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<title>dolphin/Source/Core/DiscIO/DiscExtractor.h, branch 2603</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Remove unused imports</title>
<updated>2026-01-25T15:12:15+00:00</updated>
<author>
<name>Martino Fontana</name>
<email>tinozzo123@gmail.com</email>
</author>
<published>2026-01-23T20:30:01+00:00</published>
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Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
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Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
</pre>
</div>
</content>
</entry>
<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
</pre>
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</content>
</entry>
<entry>
<title>DiscIO: Move some code from DiscExtractor to new file DiscUtils</title>
<updated>2021-03-09T19:34:24+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2021-03-09T19:06:34+00:00</published>
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</entry>
<entry>
<title>Make netplay's "same game" check more robust</title>
<updated>2020-08-02T20:46:53+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2020-06-07T20:58:03+00:00</published>
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Instead of comparing the game ID, revision, disc number and name,
we can compare a hash of important parts of the disc including
all the aforementioned data but also additional data such as the
FST. The primary reason why I'm making this change is to let us
catch more desyncs before they happen, but this should also fix
https://bugs.dolphin-emu.org/issues/12115. As a bonus, the UI can
now distinguish the case where a client doesn't have the game at
all from the case where a client has the wrong version of the game.
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Instead of comparing the game ID, revision, disc number and name,
we can compare a hash of important parts of the disc including
all the aforementioned data but also additional data such as the
FST. The primary reason why I'm making this change is to let us
catch more desyncs before they happen, but this should also fix
https://bugs.dolphin-emu.org/issues/12115. As a bonus, the UI can
now distinguish the case where a client doesn't have the game at
all from the case where a client has the wrong version of the game.
</pre>
</div>
</content>
</entry>
<entry>
<title>DiscIO: Use std::string_view in FileSystem::FindFileInfo</title>
<updated>2019-05-29T06:29:56+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2019-05-29T06:16:12+00:00</published>
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...and in the functions that call it.
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...and in the functions that call it.
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</entry>
<entry>
<title>Add a Verify tab to game properties</title>
<updated>2019-04-09T12:18:41+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2019-03-21T22:04:56+00:00</published>
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<pre>
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</entry>
<entry>
<title>DiscExtractor: Make P prefix for partition names optional</title>
<updated>2019-03-30T11:45:17+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2019-03-21T21:23:12+00:00</published>
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Also added constants for common partition types.
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Also added constants for common partition types.
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</content>
</entry>
<entry>
<title>DiscExtractor: Pass partition by reference rather than by value in ExtractDirectory()</title>
<updated>2018-03-28T01:49:42+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-03-28T01:49:39+00:00</published>
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</entry>
<entry>
<title>DiscIO: Use Common::Lazy for loading filesystems</title>
<updated>2017-09-15T16:57:05+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2017-08-02T16:16:56+00:00</published>
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<content type='text'>
This simplifies FileMonitor a lot and also lets us
clean up FilesystemPanel.
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This simplifies FileMonitor a lot and also lets us
clean up FilesystemPanel.
</pre>
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</content>
</entry>
<entry>
<title>FilesystemPanel: Put partitions in separate folders when extracting all partitions</title>
<updated>2017-06-28T20:25:27+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2017-06-20T19:51:40+00:00</published>
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