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57
src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheCommon.cs
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57
src/Ryujinx.Graphics.Gpu/Shader/DiskCache/DiskCacheCommon.cs
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using Ryujinx.Common.Logging;
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using System.IO;
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namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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{
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/// <summary>
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/// Common disk cache utility methods.
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/// </summary>
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static class DiskCacheCommon
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{
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/// <summary>
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/// Opens a file for read or write.
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/// </summary>
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/// <param name="basePath">Base path of the file (should not include the file name)</param>
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/// <param name="fileName">Name of the file</param>
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/// <param name="writable">Indicates if the file will be read or written</param>
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/// <returns>File stream</returns>
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public static FileStream OpenFile(string basePath, string fileName, bool writable)
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{
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string fullPath = Path.Combine(basePath, fileName);
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FileMode mode;
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FileAccess access;
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if (writable)
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{
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mode = FileMode.OpenOrCreate;
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access = FileAccess.ReadWrite;
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}
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else
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{
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mode = FileMode.Open;
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access = FileAccess.Read;
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}
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try
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{
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return new FileStream(fullPath, mode, access, FileShare.Read);
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}
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catch (IOException ioException)
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{
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Logger.Error?.Print(LogClass.Gpu, $"Could not access file \"{fullPath}\". {ioException.Message}");
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throw new DiskCacheLoadException(DiskCacheLoadResult.NoAccess);
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}
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}
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/// <summary>
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/// Gets the compression algorithm that should be used when writing the disk cache.
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/// </summary>
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/// <returns>Compression algorithm</returns>
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public static CompressionAlgorithm GetCompressionAlgorithm()
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{
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return CompressionAlgorithm.Deflate;
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}
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}
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}
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