simplify name update logic
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@@ -176,8 +176,8 @@ void MemoryCardManager::AssignUnassignedCards()
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continue;
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vector<UsbStorageDevice>::iterator it = find(vUnassignedDevices.begin(),vUnassignedDevices.end(),m_Device[p]);
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ASSERT( it != vUnassignedDevices.end() ) // the assigned card better be connected!
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vUnassignedDevices.erase( it );
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if( it != vUnassignedDevices.end() )
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vUnassignedDevices.erase( it );
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}
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}
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@@ -259,7 +259,7 @@ match:
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}
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}
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void MemoryCardManager::FlushAllDisks()
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void MemoryCardManager::FlushAndReset()
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{
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FOREACH_PlayerNumber( p )
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{
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@@ -270,7 +270,7 @@ void MemoryCardManager::FlushAllDisks()
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m_pDriver->Flush(&m_Device[p]);
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}
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m_pDriver->ResetUsbStorage();
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m_pDriver->ResetUsbStorage(); // forces cards to be re-detected
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}
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bool MemoryCardManager::PathIsMemCard( CString sDir ) const
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@@ -285,22 +285,3 @@ CString MemoryCardManager::GetName( PlayerNumber pn ) const
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{
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return m_Device[pn].sName;
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}
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void MemoryCardManager::RefreshNames()
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{
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// HACK: UsbStorageDevice::sName is only read when the device is connected.
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// If the player leaves their memory card in after the game ends and they
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// immediate start another game, then sName isn't re-read automatically.
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// It's much harder to add logic to read the name again to MemoryCardDriver
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// than to add a small hack here.
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FOREACH_PlayerNumber( p )
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{
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if( m_Device[p].IsBlank() ) // no card assigned
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continue; // skip
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if( m_bWriteError[p] || m_bTooLate[p] )
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continue; // skip
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CString sProfileDir = MEM_CARD_MOUNT_POINT[p] + PREFSMAN->m_sMemoryCardProfileSubdir + '/';
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m_Device[p].sName = Profile::GetProfileDisplayNameFromDir( sProfileDir );
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}
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}
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