Merge pull request #5951 from ligfx/gametrackerworkqueuethread
GameTracker: use new Common::WorkQueueThread instead of signals/slots
This commit is contained in:
commit
935c1da357
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@ -151,6 +151,7 @@
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<ClInclude Include="TraversalClient.h" />
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<ClInclude Include="TraversalProto.h" />
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<ClInclude Include="UPnP.h" />
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<ClInclude Include="WorkQueueThread.h" />
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<ClInclude Include="x64ABI.h" />
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<ClInclude Include="x64Emitter.h" />
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<ClInclude Include="x64Reg.h" />
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@ -68,6 +68,7 @@
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<ClInclude Include="SysConf.h" />
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<ClInclude Include="Thread.h" />
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<ClInclude Include="Timer.h" />
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<ClInclude Include="WorkQueueThread.h" />
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<ClInclude Include="x64ABI.h" />
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<ClInclude Include="x64Emitter.h" />
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<ClInclude Include="x64Reg.h" />
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@ -0,0 +1,86 @@
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// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <functional>
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#include <queue>
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#include <thread>
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#include "Common/Event.h"
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#include "Common/Flag.h"
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// A thread that executes the given function for every item placed into its queue.
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namespace Common
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{
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template <typename T>
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class WorkQueueThread
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{
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public:
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WorkQueueThread() = default;
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WorkQueueThread(std::function<void(T)> function) { Reset(std::move(function)); }
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~WorkQueueThread() { Shutdown(); }
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void Reset(std::function<void(T)> function)
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{
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Shutdown();
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m_shutdown.Clear();
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m_function = std::move(function);
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m_thread = std::thread([this] { ThreadLoop(); });
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}
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template <typename... Args>
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void EmplaceItem(Args&&... args)
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{
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{
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std::unique_lock<std::mutex> lg(m_lock);
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m_items.emplace(std::forward<Args>(args)...);
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}
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m_wakeup.Set();
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}
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private:
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void Shutdown()
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{
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if (m_thread.joinable())
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{
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m_shutdown.Set();
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m_wakeup.Set();
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m_thread.join();
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}
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}
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void ThreadLoop()
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{
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while (true)
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{
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m_wakeup.Wait();
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while (true)
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{
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T item;
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{
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std::unique_lock<std::mutex> lg(m_lock);
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if (m_items.empty())
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break;
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item = m_items.front();
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m_items.pop();
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}
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m_function(std::move(item));
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}
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if (m_shutdown.IsSet())
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break;
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}
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}
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std::function<void(T)> m_function;
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std::thread m_thread;
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Common::Event m_wakeup;
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Common::Flag m_shutdown;
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std::mutex m_lock;
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std::queue<T> m_items;
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};
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} // namespace Common
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@ -17,23 +17,11 @@ static const QStringList game_filters{
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GameTracker::GameTracker(QObject* parent) : QFileSystemWatcher(parent)
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{
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m_loader = new GameLoader;
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m_loader->moveToThread(&m_loader_thread);
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qRegisterMetaType<QSharedPointer<GameFile>>();
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connect(&m_loader_thread, &QThread::finished, m_loader, &QObject::deleteLater);
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connect(this, &QFileSystemWatcher::directoryChanged, this, &GameTracker::UpdateDirectory);
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connect(this, &QFileSystemWatcher::fileChanged, this, &GameTracker::UpdateFile);
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connect(this, &GameTracker::PathChanged, m_loader, &GameLoader::LoadGame);
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connect(m_loader, &GameLoader::GameLoaded, this, &GameTracker::GameLoaded);
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m_loader_thread.start();
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}
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GameTracker::~GameTracker()
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{
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m_loader_thread.quit();
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m_loader_thread.wait();
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m_load_thread.Reset([this](const QString& path) { LoadGame(path); });
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}
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void GameTracker::AddDirectory(const QString& dir)
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@ -81,7 +69,7 @@ void GameTracker::UpdateDirectory(const QString& dir)
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{
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addPath(path);
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m_tracked_files[path] = QSet<QString>{dir};
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emit PathChanged(path);
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m_load_thread.EmplaceItem(path);
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}
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}
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@ -127,7 +115,7 @@ void GameTracker::UpdateFile(const QString& file)
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GameRemoved(file);
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addPath(file);
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emit PathChanged(file);
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m_load_thread.EmplaceItem(file);
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}
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else if (removePath(file))
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{
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@ -136,7 +124,7 @@ void GameTracker::UpdateFile(const QString& file)
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}
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}
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void GameLoader::LoadGame(const QString& path)
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void GameTracker::LoadGame(const QString& path)
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{
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if (!DiscIO::ShouldHideFromGameList(path.toStdString()))
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{
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@ -9,25 +9,19 @@
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#include <QSet>
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#include <QSharedPointer>
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#include <QString>
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#include <QStringList>
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#include <QThread>
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#include "Common/WorkQueueThread.h"
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#include "DolphinQt2/GameList/GameFile.h"
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class GameLoader;
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// Watches directories and loads GameFiles in a separate thread.
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// To use this, just add directories using AddDirectory, and listen for the
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// GameLoaded and GameRemoved signals. Ignore the PathChanged signal, it's
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// only there because the Qt people made fileChanged and directoryChanged
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// private.
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// GameLoaded and GameRemoved signals.
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class GameTracker final : public QFileSystemWatcher
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{
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Q_OBJECT
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public:
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explicit GameTracker(QObject* parent = nullptr);
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~GameTracker();
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void AddDirectory(const QString& dir);
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void RemoveDirectory(const QString& dir);
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@ -36,28 +30,15 @@ signals:
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void GameLoaded(QSharedPointer<GameFile> game);
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void GameRemoved(const QString& path);
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void PathChanged(const QString& path);
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private:
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void LoadGame(const QString& path);
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void UpdateDirectory(const QString& dir);
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void UpdateFile(const QString& path);
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QSet<QString> FindMissingFiles(const QString& dir);
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// game path -> directories that track it
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QMap<QString, QSet<QString>> m_tracked_files;
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QThread m_loader_thread;
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GameLoader* m_loader;
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};
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class GameLoader final : public QObject
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{
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Q_OBJECT
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public:
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void LoadGame(const QString& path);
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signals:
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void GameLoaded(QSharedPointer<GameFile> game);
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Common::WorkQueueThread<QString> m_load_thread;
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};
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Q_DECLARE_METATYPE(QSharedPointer<GameFile>)
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