![]() This fixes some games (eg. Halo: CEA) not mounting cache. It seems some games use different SectorsPerClusters values, which then changes the value it expects from NtQueryVolumeInformationFile. Since we'd always respond with a static value this would make the game think that mounting failed, and it'd bail out of the cache-mounting code. Now we capture the SectorsPerCluster value when the game writes it to the cache-partition header, and update the NullDevice's sectors_per_allocation_unit with it. |
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.. | ||
devices | ||
device.cc | ||
device.h | ||
entry.cc | ||
entry.h | ||
file.h | ||
premake5.lua | ||
vfs_dump.cc | ||
virtual_file_system.cc | ||
virtual_file_system.h |