Merge pull request #5687 from shuffle2/wx-cache

DolphinWX: properly sync EmuState and banner changes.
This commit is contained in:
shuffle2 2017-06-26 12:40:40 -07:00 committed by GitHub
commit 7d60f03acb
6 changed files with 238 additions and 166 deletions

View File

@ -99,7 +99,7 @@ public:
void DoStop();
void UpdateGUI();
void GameListRefresh();
void GameListRescan();
void GameListRescan(bool purge_cache = false);
void ToggleLogWindow(bool bShow);
void ToggleLogConfigWindow(bool bShow);
void StatusBarMessage(const char* format, ...);

View File

@ -1616,10 +1616,11 @@ void CFrame::GameListRefresh()
wxPostEvent(m_game_list_ctrl, event);
}
void CFrame::GameListRescan()
void CFrame::GameListRescan(bool purge_cache)
{
wxCommandEvent event{DOLPHIN_EVT_RESCAN_GAMELIST, GetId()};
event.SetEventObject(this);
event.SetInt(purge_cache ? 1 : 0);
wxPostEvent(m_game_list_ctrl, event);
}
@ -1693,7 +1694,7 @@ void CFrame::GameListChanged(wxCommandEvent& event)
File::Delete(filename);
}
// Do rescan after cache has been cleared
GameListRescan();
GameListRescan(true);
return;
}

View File

@ -269,27 +269,11 @@ GameListCtrl::GameListCtrl(bool disable_scanning, wxWindow* parent, const wxWind
Common::SetCurrentThreadName("gamelist scanner");
if (SyncCacheFile(false))
{
// Account for changes outside the cache (just wii banners atm; could scan Ini here)
// Note this is on the initial load path. Further improvements could be made if updates
// from scan->ui threads described small changelists instead of updating the entire list
// at once.
bool cache_modified = false;
for (auto& file : m_cached_files)
{
if (file->ReloadBannerIfNeeded())
cache_modified = true;
}
QueueEvent(new wxCommandEvent(DOLPHIN_EVT_REFRESH_GAMELIST));
if (cache_modified)
SyncCacheFile(true);
}
else
{
// Always do an initial scan to catch new files and perform the more expensive per-file
// checks. TODO Make this safely cancellable if it becomes too slow?
RescanList();
}
m_scan_trigger.Wait();
while (!m_scan_exiting.IsSet())
@ -421,20 +405,23 @@ void GameListCtrl::RefreshList()
return;
m_shown_files.clear();
{
std::unique_lock<std::mutex> lk(m_cache_mutex);
for (auto& item : m_cached_files)
{
if (ShouldDisplayGameListItem(*item))
m_shown_files.push_back(item);
}
}
// Drives are not cached. Not sure if this is required, but better to err on the
// side of caution if cross-platform issues could come into play.
if (SConfig::GetInstance().m_ListDrives)
{
const Core::TitleDatabase title_database;
std::unique_lock<std::mutex> lk(m_title_database_mutex);
for (const auto& drive : cdio_get_devices())
{
auto file = std::make_shared<GameListItem>(drive, title_database);
auto file = std::make_shared<GameListItem>(drive, m_title_database);
if (file->IsValid())
m_shown_files.push_back(file);
}
@ -768,32 +755,74 @@ void GameListCtrl::RescanList()
std::set_difference(search_results.cbegin(), search_results.cend(), cached_paths.cbegin(),
cached_paths.cend(), std::back_inserter(new_paths));
const Core::TitleDatabase title_database;
// Reload the TitleDatabase
{
std::unique_lock<std::mutex> lk(m_title_database_mutex);
m_title_database = {};
}
// For now, only scan new_paths. This could cause false negatives (file actively being written),
// but otherwise should be fine.
bool cache_changed = false;
{
std::unique_lock<std::mutex> lk(m_cache_mutex);
for (const auto& path : removed_paths)
{
auto it = std::find_if(
m_cached_files.cbegin(), m_cached_files.cend(),
[&path](const std::shared_ptr<GameListItem>& file) { return file->GetFileName() == path; });
auto it = std::find_if(m_cached_files.cbegin(), m_cached_files.cend(),
[&path](const std::shared_ptr<GameListItem>& file) {
return file->GetFileName() == path;
});
if (it != m_cached_files.cend())
{
cache_changed = true;
m_cached_files.erase(it);
}
}
for (const auto& path : new_paths)
{
auto file = std::make_shared<GameListItem>(path, title_database);
auto file = std::make_shared<GameListItem>(path, m_title_database);
if (file->IsValid())
{
cache_changed = true;
m_cached_files.push_back(std::move(file));
}
for (auto& file : m_cached_files)
file->ReloadINI();
// Post UI event to update the displayed list
}
}
// The common case is that just a file has been added/removed, so trigger a refresh ASAP with the
// assumption that other properties of files will not change at the same time (which will be fine
// and just causes a double refresh).
if (cache_changed)
QueueEvent(new wxCommandEvent(DOLPHIN_EVT_REFRESH_GAMELIST));
post_status(_("Scan complete!"));
// If any cached files need updates, apply the updates to a copy and delete the original - this
// makes the UI thread's use of cached files safe. Note however, it is assumed that RefreshList
// will not iterate m_cached_files while the scan thread is modifying the list itself.
bool refresh_needed = false;
{
std::unique_lock<std::mutex> lk(m_cache_mutex);
for (auto& file : m_cached_files)
{
bool emu_state_changed = file->EmuStateChanged();
bool banner_changed = file->BannerChanged();
if (emu_state_changed || banner_changed)
{
cache_changed = refresh_needed = true;
auto copy = std::make_shared<GameListItem>(*file);
if (emu_state_changed)
copy->EmuStateCommit();
if (banner_changed)
copy->BannerCommit();
file = std::move(copy);
}
}
}
// Only post UI event to update the displayed list if something actually changed
if (refresh_needed)
QueueEvent(new wxCommandEvent(DOLPHIN_EVT_REFRESH_GAMELIST));
post_status("");
if (cache_changed)
SyncCacheFile(true);
}
@ -802,8 +831,14 @@ void GameListCtrl::OnRefreshGameList(wxCommandEvent& WXUNUSED(event))
RefreshList();
}
void GameListCtrl::OnRescanGameList(wxCommandEvent& WXUNUSED(event))
void GameListCtrl::OnRescanGameList(wxCommandEvent& event)
{
if (event.GetInt())
{
// Knock out the cache on a purge event
std::unique_lock<std::mutex> lk(m_cache_mutex);
m_cached_files.clear();
}
m_scan_trigger.Set();
}

View File

@ -125,8 +125,12 @@ private:
} m_image_indexes;
// Actual backing GameListItems are maintained in a background thread and cached to file
static constexpr u32 CACHE_REVISION = 1; // Last changed in PR 5680
static constexpr u32 CACHE_REVISION = 2; // Last changed in PR 5687
std::list<std::shared_ptr<GameListItem>> m_cached_files;
// Locks the list, not the contents
std::mutex m_cache_mutex;
Core::TitleDatabase m_title_database;
std::mutex m_title_database_mutex;
std::thread m_scan_thread;
Common::Event m_scan_trigger;
Common::Flag m_scan_exiting;

View File

@ -61,17 +61,15 @@ static std::string GetLanguageString(DiscIO::Language language,
return "";
}
GameListItem::GameListItem(const std::string& _rFileName, const Core::TitleDatabase& title_database)
: m_FileName(_rFileName), m_title_id(0), m_emu_state(0), m_FileSize(0),
m_region(DiscIO::Region::UNKNOWN_REGION), m_Country(DiscIO::Country::COUNTRY_UNKNOWN),
m_Revision(0), m_Valid(false), m_ImageWidth(0), m_ImageHeight(0), m_disc_number(0),
m_has_custom_name(false)
GameListItem::GameListItem(const std::string& filename, const Core::TitleDatabase& title_database)
: m_file_name(filename), m_region(DiscIO::Region::UNKNOWN_REGION),
m_country(DiscIO::Country::COUNTRY_UNKNOWN)
{
{
std::unique_ptr<DiscIO::Volume> volume(DiscIO::CreateVolumeFromFilename(_rFileName));
std::unique_ptr<DiscIO::Volume> volume(DiscIO::CreateVolumeFromFilename(m_file_name));
if (volume != nullptr)
{
m_Platform = volume->GetVolumeType();
m_platform = volume->GetVolumeType();
m_descriptions = volume->GetDescriptions();
m_names = volume->GetLongNames();
@ -82,20 +80,20 @@ GameListItem::GameListItem(const std::string& _rFileName, const Core::TitleDatab
m_company = GetLanguageString(DiscIO::Language::LANGUAGE_ENGLISH, volume->GetShortMakers());
m_region = volume->GetRegion();
m_Country = volume->GetCountry();
m_country = volume->GetCountry();
m_blob_type = volume->GetBlobType();
m_FileSize = volume->GetRawSize();
m_VolumeSize = volume->GetSize();
m_file_size = volume->GetRawSize();
m_volume_size = volume->GetSize();
m_game_id = volume->GetGameID();
m_title_id = volume->GetTitleID().value_or(0);
m_disc_number = volume->GetDiscNumber().value_or(0);
m_Revision = volume->GetRevision().value_or(0);
m_revision = volume->GetRevision().value_or(0);
std::vector<u32> buffer = volume->GetBanner(&m_ImageWidth, &m_ImageHeight);
ReadVolumeBanner(buffer, m_ImageWidth, m_ImageHeight);
std::vector<u32> buffer = volume->GetBanner(&m_banner.width, &m_banner.height);
ReadVolumeBanner(&m_banner.buffer, buffer, m_banner.width, m_banner.height);
m_Valid = true;
m_valid = true;
}
}
@ -104,22 +102,21 @@ GameListItem::GameListItem(const std::string& _rFileName, const Core::TitleDatab
if (IsValid())
{
const auto type = m_Platform == DiscIO::Platform::WII_WAD ?
const auto type = m_platform == DiscIO::Platform::WII_WAD ?
Core::TitleDatabase::TitleType::Channel :
Core::TitleDatabase::TitleType::Other;
m_custom_name_titles_txt = title_database.GetTitleName(m_game_id, type);
ReloadINI();
m_custom_name = title_database.GetTitleName(m_game_id, type);
}
if (!IsValid() && IsElfOrDol())
{
m_Valid = true;
m_FileSize = File::GetSize(_rFileName);
m_Platform = DiscIO::Platform::ELF_DOL;
m_valid = true;
m_file_size = File::GetSize(m_file_name);
m_platform = DiscIO::Platform::ELF_DOL;
m_blob_type = DiscIO::BlobType::DIRECTORY;
std::string path, name;
SplitPath(m_FileName, &path, &name, nullptr);
SplitPath(m_file_name, &path, &name, nullptr);
// A bit like the Homebrew Channel icon, except there can be multiple files
// in a folder with their own icons. Useful for those who don't want to have
@ -135,88 +132,92 @@ GameListItem::GameListItem(const std::string& _rFileName, const Core::TitleDatab
else
{
// Volume banner. Typical for everything that isn't a DOL or ELF.
SetWxBannerFromRaw();
SetWxBannerFromRaw(m_banner);
}
}
bool GameListItem::IsValid() const
{
if (!m_Valid)
if (!m_valid)
return false;
if (m_Platform == DiscIO::Platform::WII_WAD && !IOS::ES::IsChannel(m_title_id))
if (m_platform == DiscIO::Platform::WII_WAD && !IOS::ES::IsChannel(m_title_id))
return false;
return true;
}
void GameListItem::ReloadINI()
bool GameListItem::EmuStateChanged()
{
if (!IsValid())
return;
IniFile ini = SConfig::LoadGameIni(m_game_id, m_revision);
ini.GetIfExists("EmuState", "EmulationStateId", &m_pending.emu_state.rating, 0);
ini.GetIfExists("EmuState", "EmulationIssues", &m_pending.emu_state.issues, std::string());
return m_emu_state != m_pending.emu_state;
}
IniFile ini = SConfig::LoadGameIni(m_game_id, m_Revision);
ini.GetIfExists("EmuState", "EmulationStateId", &m_emu_state, 0);
ini.GetIfExists("EmuState", "EmulationIssues", &m_issues, std::string());
void GameListItem::EmuStateCommit()
{
m_emu_state = m_pending.emu_state;
}
m_custom_name.clear();
m_has_custom_name = ini.GetIfExists("EmuState", "Title", &m_custom_name);
if (!m_has_custom_name && !m_custom_name_titles_txt.empty())
{
m_custom_name = m_custom_name_titles_txt;
m_has_custom_name = true;
}
void GameListItem::EmuState::DoState(PointerWrap& p)
{
p.Do(rating);
p.Do(issues);
}
void GameListItem::Banner::DoState(PointerWrap& p)
{
p.Do(buffer);
p.Do(width);
p.Do(height);
}
void GameListItem::DoState(PointerWrap& p)
{
p.Do(m_FileName);
p.Do(m_valid);
p.Do(m_file_name);
p.Do(m_file_size);
p.Do(m_volume_size);
p.Do(m_names);
p.Do(m_descriptions);
p.Do(m_company);
p.Do(m_game_id);
p.Do(m_title_id);
p.Do(m_issues);
p.Do(m_emu_state);
p.Do(m_FileSize);
p.Do(m_VolumeSize);
p.Do(m_region);
p.Do(m_Country);
p.Do(m_Platform);
p.Do(m_country);
p.Do(m_platform);
p.Do(m_blob_type);
p.Do(m_Revision);
p.Do(m_pImage);
p.Do(m_Valid);
p.Do(m_ImageWidth);
p.Do(m_ImageHeight);
p.Do(m_revision);
p.Do(m_disc_number);
p.Do(m_custom_name_titles_txt);
m_banner.DoState(p);
m_emu_state.DoState(p);
p.Do(m_custom_name);
p.Do(m_has_custom_name);
if (p.GetMode() == PointerWrap::MODE_READ)
{
SetWxBannerFromRaw();
SetWxBannerFromRaw(m_banner);
}
}
bool GameListItem::IsElfOrDol() const
{
if (m_FileName.size() < 4)
if (m_file_name.size() < 4)
return false;
std::string name_end = m_FileName.substr(m_FileName.size() - 4);
std::string name_end = m_file_name.substr(m_file_name.size() - 4);
std::transform(name_end.begin(), name_end.end(), name_end.begin(), ::tolower);
return name_end == ".elf" || name_end == ".dol";
}
void GameListItem::ReadVolumeBanner(const std::vector<u32>& buffer, int width, int height)
void GameListItem::ReadVolumeBanner(std::vector<u8>* image, const std::vector<u32>& buffer,
int width, int height)
{
m_pImage.resize(width * height * 3);
image->resize(width * height * 3);
for (int i = 0; i < width * height; i++)
{
m_pImage[i * 3 + 0] = (buffer[i] & 0xFF0000) >> 16;
m_pImage[i * 3 + 1] = (buffer[i] & 0x00FF00) >> 8;
m_pImage[i * 3 + 2] = (buffer[i] & 0x0000FF) >> 0;
(*image)[i * 3 + 0] = (buffer[i] & 0xFF0000) >> 16;
(*image)[i * 3 + 1] = (buffer[i] & 0x00FF00) >> 8;
(*image)[i * 3 + 2] = (buffer[i] & 0x0000FF) >> 0;
}
}
@ -229,41 +230,49 @@ bool GameListItem::SetWxBannerFromPngFile(const std::string& path)
if (!image.IsOk())
return false;
m_image = image;
m_banner_wx = image;
return true;
}
void GameListItem::SetWxBannerFromRaw()
void GameListItem::SetWxBannerFromRaw(const Banner& banner)
{
// Need to make explicit copy as wxImage uses reference counting for copies combined with only
// taking a pointer, not the content, when given a buffer to its constructor.
if (!m_pImage.empty())
if (!banner.empty())
{
m_image.Create(m_ImageWidth, m_ImageHeight, false);
std::memcpy(m_image.GetData(), m_pImage.data(), m_pImage.size());
m_banner_wx.Create(banner.width, banner.height, false);
std::memcpy(m_banner_wx.GetData(), banner.buffer.data(), banner.buffer.size());
}
}
bool GameListItem::ReloadBannerIfNeeded()
bool GameListItem::BannerChanged()
{
// Wii banners can only be read if there is a savefile,
// so sometimes caches don't contain banners. Let's check
// if a banner has become available after the cache was made.
if ((m_Platform == DiscIO::Platform::WII_DISC || m_Platform == DiscIO::Platform::WII_WAD) &&
m_pImage.empty())
if ((m_platform == DiscIO::Platform::WII_DISC || m_platform == DiscIO::Platform::WII_WAD) &&
m_banner.empty())
{
auto& banner = m_pending.banner;
std::vector<u32> buffer =
DiscIO::Volume::GetWiiBanner(&m_ImageWidth, &m_ImageHeight, m_title_id);
DiscIO::Volume::GetWiiBanner(&banner.width, &banner.height, m_title_id);
if (buffer.size())
{
ReadVolumeBanner(buffer, m_ImageWidth, m_ImageHeight);
SetWxBannerFromRaw();
ReadVolumeBanner(&banner.buffer, buffer, banner.width, banner.height);
// Only reach here if m_banner was empty, so don't need to explicitly compare to see if
// different
return true;
}
}
return false;
}
void GameListItem::BannerCommit()
{
m_banner = std::move(m_pending.banner);
SetWxBannerFromRaw(m_banner);
}
std::string GameListItem::GetDescription(DiscIO::Language language) const
{
return GetLanguageString(language, m_descriptions);
@ -271,7 +280,7 @@ std::string GameListItem::GetDescription(DiscIO::Language language) const
std::string GameListItem::GetDescription() const
{
bool wii = m_Platform != DiscIO::Platform::GAMECUBE_DISC;
bool wii = m_platform != DiscIO::Platform::GAMECUBE_DISC;
return GetDescription(SConfig::GetInstance().GetCurrentLanguage(wii));
}
@ -282,10 +291,10 @@ std::string GameListItem::GetName(DiscIO::Language language) const
std::string GameListItem::GetName() const
{
if (m_has_custom_name)
if (!m_custom_name.empty())
return m_custom_name;
bool wii = m_Platform != DiscIO::Platform::GAMECUBE_DISC;
bool wii = m_platform != DiscIO::Platform::GAMECUBE_DISC;
std::string name = GetName(SConfig::GetInstance().GetCurrentLanguage(wii));
if (!name.empty())
return name;
@ -341,7 +350,7 @@ std::vector<DiscIO::Language> GameListItem::GetLanguages() const
const std::string GameListItem::GetWiiFSPath() const
{
if (m_Platform != DiscIO::Platform::WII_DISC && m_Platform != DiscIO::Platform::WII_WAD)
if (m_platform != DiscIO::Platform::WII_DISC && m_platform != DiscIO::Platform::WII_WAD)
return "";
const std::string path = Common::GetTitleDataPath(m_title_id, Common::FROM_CONFIGURED_ROOT);

View File

@ -36,11 +36,8 @@ public:
GameListItem(const std::string& file_name, const Core::TitleDatabase& title_database);
~GameListItem() = default;
// Reload settings after INI changes
void ReloadINI();
bool IsValid() const;
const std::string& GetFileName() const { return m_FileName; }
const std::string& GetFileName() const { return m_file_name; }
std::string GetName(DiscIO::Language language) const;
std::string GetName() const;
std::string GetUniqueIdentifier() const;
@ -48,66 +45,92 @@ public:
std::string GetDescription() const;
std::vector<DiscIO::Language> GetLanguages() const;
std::string GetCompany() const { return m_company; }
u16 GetRevision() const { return m_Revision; }
u16 GetRevision() const { return m_revision; }
const std::string& GetGameID() const { return m_game_id; }
u64 GetTitleID() const { return m_title_id; }
const std::string GetWiiFSPath() const;
DiscIO::Region GetRegion() const { return m_region; }
DiscIO::Country GetCountry() const { return m_Country; }
DiscIO::Platform GetPlatform() const { return m_Platform; }
DiscIO::Country GetCountry() const { return m_country; }
DiscIO::Platform GetPlatform() const { return m_platform; }
DiscIO::BlobType GetBlobType() const { return m_blob_type; }
const std::string& GetIssues() const { return m_issues; }
int GetEmuState() const { return m_emu_state; }
u64 GetFileSize() const { return m_FileSize; }
u64 GetVolumeSize() const { return m_VolumeSize; }
const std::string& GetIssues() const { return m_emu_state.issues; }
int GetEmuState() const { return m_emu_state.rating; }
u64 GetFileSize() const { return m_file_size; }
u64 GetVolumeSize() const { return m_volume_size; }
// 0 is the first disc, 1 is the second disc
u8 GetDiscNumber() const { return m_disc_number; }
// NOTE: Banner image is at the original resolution, use WxUtils::ScaleImageToBitmap
// to display it
const wxImage& GetBannerImage() const { return m_image; }
const wxImage& GetBannerImage() const { return m_banner_wx; }
void DoState(PointerWrap& p);
bool ReloadBannerIfNeeded();
bool BannerChanged();
void BannerCommit();
bool EmuStateChanged();
void EmuStateCommit();
private:
bool IsElfOrDol() const;
// Outputs to m_pImage
void ReadVolumeBanner(const std::vector<u32>& buffer, int width, int height);
// Outputs to m_image
bool SetWxBannerFromPngFile(const std::string& path);
void SetWxBannerFromRaw();
struct EmuState
{
int rating{};
std::string issues{};
bool operator!=(const EmuState& rhs) const
{
return rating != rhs.rating || issues != rhs.issues;
}
void DoState(PointerWrap& p);
};
struct Banner
{
std::vector<u8> buffer{};
int width{};
int height{};
bool empty() const { return buffer.empty(); }
void DoState(PointerWrap& p);
};
// IMPORTANT: All data members must be save/restored in DoState.
bool IsElfOrDol() const;
void ReadVolumeBanner(std::vector<u8>* image, const std::vector<u32>& buffer, int width,
int height);
// Outputs to m_banner_wx
bool SetWxBannerFromPngFile(const std::string& path);
void SetWxBannerFromRaw(const Banner& banner);
// IMPORTANT: Nearly all data members must be save/restored in DoState.
// If anything is changed, make sure DoState handles it properly and
// GameListCtrl::CACHE_REVISION is incremented.
std::string m_FileName;
bool m_valid{};
std::string m_file_name{};
std::map<DiscIO::Language, std::string> m_names;
std::map<DiscIO::Language, std::string> m_descriptions;
std::string m_company;
u64 m_file_size{};
u64 m_volume_size{};
std::string m_game_id;
u64 m_title_id = 0;
std::map<DiscIO::Language, std::string> m_names{};
std::map<DiscIO::Language, std::string> m_descriptions{};
std::string m_company{};
std::string m_game_id{};
u64 m_title_id{};
std::string m_issues;
int m_emu_state;
DiscIO::Region m_region{};
DiscIO::Country m_country{};
DiscIO::Platform m_platform{};
DiscIO::BlobType m_blob_type{};
u16 m_revision{};
u8 m_disc_number{};
u64 m_FileSize;
u64 m_VolumeSize;
Banner m_banner{};
EmuState m_emu_state{};
// Overridden name from TitleDatabase
std::string m_custom_name{};
DiscIO::Region m_region;
DiscIO::Country m_Country;
DiscIO::Platform m_Platform;
DiscIO::BlobType m_blob_type;
u16 m_Revision;
// wxImage is not handled in DoState
wxImage m_banner_wx{};
wxImage m_image;
bool m_Valid;
std::vector<u8> m_pImage;
int m_ImageWidth, m_ImageHeight;
u8 m_disc_number;
std::string m_custom_name_titles_txt; // Custom title from titles.txt
std::string m_custom_name; // Custom title from INI or titles.txt
bool m_has_custom_name;
// The following data members allow GameListCtrl to construct new GameListItems in a threadsafe
// way. They should not be handled in DoState.
struct
{
EmuState emu_state;
Banner banner;
} m_pending{};
};