Type-to-search asks for the title of every game in the list, queueing a
load for each, and launching a game whose info wasn't loaded yet then
blocked until the whole queue had drained. Search's loads are now LOW,
and launching asks at HIGH, which queues its own load rather than wait
for a pending one.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
GameInfoTex::Clear() only reset dataLoaded when there was data to clear, but
several paths deliberately set it on a file that turned out not to exist (the
ARCHIVE_ZIP case, the "no icon" fallback). Those kept dataLoaded across a
Clear(), so FinishPendingTextureLoads stamped timeLoaded again and the tex read
as permanently Failed().
PurgeType slept 10ms even when it had nothing to retry.
Fix three comments that no longer described the code: Clear() doesn't start a
thread, Priority() no longer calls GetFileLoader(), and the work item's
destructor doesn't touch the flags - Run() has to mark them itself, which is
worth stating since missing it strands them in pendingFlags for good.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01FzzCUp8y1ahgVueb1Cq92Y
When launching a file from outside the main screen (file association, shortcut,
drag-and-drop), the info hasn't been computed yet, so the file type and ID checks
that decide what to do with the file were reading empty data. Add
GameInfo::WaitUntilReady() - a condition variable signalled from
MarkReadyNoLock(), which every exit path of the work item goes through - and use
it there.
Also demote a noisy PRX decryption log line to DEBUG.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01EMLTdwyyzU6Mze3w8VC2JL
Adds GameInfoFlags::BUNDLED_UPDATE_INFO, holding the version, title, size
and timestamp of the updater in PSP_GAME/SYSDIR/UPDATE. It comes from the
PARAM.SFO and the directory entry next to the archive, so it's a couple of
small reads on the ISOFileSystem the worker already has open - no
decryption, and DATA.BIN itself is only sniffed for its magic. Only
computed for ISOs; everything else is marked complete with an empty struct.
ISOFileSystem now parses the date out of the ISO9660 directory record,
stored as Unix UTC seconds and reported as the PSP's atime/ctime/mtime.
Those used to always read back as zero, so games calling sceIoGetstat on a
UMD file saw 1900 where hardware gives the mastering date.
Shown on GameScreen as e.g. "Firmware update on disc: 6.60 (2011-10-05),
25.6 MB".
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_0149QcTVgZEXKXbgHyvXF4ZY
pngLoadPtr allocated the decoded buffer directly from attacker-controlled
PNG IHDR dimensions with no upper bound, so browsing a crafted game icon
or savedata could trigger a multi-gigabyte allocation.
- Add maxWidth/maxHeight parameters to pngLoadPtr (default 8192x8192)
and reject images larger than the limits.
- Thread the limits through LoadTextureLevelsFromFileData,
CreateTextureFromFileData, and CreateTextureFromFile.
- Limit game icons to 256x128 in GameInfoCache and IconCache.
* Move and rename file_util/fd_util to Common/File/FileUtil and DirListing
Let's also move net while we're at it.
Move the ZIM/PNG loaders over to Common.
Move the UI framework into Common
iOS buildfix
* Buildfix
* Buildfixes
* Apple buildfix
* This typo again..
* UWP buildfix
* Fix build of PPSSPPQt, such as it is (it's not in good condition...)
* Guess what? Another buildfix.