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Code cleanup
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@ -240,7 +240,7 @@ bool TextureReplacer::LoadIniValues(IniFile &ini, bool isOverride) {
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for (const auto &item : hashes) {
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ReplacementCacheKey key(0, 0);
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int level = 0; // sscanf might fail to pluck the level, but that's ok, we default to 0.
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int level = 0; // sscanf might fail to pluck the level, but that's ok, we default to 0. sscanf doesn't write to non-matched outputs.
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if (sscanf(item.first.c_str(), "%16llx%8x_%d", &key.cachekey, &key.hash, &level) >= 1) {
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filenameMap[key][level] = item.second;
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if (checkFilenames) {
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@ -273,6 +273,12 @@ bool TextureReplacer::LoadIniValues(IniFile &ini, bool isOverride) {
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if (alias == "|") {
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alias = ""; // marker for no replacement
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}
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// Replace any '\' with '/', to be safe and consistent. Since these are from the ini file, we do this on all platforms.
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for (auto &c : alias) {
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if (c == '\\') {
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c = '/';
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}
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}
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aliases_[pair.first] = alias;
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}
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}
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@ -582,8 +588,6 @@ public:
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Path filename;
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Path saveFilename;
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bool createSaveDirectory = false;
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Path saveDirectory;
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u32 replacedInfoHash = 0;
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@ -607,9 +611,11 @@ public:
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return;
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}
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if (createSaveDirectory && !File::Exists(saveDirectory)) {
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Path saveDirectory = filename.NavigateUp();
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if (!File::Exists(saveDirectory)) {
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// Previously, we created a .nomedia file here. This is unnecessary as they have recursive behavior.
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// When initializing (see NotifyConfigChange above) we create one in the "root" of the "new" folder.
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File::CreateFullPath(saveDirectory);
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File::CreateEmptyFile(saveDirectory / ".nomedia");
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}
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// Now that we've passed the checks, we change the file extension of the path we're actually
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@ -719,23 +725,6 @@ void TextureReplacer::NotifyTextureDecoded(ReplacedTexture *texture, const Repla
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task->filename = basePath_ / hashfile;
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task->saveFilename = newTextureDir_ / hashfile;
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task->createSaveDirectory = false;
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// Create subfolder as needed.
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#ifdef _WIN32
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size_t slash = hashfile.find_last_of("/\\");
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#else
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size_t slash = hashfile.find_last_of("/");
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#endif
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if (slash != hashfile.npos) {
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// Does this ever happen?
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// Answer: An alias could be used to save a texture in a subfolder of newTextureDir_
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// (i.e. if you had the hash and purged out your pngs to redump them), although I guess this usage is probably uncommon. - unknown
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// Create any directory structure as needed.
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task->saveDirectory = newTextureDir_ / hashfile.substr(0, slash);
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task->createSaveDirectory = true;
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}
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task->w = w;
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task->h = h;
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