gameinfocache: fbmanager: use const ref and modernize to for range C++17

From #21606
This commit is contained in:
Herman Semenoff authored and Henrik Rydgård committed 2026-04-28 10:54:55 +02:00
1 parent 5e2f51af8e
commit 8f4fb77f79
3 files changed
+29 -29

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+24 -24
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@@ -75,7 +75,7 @@ GameInfo::~GameInfo() {
fileLoader.reset();
}
bool IsReasonableEbootDirectory(Path path) {
bool IsReasonableEbootDirectory(const Path& path) {
// First some sanity checks.
if (path == Path("/")) {
return false;
@@ -250,7 +250,7 @@ std::string GameInfo::GetMTime() const {
// Not too meaningful if the object itself is a savedata directory...
// Call this under lock.
std::vector<Path> GameInfo::GetSaveDataDirectories() {
std::vector<Path> GameInfo::GetSaveDataDirectories() const {
if (!(hasFlags & GameInfoFlags::PARAM_SFO)) {
ERROR_LOG(Log::UI, "Can't get savedata directories if we don't have PARAM_SFO.");
return std::vector<Path>();
@@ -268,14 +268,14 @@ std::vector<Path> GameInfo::GetSaveDataDirectories() {
const std::string &prefix = id;
File::GetFilesInDir(memc, &dirs, nullptr, 0, prefix);
for (size_t i = 0; i < dirs.size(); i++) {
directories.push_back(dirs[i].fullName);
for (const auto& dir : dirs) {
directories.push_back(dir.fullName);
}
return directories;
}
u64 GameInfo::GetGameSavedataSizeInBytes() {
u64 GameInfo::GetGameSavedataSizeInBytes() const {
if (fileType == IdentifiedFileType::PSP_SAVEDATA_DIRECTORY || fileType == IdentifiedFileType::PPSSPP_SAVESTATE) {
return 0;
}
@@ -283,9 +283,9 @@ u64 GameInfo::GetGameSavedataSizeInBytes() {
u64 totalSize = 0;
u64 filesSizeInDir = 0;
for (size_t j = 0; j < saveDataDir.size(); j++) {
for (const auto& dir : saveDataDir) {
std::vector<File::FileInfo> fileInfo;
File::GetFilesInDir(saveDataDir[j], &fileInfo);
File::GetFilesInDir(dir, &fileInfo);
for (auto const &file : fileInfo) {
if (!file.isDirectory)
filesSizeInDir += file.size;
@@ -299,7 +299,7 @@ u64 GameInfo::GetGameSavedataSizeInBytes() {
return totalSize;
}
u64 GameInfo::GetInstallDataSizeInBytes() {
u64 GameInfo::GetInstallDataSizeInBytes() const {
if (fileType == IdentifiedFileType::PSP_SAVEDATA_DIRECTORY || fileType == IdentifiedFileType::PPSSPP_SAVESTATE) {
return 0;
}
@@ -307,9 +307,9 @@ u64 GameInfo::GetInstallDataSizeInBytes() {
u64 totalSize = 0;
u64 filesSizeInDir = 0;
for (size_t j = 0; j < saveDataDir.size(); j++) {
for (const auto& dir : saveDataDir) {
std::vector<File::FileInfo> fileInfo;
File::GetFilesInDir(saveDataDir[j], &fileInfo);
File::GetFilesInDir(dir, &fileInfo);
for (auto const &file : fileInfo) {
// TODO: Might want to recurse here? Don't know games that use directories
// for install-data though.
@@ -357,12 +357,12 @@ void GameInfo::DisposeFileLoader() {
fileLoader.reset();
}
bool GameInfo::DeleteAllSaveData() {
bool GameInfo::DeleteAllSaveData() const {
std::vector<Path> saveDataDir = GetSaveDataDirectories();
for (size_t j = 0; j < saveDataDir.size(); j++) {
INFO_LOG(Log::System, "Deleting savedata from %s", saveDataDir[j].c_str());
if (!MoveDirectoryTreeToTrashOrDelete(saveDataDir[j])) {
ERROR_LOG(Log::System, "Failed to delete savedata %s", saveDataDir[j].c_str());
for (const auto& dir : saveDataDir) {
INFO_LOG(Log::System, "Deleting savedata from %s", dir.c_str());
if (!MoveDirectoryTreeToTrashOrDelete(dir)) {
ERROR_LOG(Log::System, "Failed to delete savedata %s", dir.c_str());
}
}
return true;
@@ -994,7 +994,7 @@ void GameInfoCache::Clear() {
void GameInfoCache::CancelAll() {
std::lock_guard<std::mutex> lock(mapLock_);
for (auto info : info_) {
for (const auto& info : info_) {
// GetFileLoader will create one if there isn't one already.
// Avoid that by checking.
if (info.second->HasFileLoader()) {
@@ -1008,15 +1008,15 @@ void GameInfoCache::CancelAll() {
void GameInfoCache::FlushBGs() {
std::lock_guard<std::mutex> lock(mapLock_);
for (auto iter = info_.begin(); iter != info_.end(); iter++) {
std::lock_guard<std::mutex> lock(iter->second->lock);
iter->second->pic0.Clear();
iter->second->pic1.Clear();
if (!iter->second->sndFileData.empty()) {
iter->second->sndFileData.clear();
iter->second->sndDataLoaded = false;
for (const auto& iter : info_) {
std::lock_guard<std::mutex> lock(iter.second->lock);
iter.second->pic0.Clear();
iter.second->pic1.Clear();
if (!iter.second->sndFileData.empty()) {
iter.second->sndFileData.clear();
iter.second->sndDataLoaded = false;
}
iter->second->hasFlags &= ~(GameInfoFlags::PIC0 | GameInfoFlags::PIC1 | GameInfoFlags::SND);
iter.second->hasFlags &= ~(GameInfoFlags::PIC0 | GameInfoFlags::PIC1 | GameInfoFlags::SND);
}
}