UI: Fix empty homebrew icon (#5189)
* UI: Fix empty homebrew icon We currently don't check the icon size when we read it from the homebrew data. That could cause issues at UI side since the buffer isn't null but empty. Extra check have been added UI side too. (I cleaned up some files during my research too) Fixes #5188 * Remove additional check * Remove unused using
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@ -21,6 +21,7 @@ namespace Ryujinx.Ava.UI.Helpers
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if (value is byte[] buffer && targetType == typeof(IImage))
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{
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MemoryStream mem = new(buffer);
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return new Bitmap(mem);
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}
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@ -9,9 +9,7 @@ using Ryujinx.Ava.UI.ViewModels;
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using Ryujinx.Ava.UI.Windows;
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using Ryujinx.Common;
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using Ryujinx.Common.Utilities;
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using Ryujinx.HLE.HOS;
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using Ryujinx.Modules;
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using Ryujinx.Ui.App.Common;
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using Ryujinx.Ui.Common;
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using Ryujinx.Ui.Common.Configuration;
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using Ryujinx.Ui.Common.Helper;
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@ -343,7 +343,14 @@ namespace Ryujinx.Ui.App.Common
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ulong nacpSize = reader.ReadUInt64();
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// Reads and stores game icon as byte array
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applicationIcon = Read(assetOffset + iconOffset, (int)iconSize);
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if (iconSize > 0)
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{
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applicationIcon = Read(assetOffset + iconOffset, (int)iconSize);
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}
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else
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{
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applicationIcon = _nroIcon;
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}
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// Read the NACP data
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Read(assetOffset + (int)nacpOffset, (int)nacpSize).AsSpan().CopyTo(controlHolder.ByteSpan);
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@ -666,7 +673,14 @@ namespace Ryujinx.Ui.App.Common
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long iconSize = BitConverter.ToInt64(iconSectionInfo, 8);
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// Reads and stores game icon as byte array
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applicationIcon = Read(assetOffset + iconOffset, (int)iconSize);
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if (iconSize > 0)
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{
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applicationIcon = Read(assetOffset + iconOffset, (int)iconSize);
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}
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else
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{
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applicationIcon = _nroIcon;
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}
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}
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else
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{
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