| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
Previously, we were reading the keys everytime a KeyManager object was created, causing yuzu to reread the keys file multiple hundreds of times when loading the game list.
With this change, it is only loaded once.
On my system, this decreased game list loading times by a factor of 20.
|
| |
|
| |
|
|
|
| |
Fixes a bug where homebrew that has a title ID with the update bit set can cause issues with the PatchManager
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Equates to yuzu_dir/dump/<title id>/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The data retrieved in these cases are ultimately chiefly owned by either
the RegisteredCache instance itself, or the filesystem factories. Both
these should live throughout the use of their contained data. If they
don't, it should be considered an interface/design issue, and using
shared_ptr instances here would mask that, as the data would always be
prolonged after the main owner's lifetime ended.
This makes the lifetime of the data explicit and makes it harder to
accidentally create cyclic references. It also makes the interface
slightly more flexible than the previous API, as a shared_ptr can be
created from a unique_ptr, but not the other way around, so this allows
for that use-case if it ever becomes necessary in some form.
|
| |
|
| |
|
|
|
|
|
| |
Cuts down on include dependencies, resulting in less files that need to
be rebuilt when certain things are changed.
|
| |
|
| |
|
|
Creates and stores RegisteredCaches for user and system NAND, as creation of a RegisteredCache is expensive.
|