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System files added to Wii partition first to keep 32-bit loaders happy
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@@ -4,6 +4,7 @@
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#include <vector>
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <stdio.h>
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#include <stdint.h>
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#include "Util.hpp"
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@@ -300,10 +301,10 @@ public:
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class DiscBuilderBase
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{
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public:
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class IPartitionBuilder
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class PartitionBuilderBase
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{
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public:
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virtual ~IPartitionBuilder() {}
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virtual ~PartitionBuilderBase() {}
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enum class Kind : uint32_t
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{
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Data,
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@@ -311,13 +312,15 @@ public:
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Channel
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};
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protected:
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std::unordered_map<SystemString, std::pair<uint64_t,uint64_t>> m_fileOffsetsSizes;
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std::vector<FSTNode> m_buildNodes;
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std::vector<std::string> m_buildNames;
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size_t m_buildNameOff = 0;
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virtual uint64_t userAllocate(uint64_t reqSz)=0;
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virtual uint32_t packOffset(uint64_t offset) const=0;
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void recursiveBuildNodes(const SystemChar* dirIn, uint64_t dolInode,
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std::function<void(void)> incParents);
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void recursiveBuildNodes(bool system, const SystemChar* dirIn, uint64_t dolInode);
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void recursiveBuildFST(const SystemChar* dirIn, uint64_t dolInode,
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std::function<void(void)> incParents);
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void addBuildName(const SystemString& str)
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{
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SystemUTF8View utf8View(str);
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@@ -333,8 +336,8 @@ public:
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uint64_t m_dolOffset = 0;
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uint64_t m_dolSize = 0;
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public:
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IPartitionBuilder(DiscBuilderBase& parent, Kind kind,
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const char gameID[6], const char* gameTitle)
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PartitionBuilderBase(DiscBuilderBase& parent, Kind kind,
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const char gameID[6], const char* gameTitle)
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: m_parent(parent), m_kind(kind), m_gameTitle(gameTitle)
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{
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memcpy(m_gameID, gameID, 6);
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@@ -347,7 +350,7 @@ public:
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};
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protected:
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std::unique_ptr<IFileIO> m_fileIO;
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std::vector<std::unique_ptr<IPartitionBuilder>> m_partitions;
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std::vector<std::unique_ptr<PartitionBuilderBase>> m_partitions;
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public:
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std::function<void(size_t idx, const SystemString&, size_t)> m_progressCB;
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size_t m_progressIdx = 0;
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