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| author | Morph <39850852+Morph1984@users.noreply.github.com> | 2020-07-12 04:31:01 -0400 |
|---|---|---|
| committer | Morph <39850852+Morph1984@users.noreply.github.com> | 2020-07-12 04:33:35 -0400 |
| commit | fd1c3aa14ebda34687b7a4e4e58e1836f7394df8 (patch) | |
| tree | 5da6c5aa9a03bbe13c37776e3c7f6f2995e474ed /src/core/file_sys/fsmitm_romfsbuild.cpp | |
| parent | e60733aad35d430de7cd88a4e352e726ad5740ca (diff) | |
fs: Fix RomFS building when zero byte files are present
When zero byte files are present, the key (offset) for that file is identical to the file right after. A std::map isn't able to fit key-value pairs with identical keys (offsets), therefore, the solution is to use std::multimap which permits multiple entries with the same key.
This most prominently fixes Pokemon Sword and Shield weather with any RomFS mod applied.
Diffstat (limited to 'src/core/file_sys/fsmitm_romfsbuild.cpp')
| -rw-r--r-- | src/core/file_sys/fsmitm_romfsbuild.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/core/file_sys/fsmitm_romfsbuild.cpp b/src/core/file_sys/fsmitm_romfsbuild.cpp index d126ae8dd..2aff2708a 100644 --- a/src/core/file_sys/fsmitm_romfsbuild.cpp +++ b/src/core/file_sys/fsmitm_romfsbuild.cpp @@ -240,7 +240,7 @@ RomFSBuildContext::RomFSBuildContext(VirtualDir base_, VirtualDir ext_) RomFSBuildContext::~RomFSBuildContext() = default; -std::map<u64, VirtualFile> RomFSBuildContext::Build() { +std::multimap<u64, VirtualFile> RomFSBuildContext::Build() { const u64 dir_hash_table_entry_count = romfs_get_hash_table_count(num_dirs); const u64 file_hash_table_entry_count = romfs_get_hash_table_count(num_files); dir_hash_table_size = 4 * dir_hash_table_entry_count; @@ -294,7 +294,7 @@ std::map<u64, VirtualFile> RomFSBuildContext::Build() { cur_dir->parent->child = cur_dir; } - std::map<u64, VirtualFile> out; + std::multimap<u64, VirtualFile> out; // Populate file tables. for (const auto& it : files) { |
