log.h"
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#include "Common/NandPaths.h"
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#include "Common/SysConf.h"
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#include "Core/ConfigManager.h"
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#include "Core/Movie.h"
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#include "Core/WiiRoot.h"
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#ifdef _WIN32
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#include <Windows.h>
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#endif
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namespace Core
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{
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static std::string s_temp_wii_root;
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static void InitializeDeterministicWiiSaves()
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{
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std::string save_path =
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Common::GetTitleDataPath(SConfig::GetInstance().m_title_id, Common::FROM_SESSION_ROOT);
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// TODO: Force the game to save to another location, instead of moving the user's save.
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if (Movie::IsPlayingInput() && Movie::IsConfigSaved() && Movie::IsStartingFromClearSave())
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{
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if (File::Exists(save_path + "banner.bin"))
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{
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if (File::Exists(save_path + "../backup/"))
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{
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// The last run of this game must have been to play back a movie, so their save is already
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// backed up.
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File::DeleteDirRecursively(save_path);
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}
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else
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{
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#ifdef _WIN32
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MoveFile(UTF8ToTStr(save_path).c_str(), UTF8ToTStr(save_path + "../backup/").c_str());
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#else
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File::CopyDir(save_path, save_path + "../backup/");
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File::DeleteDirRecursively(save_path);
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#endif
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}
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}
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}
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else if (File::Exists(save_path + "../backup/"))
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{
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// Delete the save made by a previous movie, and copy back the user's save.
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if (File::Exists(save_path + "banner.bin"))
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File::DeleteDirRecursively(save_path);
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#ifdef _WIN32
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MoveFile(UTF8ToTStr(save_path + "../backup/").c_str(), UTF8ToTStr(save_path).c_str());
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#else
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File::CopyDir(save_path + "../backup/", save_path);
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File::DeleteDirRecursively(save_path + "../backup/");
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#endif
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}
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}
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void InitializeWiiRoot(bool use_temporary)
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{
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ShutdownWiiRoot();
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if (use_temporary)
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{
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s_temp_wii_root = File::CreateTempDir();
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@ -44,6 +92,8 @@ void InitializeWiiRoot(bool use_temporary)
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{
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File::SetUserPath(D_SESSION_WIIROOT_IDX, File::GetUserPath(D_WIIROOT_IDX));
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}
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InitializeDeterministicWiiSaves();
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}
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void ShutdownWiiRoot()
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