SMG-Decomp
A decompilation of Super Mario Galaxy 1
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include
Game
System
NANDManager.hpp
1
#pragma once
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#include "Game/System/NANDManagerThread.hpp"
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#include <revolution.h>
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class
NANDRequestInfo
;
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typedef
void (NANDReqFunc)(
NANDRequestInfo
*);
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class
NANDRequestInfo
{
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public
:
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NANDRequestInfo
();
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void
init();
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bool
isDone()
const
;
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const
char
* setMove(
const
char
*,
const
char
*);
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const
char
* setWriteSeq(
const
char
*,
const
void
*, u32, u8, u8);
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const
char
* setReadSeq(
const
char
*,
void
*, u32, u32 *);
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const
char
* setCheck(u32, u32, u32 *);
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const
char
* setDelete(
const
char
*);
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char
mReqStr[0x40];
// _0
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u32 _40;
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s32 mRequestStatus;
// _44
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s32 mRequestResult;
// _48
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const
void
* _4C;
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void
* _50;
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NANDReqFunc* _54;
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u8 mPermission;
// _58
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u8 mAttribute;
// _59
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u8 _5A;
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u8 _5B;
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u32 mFSBlock;
// _5C
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u32 mINode;
// _60
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};
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class
NANDManager
{
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public
:
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NANDManager
();
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bool
addRequest(
NANDRequestInfo
*);
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OSMutex mMutex;
// _0
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NANDManagerThread
* mManager;
// _18
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};
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class
NANDResultCode
{
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public
:
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s32 getCode()
const
;
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bool
isSuccess()
const
;
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bool
isSaveDataCorrupted()
const
;
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bool
isNANDCorrupted()
const
;
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bool
isMaxBlocks()
const
;
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bool
isMaxFiles()
const
;
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bool
isNoExistFile()
const
;
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bool
isBusyOrAllocFailed()
const
;
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bool
isUnknown()
const
;
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private
:
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s32 mCode;
// _0
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};
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namespace
MR {
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void
addRequestToNANDManager(
NANDRequestInfo
*);
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};
NANDManager
Definition
NANDManager.hpp:37
NANDManagerThread
Definition
NANDManagerThread.hpp:7
NANDRequestInfo
Definition
NANDManager.hpp:10
NANDResultCode
Definition
NANDManager.hpp:47
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