The original reason I wanted to do this was so that we can replace
the Android-specific code with this in the future, but of course,
just deduplicating between DolphinWX and DolphinQt2 is nice too.
Fixes:
- DolphinQt2 showing the wrong size for split WBFS disc images.
- DolphinQt2 being case sensitive when checking if a file is a DOL/ELF.
- DolphinQt2 not detecting when a Wii banner has become available
after the game list cache was created.
Removes:
- DolphinWX's ability to load PNGs as custom banners. But it was
already rather broken (see https://bugs.dolphin-emu.org/issues/10365
and https://bugs.dolphin-emu.org/issues/10366). The reason I removed
this was because PNG decoding relied on wx code and we don't have any
good non-wx/Qt code for loading PNG files right now (let's not use
SOIL), but we should be able to use libpng directly to implement PNG
loading in the future.
- DolphinQt2's ability to ignore a cached game if the last modified
time differs. We currently don't have a non-wx/Qt way to get the time.
Some code was calling more than one of these functions in a row
(in particular, FileUtil.cpp itself did it a lot...), which is
a waste since it's possible to call stat a single time and then
read all three values from the stat struct. This commit adds a
File::FileInfo class that calls stat once on construction and
then lets Exists/IsDirectory/GetSize be executed very quickly.
The performance improvement mostly matters for functions that
can be handling a lot of files, such as File::ScanDirectoryTree.
I've also done some cleanup in code that uses these functions.
For instance, some code had checks like !Exists() || !IsDirectory(),
which is functionally equivalent to !IsDirectory(), and some
code was using File::GetSize even though there was an IOFile
object that the code could call GetSize on.
Before, if you extracted a directory like /map/Final/Release/,
Dolphin would create the nested folders map, Final and Release
in the output directory and put the files in Release instead of
just putting the files directly in the output directory.
Simpler, and puts the call to CheckIntegrity right where it should be,
instead of being hidden somewhere in a thread class.
This also makes it more obvious what we're getting from the async task.
Oh, and coincidentally, this fixes a random crash that could occur
during the check. I'm not sure why.
Instead of expecting callers to know how the size of directory file infos
relates to which files are in which directories, filesystems now offer a
GetRoot() method, and file infos offer a way to get their children. As
a bonus, m_FileInfoVector no longer has to be created and kept around
in RAM. Only the file info objects that actually are used are created.
Some callers already have the file info, making the relatively slow
FindFileInfo calls unnecessary. Callers that didn't have the file info
will now need to call FindFileInfo on their own.
Some callers (i.e. ISOProperties) don't want the full path, so giving them
it is unnecessary. Those that do want it can use GetPathFromFSTOffset.
Not storing full paths everywhere also saves a small bit of RAM and is
necessary for a later commit. The code isn't especially pretty right now
(callers need to use FST offsets...) but it'll become better later.
GC/Wii filesystem internals shouldn't be exposed to other classes.
This change isn't especially useful by itself, but it opens up the
way for some neat stuff in the following commits.
Normal users don't care about it. In fact, people care so
little about it that the Wii implementation of it was broken
starting from when it was implemented (eb65601) to 7 years
later (e0a47c1), apparently without anyone reporting it.
This gets rid of some assumptions that non-DiscIO code was making about
volume types. It's better to encapsulate as many of the volume type
differences as possible in DiscIO.
Made possible by PR #2353.
This file is pretty small now that it doesn't handle Wii
partitions anymore, so let's move its contents to Volume.cpp.
This is also more consistent with how blob creation works.
By removing mutable state in VolumeWiiCrypted, this change makes
partition-related code simpler. It also gets rid of other ugly things,
like ISOProperties's "over 9000" loop that creates a list of
partitions by trying possible combinations, and DiscScrubber's
volume swapping that recreates the entire volume when it needs to
change partition.
We already have a TMDReader, so let's actually use it.
And move ESFormats to IOS::ES, since it's definitely part of IOS.
This adds a DiscIO dependency on Core which will be fixed in a
follow-up PR.
This is useful to know which IOS version is required by a title without
having to look at the TMD manually.
The IOS version row will only appear if there is a TMD, of course.
Makes the information panel self-contained.
This was done first, as opposed to isolating the GameConfig panel--the
first panel in the group--as this panel had code all over the place in
ISOProperties, so I figured it'd be best to fix this one up first.