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GameList: Slight optimization to scanning
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@ -52,6 +52,16 @@ const char* GameList::GetGameListCompatibilityRatingString(GameListCompatibility
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"";
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}
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bool GameList::IsScannableFilename(const std::string& path)
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{
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// we don't scan bin files because they'll duplicate
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std::string::size_type pos = path.rfind('.');
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if (pos != std::string::npos && StringUtil::Strcasecmp(path.c_str() + pos, ".bin") == 0)
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return false;
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return System::IsLoadableFilename(path.c_str());
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}
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bool GameList::GetExeListEntry(const char* path, GameListEntry* entry)
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{
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FILESYSTEM_STAT_DATA ffd;
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@ -499,24 +509,8 @@ void GameList::ScanDirectory(const char* path, bool recursive, ProgressCallback*
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for (const FILESYSTEM_FIND_DATA& ffd : files)
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{
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progress->IncrementProgressValue();
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// if this is a .bin, check if we have a .cue. if there is one, skip it
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const char* extension = std::strrchr(ffd.FileName.c_str(), '.');
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if (extension && StringUtil::Strcasecmp(extension, ".bin") == 0)
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{
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#if 0
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std::string temp(ffd.FileName, extension - ffd.FileName);
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temp += ".cue";
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if (std::any_of(files.begin(), files.end(),
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[&temp](const FILESYSTEM_FIND_DATA& it) { return StringUtil::Strcasecmp(it.FileName, temp.c_str()) == 0; }))
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{
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Log_DebugPrintf("Skipping due to '%s' existing", temp.c_str());
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continue;
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}
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#else
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if (!IsScannableFilename(ffd.FileName))
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continue;
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#endif
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}
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std::string entry_path(ffd.FileName);
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if (std::any_of(m_entries.begin(), m_entries.end(),
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@ -94,6 +94,8 @@ public:
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/// Returns a string representation of a compatibility level.
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static const char* GetGameListCompatibilityRatingString(GameListCompatibilityRating rating);
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static bool IsScannableFilename(const std::string& path);
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const EntryList& GetEntries() const { return m_entries; }
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const u32 GetEntryCount() const { return static_cast<u32>(m_entries.size()); }
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const std::vector<DirectoryEntry>& GetSearchDirectories() const { return m_search_directories; }
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