diff --git a/src/Ryujinx.UI.Common/App/ApplicationLibrary.cs b/src/Ryujinx.UI.Common/App/ApplicationLibrary.cs index e24561eae..c464cb0a5 100644 --- a/src/Ryujinx.UI.Common/App/ApplicationLibrary.cs +++ b/src/Ryujinx.UI.Common/App/ApplicationLibrary.cs @@ -775,6 +775,7 @@ namespace Ryujinx.UI.App.Common } } + // Replace the currently stored DLC state for the game with the provided DLC state. public void SaveDownloadableContentsForGame(ApplicationData application, List<(DownloadableContentModel, bool IsEnabled)> dlcs) { _downloadableContents.Edit(it => @@ -786,6 +787,7 @@ namespace Ryujinx.UI.App.Common }); } + // Replace the currently stored update state for the game with the provided update state. public void SaveTitleUpdatesForGame(ApplicationData application, List<(TitleUpdateModel, bool IsSelected)> updates) { _titleUpdates.Edit(it => @@ -798,6 +800,8 @@ namespace Ryujinx.UI.App.Common }); } + // Searches the provided directories for DLC NSP files that are _valid for the currently detected games in the + // library_, and then enables those DLC. public int AutoLoadDownloadableContents(List appDirs) { _cancellationToken = new CancellationTokenSource(); @@ -894,6 +898,9 @@ namespace Ryujinx.UI.App.Common return newDlcLoaded; } + // Searches the provided directories for update NSP files that are _valid for the currently detected games in the + // library_, and then applies those updates. If a newly-detected update is a newer version than the currently + // selected update (or if no update is currently selected), then that update will be selected. public int AutoLoadTitleUpdates(List appDirs) { _cancellationToken = new CancellationTokenSource(); @@ -1333,6 +1340,8 @@ namespace Ryujinx.UI.App.Common return null; } + // Does a two-phase load of DLC. First reading the metadata on disk, then loading anything bundled in the game + // file itself private void LoadDlcForApplication(ApplicationData application) { _downloadableContents.Edit(it => @@ -1365,6 +1374,8 @@ namespace Ryujinx.UI.App.Common }); } + // Does a two-phase load of updates. First reading the metadata on disk, then loading anything bundled in the game + // file itself private bool LoadTitleUpdatesForApplication(ApplicationData application) { var modifiedVersion = false; @@ -1411,28 +1422,33 @@ namespace Ryujinx.UI.App.Common return modifiedVersion; } + // Save the _currently tracked_ DLC state for the game private void SaveDownloadableContentsForGame(ulong titleIdBase) { var dlcs = DownloadableContents.Items.Where(dlc => dlc.Dlc.TitleIdBase == titleIdBase).ToList(); DownloadableContentsHelper.SaveDownloadableContentsJson(_virtualFileSystem, titleIdBase, dlcs); } + // Save the _currently tracked_ update state for the game private void SaveTitleUpdatesForGame(ulong titleIdBase) { var updates = TitleUpdates.Items.Where(update => update.TitleUpdate.TitleIdBase == titleIdBase).ToList(); TitleUpdatesHelper.SaveTitleUpdatesJson(_virtualFileSystem, titleIdBase, updates); } + // ApplicationData isnt live-updating (e.g. when an update gets applied) and so this is meant to trigger a refresh + // of its state private void RefreshApplicationInfo(ulong appIdBase) { - var application = Applications.Items.First(it => it.IdBase == appIdBase); + var application = _applications.Lookup(appIdBase); - if (!TryGetApplicationsFromFile(application.Path, out List applications)) - { + if (!application.HasValue) return; - } - var newApplication = applications.First(it => it.IdBase == appIdBase); + if (!TryGetApplicationsFromFile(application.Value.Path, out List newApplications)) + return; + + var newApplication = newApplications.First(it => it.IdBase == appIdBase); _applications.AddOrUpdate(newApplication); } }