service: Resolve trivially avoidable copies (#5237)

* am/am: Avoid redundant copy in GetProgramInfoFromCia()

We can just use a reference to the title metadata. Avoids copying
several data entries and std::vector instances that don't need to be
copied.

* hle/service: Avoid redundant copying of std::string

GetUserPath() returns the path as a reference, so we can make use of
said reference to avoid making copies.
This commit is contained in:
Mat M 2020-04-19 03:24:37 -04:00 committed by GitHub
parent e54b640e0b
commit 8014c67faa
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 22 additions and 18 deletions

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@ -1222,7 +1222,7 @@ void Module::Interface::GetProgramInfoFromCia(Kernel::HLERequestContext& ctx) {
return;
}
FileSys::TitleMetadata tmd = container.GetTitleMetadata();
const FileSys::TitleMetadata& tmd = container.GetTitleMetadata();
TitleInfo title_info = {};
container.Print();

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@ -1381,7 +1381,7 @@ Module::Module(Core::System& system) : system(system) {
change_state_event =
system.Kernel().CreateEvent(Kernel::ResetType::OneShot, "CECD::change_state_event");
std::string nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
const std::string& nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
FileSys::ArchiveFactory_SystemSaveData systemsavedata_factory(nand_directory);
// Open the SystemSaveData archive 0x00010026

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@ -555,7 +555,7 @@ ResultCode Module::FormatConfig() {
} // namespace Service::CFG
ResultCode Module::LoadConfigNANDSaveFile() {
std::string nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
const std::string& nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
FileSys::ArchiveFactory_SystemSaveData systemsavedata_factory(nand_directory);
// Open the SystemSaveData archive 0x00010017

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@ -267,25 +267,29 @@ ResultCode ArchiveManager::DeleteExtSaveData(MediaType media_type, u32 high, u32
ResultCode ArchiveManager::DeleteSystemSaveData(u32 high, u32 low) {
// Construct the binary path to the archive first
FileSys::Path path = FileSys::ConstructSystemSaveDataBinaryPath(high, low);
const FileSys::Path path = FileSys::ConstructSystemSaveDataBinaryPath(high, low);
std::string nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
std::string base_path = FileSys::GetSystemSaveDataContainerPath(nand_directory);
std::string systemsavedata_path = FileSys::GetSystemSaveDataPath(base_path, path);
if (!FileUtil::DeleteDirRecursively(systemsavedata_path))
const std::string& nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
const std::string base_path = FileSys::GetSystemSaveDataContainerPath(nand_directory);
const std::string systemsavedata_path = FileSys::GetSystemSaveDataPath(base_path, path);
if (!FileUtil::DeleteDirRecursively(systemsavedata_path)) {
return ResultCode(-1); // TODO(Subv): Find the right error code
}
return RESULT_SUCCESS;
}
ResultCode ArchiveManager::CreateSystemSaveData(u32 high, u32 low) {
// Construct the binary path to the archive first
FileSys::Path path = FileSys::ConstructSystemSaveDataBinaryPath(high, low);
const FileSys::Path path = FileSys::ConstructSystemSaveDataBinaryPath(high, low);
std::string nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
std::string base_path = FileSys::GetSystemSaveDataContainerPath(nand_directory);
std::string systemsavedata_path = FileSys::GetSystemSaveDataPath(base_path, path);
if (!FileUtil::CreateFullPath(systemsavedata_path))
const std::string& nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
const std::string base_path = FileSys::GetSystemSaveDataContainerPath(nand_directory);
const std::string systemsavedata_path = FileSys::GetSystemSaveDataPath(base_path, path);
if (!FileUtil::CreateFullPath(systemsavedata_path)) {
return ResultCode(-1); // TODO(Subv): Find the right error code
}
return RESULT_SUCCESS;
}

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@ -134,7 +134,7 @@ void Module::Interface::CheckNew3DS(Kernel::HLERequestContext& ctx) {
}
static void WriteGameCoinData(GameCoin gamecoin_data) {
std::string nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
const std::string& nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
FileSys::ArchiveFactory_ExtSaveData extdata_archive_factory(nand_directory, true);
FileSys::Path archive_path(ptm_shared_extdata_id);
@ -167,7 +167,7 @@ static void WriteGameCoinData(GameCoin gamecoin_data) {
}
static GameCoin ReadGameCoinData() {
std::string nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
const std::string& nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
FileSys::ArchiveFactory_ExtSaveData extdata_archive_factory(nand_directory, true);
FileSys::Path archive_path(ptm_shared_extdata_id);
@ -197,10 +197,10 @@ static GameCoin ReadGameCoinData() {
Module::Module() {
// Open the SharedExtSaveData archive 0xF000000B and create the gamecoin.dat file if it doesn't
// exist
std::string nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
const std::string& nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
FileSys::ArchiveFactory_ExtSaveData extdata_archive_factory(nand_directory, true);
FileSys::Path archive_path(ptm_shared_extdata_id);
auto archive_result = extdata_archive_factory.Open(archive_path, 0);
const FileSys::Path archive_path(ptm_shared_extdata_id);
const auto archive_result = extdata_archive_factory.Open(archive_path, 0);
// If the archive didn't exist, write the default game coin file
if (archive_result.Code() == FileSys::ERR_NOT_FORMATTED) {
WriteGameCoinData(default_game_coin);