In LabelMap.cpp, the code is currently unused so I was unable to test it.
In WiiUtils.cpp, the magic value `1u` was replaced by the constant value `DiscIO::PARTITION_UPDATE`.
std::function is internally allowed to allocate, and these functions
aren't being stored anywhere (only called), so we can freely get rid
of some minor overhead here by passing by reference.
This change also creates aliases for the functions, so that there isn't
a lot of visual noise when reading the function signatures.
This reverts commit fb265b610d.
The optimization in that commit is safe when the executor thread is
writing and the GUI thread is reading, but I had failed to take into
account that it's unsafe when the GUI thread is writing and the executor
thread is reading. (The native UpdateAdditionalMetadata function loops
through m_cached_files, which is unsafe if another thread is adding
elements to m_cached_files simultaneously.)
Losing out on this optimization isn't too bad, because
719930bb39 makes it very unlikely that
both threads will want the lock at the same time.
Previously, we had WBFS and CISO which both returned an upper bound
of the size, and other formats which returned an accurate size. But
now we also have NFS, which returns a lower bound of the size. To
allow VolumeVerifier to make better informed decisions for NFS, let's
use an enum instead of a bool for the type of data size a blob has.
For a few years now, I've been thinking it would be nice to make Dolphin
support reading Wii games in the format they come in when you download
them from the Wii U eShop. The Wii U eShop has some good deals on Wii
games (Metroid Prime Trilogy especially is rather expensive if you try
to buy it physically!), and it's the only place right now where you can
buy Wii games digitally.
Of course, Nintendo being Nintendo, next year they're going to shut down
this only place where you can buy Wii games digitally. I kind of wish I
had implemented this feature earlier so that people would've had ample
time to buy the games they want, but... better late than never, right?
I used MIT-licensed code from the NOD library as a reference when
implementing this. None of the code has been directly copied, but
you may notice that the names of the struct members are very similar.
c1635245b8/lib/DiscIONFS.cpp
It seems like we spend a lot of the game list scanning time in
updateAdditionalMetadata, which I suppose makes sense considering
how many different files that function attempts to open.
With the addition of just one little atomic operation, we can make
it safe to call updateAdditionalMetadata without holding a lock.
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
Back when I wrote this code, I believe I set it to use a custom path
so that the cache would end up in a directory which Android considers
to be a cache directory. But nowadays the directory which Dolphin's
C++ code considers to be the cache directory is such a directory,
so there's no longer any reason to override the default path.