Don't store custom names from TitleDatabase in GameFileCache
This saves us from having to update the GameFileCache when the TitleDatabase changes (for instance when the user changes language).
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0f7370a22c
commit
85e94cc510
12 files changed
+75
-94
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@@ -141,20 +141,6 @@ bool GameFile::IsValid() const
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return true;
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}
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bool GameFile::CustomNameChanged(const Core::TitleDatabase& title_database)
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{
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const auto type = m_platform == DiscIO::Platform::WiiWAD ?
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Core::TitleDatabase::TitleType::Channel :
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Core::TitleDatabase::TitleType::Other;
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m_pending.custom_name = title_database.GetTitleName(m_game_id, type);
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return m_custom_name != m_pending.custom_name;
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}
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void GameFile::CustomNameCommit()
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{
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m_custom_name = std::move(m_pending.custom_name);
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}
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void GameBanner::DoState(PointerWrap& p)
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{
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p.Do(buffer);
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@@ -191,7 +177,6 @@ void GameFile::DoState(PointerWrap& p)
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m_volume_banner.DoState(p);
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m_custom_banner.DoState(p);
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p.Do(m_custom_name);
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}
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bool GameFile::IsElfOrDol() const
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@@ -280,11 +265,17 @@ void GameFile::CustomBannerCommit()
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m_custom_banner = std::move(m_pending.custom_banner);
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}
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const std::string& GameFile::GetName(const Core::TitleDatabase& title_database) const
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{
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const auto type = m_platform == DiscIO::Platform::WiiWAD ?
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Core::TitleDatabase::TitleType::Channel :
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Core::TitleDatabase::TitleType::Other;
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const std::string& custom_name = title_database.GetTitleName(m_game_id, type);
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return custom_name.empty() ? GetName() : custom_name;
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}
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const std::string& GameFile::GetName(bool long_name) const
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{
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if (!m_custom_name.empty())
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return m_custom_name;
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const std::string& name = long_name ? GetLongName() : GetShortName();
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if (!name.empty())
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return name;
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@@ -323,9 +314,7 @@ std::string GameFile::GetUniqueIdentifier() const
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if (GetRevision() != 0)
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info.push_back("Revision " + std::to_string(GetRevision()));
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std::string name(GetLongName(lang));
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if (name.empty())
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name = GetName();
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const std::string& name = GetName();
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int disc_number = GetDiscNumber() + 1;
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