usbloadergx/source/usbloader/MountGamePartition.cpp
wiidev 8ab03c4bf9 Improve caching
Thanks to Oddx. I just tested his changes, fixed some issues and then refactored code.
2023-01-01 17:00:14 +00:00

181 lines
4.1 KiB
C++

#include <dirent.h>
#include <unistd.h>
#include "FileOperations/fileops.h"
#include "Controls/DeviceHandler.hpp"
#include "wad/nandtitle.h"
#include "system/IosLoader.h"
#include "menu/menus.h"
#include "wpad.h"
#include "usbloader/wbfs.h"
#include "usbloader/GameList.h"
#include "settings/GameTitles.h"
#include "xml/GameTDB.hpp"
#include "utils/ShowError.h"
#include "cache/cache.hpp"
static int FindGamePartition()
{
int partCount = DeviceHandler::GetUSBPartitionCount();
// Loop through all WBFS partitions first to check them in case IOS249 Rev < 18
for(int i = 0; i < partCount; ++i)
{
if(DeviceHandler::GetFilesystemType(USB1+i) != PART_FS_WBFS)
continue;
if (WBFS_OpenPart(i) == 0)
{
GameTitles.SortTitleList();
Settings.partition = i;
return 0;
}
}
int firstValidPartition = -1;
if(IosLoader::IsWaninkokoIOS() && NandTitles.VersionOf(TITLE_ID(1, IOS_GetVersion())) < 18)
return -1;
// Loop through FAT/NTFS/EXT partitions, and find the first partition with games on it (if there is one)
for(int i = 0; i < partCount; ++i)
{
if(DeviceHandler::GetFilesystemType(USB1+i) != PART_FS_NTFS &&
DeviceHandler::GetFilesystemType(USB1+i) != PART_FS_FAT &&
DeviceHandler::GetFilesystemType(USB1+i) != PART_FS_EXT)
{
continue;
}
if (WBFS_OpenPart(i) != 0)
continue;
u32 count;
// Get the game count...
WBFS_GetCount(i, &count);
if (count > 0)
{
GameTitles.SortTitleList();
Settings.partition = i;
return 0;
}
if(firstValidPartition < 0)
firstValidPartition = i;
WBFS_Close(i);
}
if(firstValidPartition >= 0)
{
GameTitles.SortTitleList();
Settings.partition = firstValidPartition;
return 0;
}
return -1;
}
static int PartitionChoice()
{
int ret = -1;
int choice = WindowPrompt(tr( "No WBFS or FAT/NTFS/EXT partition found" ), tr( "You can select or format a partition or use the channel loader mode." ), tr( "Select" ), tr( "Format" ), tr( "Channels" ));
if (choice == 0)
{
Settings.LoaderMode = MODE_NANDCHANNELS;
return 0;
}
else if(choice == 1)
{
int part_num = SelectPartitionMenu();
if(part_num >= 0)
{
if(IosLoader::IsWaninkokoIOS() && NandTitles.VersionOf(TITLE_ID(1, IOS_GetVersion())) < 18 &&
(DeviceHandler::GetFilesystemType(USB1+part_num) == PART_FS_NTFS ||
DeviceHandler::GetFilesystemType(USB1+part_num) == PART_FS_FAT ||
DeviceHandler::GetFilesystemType(USB1+part_num) == PART_FS_EXT))
{
WindowPrompt(tr("Warning:"), tr("You are trying to select a FAT32/NTFS/EXT partition with cIOS 249 Rev < 18. This is not supported. Continue on your own risk."), tr("OK"));
}
ret = WBFS_OpenPart(part_num);
Settings.partition = part_num;
Settings.Save();
}
}
else if(choice == 2)
{
while(ret < 0 || ret == -666)
{
int part_num = SelectPartitionMenu();
if(part_num >= 0)
ret = FormatingPartition(tr( "Formatting, please wait..." ), part_num);
}
}
return ret;
}
/****************************************************************************
* MountGamePartition
***************************************************************************/
int MountGamePartition(bool ShowGUI)
{
s32 ret = -1;
gprintf("MountGamePartition()\n");
s32 wbfsinit = WBFS_Init(WBFS_DEVICE_USB);
if (wbfsinit < 0)
{
if(Settings.LoaderMode & MODE_WIIGAMES)
{
if(ShowGUI)
ShowError("%s %s", tr( "USB Device not initialized." ), tr("Switching to channel list mode."));
Settings.LoaderMode &= ~MODE_WIIGAMES;
Settings.LoaderMode |= MODE_NANDCHANNELS;
}
}
else
{
if(Settings.MultiplePartitions)
ret = WBFS_OpenAll();
else if(!Settings.FirstTimeRun)
ret = WBFS_OpenPart(Settings.partition);
if(Settings.LoaderMode & MODE_WIIGAMES)
{
if(ret < 0)
ret = FindGamePartition();
if(ret < 0)
{
if(ShowGUI)
PartitionChoice();
else
Settings.LoaderMode = MODE_NANDCHANNELS;
}
}
}
gprintf("\tDisc_Init\n");
ret = Disc_Init();
if (ret < 0)
{
if(ShowGUI)
WindowPrompt(tr( "Error !" ), tr( "Could not initialize DIP module!" ), tr( "OK" ));
Sys_LoadMenu();
}
if(ShowGUI && Settings.CacheCheck && !isCacheCurrent())
ResetGameHeaderCache();
gameList.LoadUnfiltered();
return ret;
}