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Zarchive Loading (#724)
* Simplify archive loading and harden filesystem integration * Restore directory entry name length assertion * Keep graphics-dependent filesystem tests out of CI --------- Co-authored-by: nmzik <Nmzik@mail.ru>
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#ifndef GAME_CONTENT_H
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#define GAME_CONTENT_H
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#include <QByteArray>
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#include <QString>
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#include <QStringList>
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#include <cstdint>
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#include <filesystem>
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namespace GameContent {
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inline constexpr uint64_t MaxMetadataSize = uint64_t {1} << 20u;
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inline constexpr uint64_t MaxImageSize = uint64_t {32} << 20u;
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inline constexpr uint64_t MaxTrophyPackageSize = uint64_t {128} << 20u;
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[[nodiscard]] std::filesystem::path ToPath(const QString& path);
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[[nodiscard]] QString FromPath(const std::filesystem::path& path);
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[[nodiscard]] bool IsArchive(const QString& base);
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[[nodiscard]] std::filesystem::path Resolve(const QString& base, const QString& relative);
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[[nodiscard]] bool FileExists(const QString& base, const QString& relative);
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[[nodiscard]] QByteArray ReadPath(const std::filesystem::path& path, uint64_t max_size);
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[[nodiscard]] QByteArray ReadFile(const QString& base, const QString& relative, uint64_t max_size);
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[[nodiscard]] QStringList ListFiles(const QString& base, const QString& relative);
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} // namespace GameContent
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#endif // GAME_CONTENT_H
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