service: Resolve trivially avoidable copies (#5237)
* am/am: Avoid redundant copy in GetProgramInfoFromCia() We can just use a reference to the title metadata. Avoids copying several data entries and std::vector instances that don't need to be copied. * hle/service: Avoid redundant copying of std::string GetUserPath() returns the path as a reference, so we can make use of said reference to avoid making copies.
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@@ -134,7 +134,7 @@ void Module::Interface::CheckNew3DS(Kernel::HLERequestContext& ctx) {
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}
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static void WriteGameCoinData(GameCoin gamecoin_data) {
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std::string nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
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const std::string& nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
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FileSys::ArchiveFactory_ExtSaveData extdata_archive_factory(nand_directory, true);
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FileSys::Path archive_path(ptm_shared_extdata_id);
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@@ -167,7 +167,7 @@ static void WriteGameCoinData(GameCoin gamecoin_data) {
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}
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static GameCoin ReadGameCoinData() {
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std::string nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
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const std::string& nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
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FileSys::ArchiveFactory_ExtSaveData extdata_archive_factory(nand_directory, true);
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FileSys::Path archive_path(ptm_shared_extdata_id);
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@@ -197,10 +197,10 @@ static GameCoin ReadGameCoinData() {
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Module::Module() {
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// Open the SharedExtSaveData archive 0xF000000B and create the gamecoin.dat file if it doesn't
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// exist
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std::string nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
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const std::string& nand_directory = FileUtil::GetUserPath(FileUtil::UserPath::NANDDir);
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FileSys::ArchiveFactory_ExtSaveData extdata_archive_factory(nand_directory, true);
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FileSys::Path archive_path(ptm_shared_extdata_id);
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auto archive_result = extdata_archive_factory.Open(archive_path, 0);
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const FileSys::Path archive_path(ptm_shared_extdata_id);
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const auto archive_result = extdata_archive_factory.Open(archive_path, 0);
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// If the archive didn't exist, write the default game coin file
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if (archive_result.Code() == FileSys::ERR_NOT_FORMATTED) {
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WriteGameCoinData(default_game_coin);
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