mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-12-23 02:11:55 +01:00
df76e45150
- This allows you to play your Wii games from an SD card - It currently only supports 1 partition - I've tested it with a 256GB Amazon Basics microSDXC card
275 lines
6.6 KiB
C++
275 lines
6.6 KiB
C++
/*
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Code by Oddx @ GBAtemp.net
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*/
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#include <fstream>
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#include <dirent.h>
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#include <zlib.h>
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#include "cache.hpp"
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#include "usbloader/disc.h"
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#include "settings/CSettings.h"
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#include "FileOperations/fileops.h"
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#include "memory/memory.h"
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#include "Channels/channels.h"
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#include "usbloader/GameList.h"
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#include "GameCube/GCGames.h"
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#include "FileOperations/DirList.h"
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#include "wad/nandtitle.h"
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#include "Controls/DeviceHandler.hpp"
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#include "gecko.h"
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void ResetGameHeaderCache()
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{
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RemoveDirectory(Settings.GameHeaderCachePath);
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}
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void GetDirectoryList(const char *path, std::string &list)
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{
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DirList dir(path, 0, DirList::Files | DirList::Dirs);
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for (int i = 0; i < dir.GetFilecount(); ++i)
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list.append(dir.GetFilepath(i));
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}
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void GetListWBFS(std::string &list)
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{
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char drive[11];
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int portPart;
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u16 partitions = DeviceHandler::GetUSBPartitionCount();
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for (u16 i = 0; i < partitions; ++i)
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{
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PartitionHandle *usb = DeviceHandler::Instance()->GetUSBHandleFromPartition(i);
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if (!usb)
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continue;
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portPart = DeviceHandler::PartitionToPortPartition(i);
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snprintf(drive, sizeof(drive), "%s:/wbfs", usb->MountName(portPart));
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gprintf("Partition: %d - %s\n", i, drive);
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GetDirectoryList(drive, list);
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}
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}
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bool isCacheCurrent()
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{
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if (!Settings.CacheTitles)
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return true;
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char filepath[256] = {};
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std::string list;
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// GameCube
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if (!Settings.SDMode)
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{
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snprintf(filepath, sizeof(filepath), "%s", Settings.GameCubePath);
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GetDirectoryList(filepath, list);
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}
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snprintf(filepath, sizeof(filepath), "%s", Settings.GameCubeSDPath);
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GetDirectoryList(filepath, list);
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// Wii
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if (Settings.SDMode)
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{
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snprintf(filepath, sizeof(filepath), "sd:/wbfs");
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GetDirectoryList(filepath, list);
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}
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else
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GetListWBFS(list);
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// EmuNAND
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snprintf(filepath, sizeof(filepath), "%s/title/00010001", Settings.NandEmuChanPath);
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GetDirectoryList(filepath, list);
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snprintf(filepath, sizeof(filepath), "%s/title/00010002", Settings.NandEmuChanPath);
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GetDirectoryList(filepath, list);
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snprintf(filepath, sizeof(filepath), "%s/title/00010004", Settings.NandEmuChanPath);
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GetDirectoryList(filepath, list);
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// NAND
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u32 types[3] = {0x00010001, 0x00010002, 0x00010004};
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for (u32 i = 0; i < 3; ++i)
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{
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u32 num_titles = NandTitles.SetType(types[i]);
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for (u32 x = 0; x < num_titles; ++x)
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{
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u64 tid = NandTitles.Next();
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if (!tid)
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break;
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snprintf(filepath, sizeof(filepath), "%016llx", tid);
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list.append(filepath);
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}
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}
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// Generate a CRC-32 hash
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u32 crc = crc32(0L, Z_NULL, 0);
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crc = crc32(crc, (u8 *)list.c_str(), list.length());
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if (Settings.CacheCheckCRC == crc)
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return true;
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gprintf("Resetting cache\n");
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Settings.CacheCheckCRC = crc;
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return false;
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}
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// EmuNAND
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void SaveGameHeaderCache(std::vector<struct discHdr> &list)
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{
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std::string path = std::string(Settings.GameHeaderCachePath) + EMUNAND_HEADER_CACHE_FILE;
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if (list.empty())
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RemoveFile(path.c_str());
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CreateSubfolder(Settings.GameHeaderCachePath);
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FILE *cache = fopen(path.c_str(), "wb");
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if (!cache)
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return;
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fwrite((void *)&list[0], 1, list.size() * sizeof(struct discHdr), cache);
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fclose(cache);
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}
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void LoadGameHeaderCache(std::vector<struct discHdr> &list)
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{
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std::string path = std::string(Settings.GameHeaderCachePath) + EMUNAND_HEADER_CACHE_FILE;
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FILE *cache = fopen(path.c_str(), "rb");
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if (!cache)
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return;
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struct discHdr tmp;
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fseek(cache, 0, SEEK_END);
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u64 fileSize = ftell(cache);
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fseek(cache, 0, SEEK_SET);
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u32 count = (u32)(fileSize / sizeof(struct discHdr));
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list.reserve(count + list.size());
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for (u32 i = 0; i < count; ++i)
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{
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fseek(cache, i * sizeof(struct discHdr), SEEK_SET);
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fread((void *)&tmp, 1, sizeof(struct discHdr), cache);
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list.push_back(tmp);
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}
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fclose(cache);
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}
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// Wii
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void SaveGameHeaderCache(std::vector<struct discHdr> &list, std::vector<int> &plist)
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{
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std::string path = std::string(Settings.GameHeaderCachePath) + WII_HEADER_CACHE_FILE;
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if (list.empty() || plist.empty())
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RemoveFile(path.c_str());
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std::vector<struct wiiCache> wiictmp;
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struct wiiCache gtmp;
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for (u32 i = 0; i < list.size(); ++i)
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{
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memset(>mp, 0, sizeof(struct wiiCache));
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gtmp.header = list[i];
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gtmp.part = plist[i];
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wiictmp.push_back(gtmp);
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}
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CreateSubfolder(Settings.GameHeaderCachePath);
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FILE *cache = fopen(path.c_str(), "wb");
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if (!cache)
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return;
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fwrite((void *)&wiictmp[0], 1, wiictmp.size() * sizeof(struct wiiCache), cache);
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fclose(cache);
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}
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void LoadGameHeaderCache(std::vector<struct discHdr> &list, std::vector<int> &plist)
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{
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std::string path = std::string(Settings.GameHeaderCachePath) + WII_HEADER_CACHE_FILE;
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FILE *cache = fopen(path.c_str(), "rb");
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if (!cache)
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return;
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struct wiiCache wiictmp;
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fseek(cache, 0, SEEK_END);
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u64 fileSize = ftell(cache);
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fseek(cache, 0, SEEK_SET);
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u32 count = (u32)(fileSize / sizeof(struct wiiCache));
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list.reserve(count + list.size());
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plist.reserve(count + plist.size());
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for (u32 i = 0; i < count; ++i)
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{
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fseek(cache, i * sizeof(struct wiiCache), SEEK_SET);
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fread((void *)&wiictmp, 1, sizeof(struct wiiCache), cache);
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list.push_back(wiictmp.header);
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plist.push_back(wiictmp.part);
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}
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fclose(cache);
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}
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// GameCube
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void SaveGameHeaderCache(std::vector<struct discHdr> &list, std::vector<std::string> &plist)
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{
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std::string path = std::string(Settings.GameHeaderCachePath) + GAMECUBE_HEADER_CACHE_FILE;
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if (list.empty() || plist.empty())
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RemoveFile(path.c_str());
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std::vector<struct gcCache> gcctmp;
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struct gcCache gtmp;
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for (u32 i = 0; i < list.size(); ++i)
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{
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memset(>mp, 0, sizeof(gcCache));
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gtmp.header = list[i];
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strcpy((char *)gtmp.path, plist[i].c_str());
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gcctmp.push_back(gtmp);
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}
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CreateSubfolder(Settings.GameHeaderCachePath);
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FILE *cache = fopen(path.c_str(), "wb");
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if (!cache)
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return;
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fwrite((void *)&gcctmp[0], 1, gcctmp.size() * sizeof(struct gcCache), cache);
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fclose(cache);
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}
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void LoadGameHeaderCache(std::vector<struct discHdr> &list, std::vector<std::string> &plist)
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{
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std::string path = std::string(Settings.GameHeaderCachePath) + GAMECUBE_HEADER_CACHE_FILE;
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FILE *cache = fopen(path.c_str(), "rb");
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if (!cache)
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return;
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struct gcCache gcctmp;
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fseek(cache, 0, SEEK_END);
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u64 fileSize = ftell(cache);
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fseek(cache, 0, SEEK_SET);
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u32 count = (u32)(fileSize / sizeof(struct gcCache));
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list.reserve(count + list.size());
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plist.reserve(count + plist.size());
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for (u32 i = 0; i < count; ++i)
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{
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fseek(cache, i * sizeof(struct gcCache), SEEK_SET);
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fread((void *)&gcctmp, 1, sizeof(struct gcCache), cache);
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list.push_back(gcctmp.header);
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std::string tmp((char *)gcctmp.path);
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plist.push_back(tmp);
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}
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fclose(cache);
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}
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bool isCacheFile(std::string filename)
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{
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std::string path = std::string(Settings.GameHeaderCachePath) + filename;
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return CheckFile(path.c_str());
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}
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