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<title>dolphin/Source/Core/DiscIO/Volume.cpp, branch 2603</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>DiscIO: Only allow alphanumeric ASCII in game IDs</title>
<updated>2026-02-24T20:36:02+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2026-02-23T19:59:46+00:00</published>
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<content type='text'>
We often use game IDs in paths, so we should try to make sure path
traversal is impossible in game IDs. Admittedly, doing any kind of real
attack using the six bytes available in game IDs is unrealistic, but no
game ID should contain non-alphanumeric or non-ASCII characters anyway.

Might also fix https://bugs.dolphin-emu.org/issues/13982 by skipping
converting between encodings for game IDs.
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<pre>
We often use game IDs in paths, so we should try to make sure path
traversal is impossible in game IDs. Admittedly, doing any kind of real
attack using the six bytes available in game IDs is unrealistic, but no
game ID should contain non-alphanumeric or non-ASCII characters anyway.

Might also fix https://bugs.dolphin-emu.org/issues/13982 by skipping
converting between encodings for game IDs.
</pre>
</div>
</content>
</entry>
<entry>
<title>DiscIO: Move DecodeString to Volume.cpp</title>
<updated>2026-02-24T20:09:12+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2026-02-23T19:39:27+00:00</published>
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This had to be in the header back when it was templated, but 083faa8b
made it not templated.
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This had to be in the header back when it was templated, but 083faa8b
made it not templated.
</pre>
</div>
</content>
</entry>
<entry>
<title>DiscIO/Volume: Fix CreateVolume for WiiWare.</title>
<updated>2026-01-02T20:55:20+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2026-01-02T20:55:20+00:00</published>
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</entry>
<entry>
<title>Core/DiscIO: Add a setting to load the running game into memory via CachedBlobReader.</title>
<updated>2025-11-23T11:17:22+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2025-10-30T03:57:32+00:00</published>
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</entry>
<entry>
<title>introduce wrapper for SHA1 functionality</title>
<updated>2022-07-27T05:16:37+00:00</updated>
<author>
<name>Shawn Hoffman</name>
<email>godisgovernment@gmail.com</email>
</author>
<published>2022-07-24T05:45:10+00:00</published>
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</entry>
<entry>
<title>DiscIO: Add CreateDisc/WAD/Volume() overloads that take a BlobReader directly.</title>
<updated>2021-10-23T22:09:05+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2021-09-22T03:43:05+00:00</published>
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</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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<content type='text'>
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>
</div>
</content>
</entry>
<entry>
<title>DiscIO: Move magic constants for discs to DiscUtils</title>
<updated>2021-03-09T23:16:37+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2021-03-09T20:06:57+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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<id>a41166bb376820389d9863ce23cf6fab20cb3b5f</id>
<content type='text'>
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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<pre>
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: Deduplicate some VolumeGC/VolumeWii code</title>
<updated>2020-06-25T14:37:21+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2020-06-04T18:33:52+00:00</published>
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</entry>
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