Fix exefs mod loading with unpacked games (#1857)
* Add the ability to layeredfs individual exefs with mod loader * Address code style issues * Further adjustments to the mod loading * Update Ryujinx.HLE/HOS/ModLoader.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Address issue with checking for NSO existence (and code style fixes) Co-authored-by: Ac_K <Acoustik666@gmail.com>
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@ -481,11 +481,11 @@ namespace Ryujinx.HLE.HOS
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NsoExecutable[] nsos = new NsoExecutable[ExeFsPrefixes.Length];
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for(int i = 0; i < nsos.Length; i++)
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for (int i = 0; i < nsos.Length; i++)
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{
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string name = ExeFsPrefixes[i];
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if (!codeFs.FileExists(name))
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if (!codeFs.FileExists($"/{name}"))
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{
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continue; // file doesn't exist, skip
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}
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@ -438,9 +438,9 @@ namespace Ryujinx.HLE.HOS
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}
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FileInfo npdmFile = new FileInfo(Path.Combine(mod.Path.FullName, "main.npdm"));
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if(npdmFile.Exists)
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if (npdmFile.Exists)
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{
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if(modLoadResult.Npdm != null)
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if (modLoadResult.Npdm != null)
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{
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Logger.Warning?.Print(LogClass.ModLoader, "Multiple replacements to 'main.npdm'");
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