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patcher: refactor (#808)
## Link to GitHub Issue or related Pull Request, if one exists n/a ## Description of change Refactor patch manager. This one file had the UI logic, config save/load, parsing patches JSON, applying memory patches, everything all in one cpp file. Refactor and separate out the layers. ## Testing Sanity checked patch workflows.
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@@ -102,7 +102,7 @@
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#include "misc/wintouchemu.h"
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#include "overlay/overlay.h"
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#include "overlay/notifications.h"
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#include "overlay/windows/patch_manager.h"
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#include "patcher/patch_manager.h"
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#include "overlay/windows/iidx_seg.h"
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#include "overlay/windows/obs.h"
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#include "rawinput/rawinput.h"
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@@ -889,7 +889,7 @@ int main_implementation(int argc, char *argv[]) {
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options[launcher::Options::ScreenResizeConfigPath].value_text();
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}
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if (options[launcher::Options::PatchManagerConfigPath].is_active()) {
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overlay::windows::PATCH_MANAGER_CFG_PATH_OVERRIDE =
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patcher::PATCH_MANAGER_CFG_PATH_OVERRIDE =
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options[launcher::Options::PatchManagerConfigPath].value_text();
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}
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if (options[launcher::Options::PathToAppConfig].is_active()) {
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@@ -2517,10 +2517,8 @@ int main_implementation(int argc, char *argv[]) {
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// copy defaults to nvram
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avs::core::copy_defaults();
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// prepare patches
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{
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overlay::windows::PatchManager patch_manager(nullptr, false);
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}
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// prepare patches (registers the DLL-load notification before the game DLL loads)
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patcher::init();
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// load game
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avs::game::load_dll();
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@@ -2648,9 +2646,7 @@ int main_implementation(int argc, char *argv[]) {
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}
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// apply patches
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{
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overlay::windows::PatchManager patch_manager(nullptr, true);
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}
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patcher::apply_patches_on_start();
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// load AVS-EA3
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avs::ea3::boot(easrv_port, easrv_maint, easrv_smart);
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