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Refactored AchievementManager hash code to take a volume.
This change splits LoadGameAsync into three methods: two HashGame methods to accept either a string filepath or a volume, and a common LoadGameSync that both HashGames call to actually process the code. In the process, some minor cleanup, and the hash resolution now takes place on the work queue asynchronously.
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4 changed files with 225 additions and 115 deletions
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@ -164,16 +164,6 @@ bool BootCore(std::unique_ptr<BootParameters> boot, const WindowSystemInfo& wsi)
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}
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}
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#ifdef USE_RETRO_ACHIEVEMENTS
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std::string path = "";
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if (std::holds_alternative<BootParameters::Disc>(boot->parameters))
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{
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path = std::get<BootParameters::Disc>(boot->parameters).path;
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}
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AchievementManager::GetInstance()->LoadGameByFilenameAsync(
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path, [](AchievementManager::ResponseType r_type) {});
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#endif // USE_RETRO_ACHIEVEMENTS
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const bool load_ipl = !StartUp.bWii && !Config::Get(Config::MAIN_SKIP_IPL) &&
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std::holds_alternative<BootParameters::Disc>(boot->parameters);
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if (load_ipl)
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