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synced 2026-10-27 04:08:37 +01:00
Workaround for the /PSP path thing. Needs testing.
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@@ -72,11 +72,14 @@ struct DirectoryFileHandle {
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s64 needsTrunc_ = -1;
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bool replay_ = true;
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bool inGameDir_ = false;
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FileSystemFlags fileSystemFlags_ = (FileSystemFlags)0;
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DirectoryFileHandle(Flags flags) : replay_(flags != SKIP_REPLAY) {
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}
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DirectoryFileHandle() {}
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Path GetLocalPath(const Path &basePath, std::string localpath);
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DirectoryFileHandle(Flags flags, FileSystemFlags fileSystemFlags)
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: replay_(flags != SKIP_REPLAY), fileSystemFlags_(fileSystemFlags) {}
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Path GetLocalPath(const Path &basePath, std::string localpath) const;
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bool Open(const Path &basePath, std::string &fileName, FileAccess access, u32 &err);
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size_t Read(u8* pointer, s64 size);
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size_t Write(const u8* pointer, s64 size);
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@@ -114,7 +117,7 @@ public:
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private:
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struct OpenFileEntry {
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DirectoryFileHandle hFile = DirectoryFileHandle::NORMAL;
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DirectoryFileHandle hFile;
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std::string guestFilename;
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FileAccess access = FILEACCESS_NONE;
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};
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@@ -124,8 +127,8 @@ private:
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Path basePath;
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IHandleAllocator *hAlloc;
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FileSystemFlags flags;
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// In case of Windows: Translate slashes, etc.
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Path GetLocalPath(std::string internalPath);
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Path GetLocalPath(std::string internalPath) const;
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};
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// VFSFileSystem: Ability to map in Android APK paths as well! Does not support all features, only meant for fonts.
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