Previously we were just copying the data whole-sale, even if the length
was less than the total data size. This effectively makes the
actual_data vector useless, which is likely not intended.
Instead, amend this to only copy the given length amount of data.
At the same time, we can avoid zeroing out the data before using it by
passing iterators to the constructor instead of a size.
This would result in a lot of allocations and related object
construction, just to toss it all away immediately after the call.
These are definitely not intentional, and it was intended that all of
these should have been accessing the static function GetInstance()
through the name itself, not constructed instances.
* Add VfsFile and VfsDirectory classes
* Finish abstract Vfs classes
* Implement RealVfsFile (computer fs backend)
* Finish RealVfsFile and RealVfsDirectory
* Finished OffsetVfsFile
* More changes
* Fix import paths
* Major refactor
* Remove double const
* Use experimental/filesystem or filesystem depending on compiler
* Port partition_filesystem
* More changes
* More Overhaul
* FSP_SRV fixes
* Fixes and testing
* Try to get filesystem to compile
* Filesystem on linux
* Remove std::filesystem and document/test
* Compile fixes
* Missing include
* Bug fixes
* Fixes
* Rename v_file and v_dir
* clang-format fix
* Rename NGLOG_* to LOG_*
* Most review changes
* Fix TODO
* Guess 'main' to be Directory by filename
* Removed duplicate structs, changed AudioRendererResponse -> UpdateDataHeader
According to game symbols(SMO), there's references to UpdateDataHeader which seems to be what AudioRendererResponse actually is
* oops
* AudioRendererParameters should be AudioRendererParameter according to SMO
* Fixed RequestUpdateAudioRenderer deadlocks and calculated section sizes properly
This fixes RequestUpdateAudioRenderer deadlocks in games like Puyo Puyo Tetris and games which require a proper section size in games such as Retro City Rampage. This fixes causes various games to start rendering or trying to render