forked from ShuriZma/suyu
Merge pull request #11866 from liamwhite/more-qt-nonsense
qt: fix game list shutdown crash
This commit is contained in:
commit
911d2216be
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@ -380,7 +380,6 @@ void GameList::UnloadController() {
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GameList::~GameList() {
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GameList::~GameList() {
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UnloadController();
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UnloadController();
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emit ShouldCancelWorker();
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}
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}
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void GameList::SetFilterFocus() {
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void GameList::SetFilterFocus() {
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@ -397,6 +396,10 @@ void GameList::ClearFilter() {
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search_field->clear();
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search_field->clear();
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}
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}
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void GameList::WorkerEvent() {
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current_worker->ProcessEvents(this);
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}
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void GameList::AddDirEntry(GameListDir* entry_items) {
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void GameList::AddDirEntry(GameListDir* entry_items) {
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item_model->invisibleRootItem()->appendRow(entry_items);
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item_model->invisibleRootItem()->appendRow(entry_items);
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tree_view->setExpanded(
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tree_view->setExpanded(
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@ -826,28 +829,21 @@ void GameList::PopulateAsync(QVector<UISettings::GameDir>& game_dirs) {
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tree_view->setColumnHidden(COLUMN_SIZE, !UISettings::values.show_size);
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tree_view->setColumnHidden(COLUMN_SIZE, !UISettings::values.show_size);
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tree_view->setColumnHidden(COLUMN_PLAY_TIME, !UISettings::values.show_play_time);
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tree_view->setColumnHidden(COLUMN_PLAY_TIME, !UISettings::values.show_play_time);
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// Before deleting rows, cancel the worker so that it is not using them
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// Cancel any existing worker.
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emit ShouldCancelWorker();
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current_worker.reset();
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// Delete any rows that might already exist if we're repopulating
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// Delete any rows that might already exist if we're repopulating
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item_model->removeRows(0, item_model->rowCount());
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item_model->removeRows(0, item_model->rowCount());
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search_field->clear();
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search_field->clear();
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GameListWorker* worker =
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current_worker = std::make_unique<GameListWorker>(vfs, provider, game_dirs, compatibility_list,
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new GameListWorker(vfs, provider, game_dirs, compatibility_list, play_time_manager, system);
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play_time_manager, system);
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connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
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// Get events from the worker as data becomes available
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connect(worker, &GameListWorker::DirEntryReady, this, &GameList::AddDirEntry,
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connect(current_worker.get(), &GameListWorker::DataAvailable, this, &GameList::WorkerEvent,
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Qt::QueuedConnection);
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Qt::QueuedConnection);
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connect(worker, &GameListWorker::Finished, this, &GameList::DonePopulating,
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Qt::QueuedConnection);
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// Use DirectConnection here because worker->Cancel() is thread-safe and we want it to
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// cancel without delay.
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connect(this, &GameList::ShouldCancelWorker, worker, &GameListWorker::Cancel,
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Qt::DirectConnection);
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QThreadPool::globalInstance()->start(worker);
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QThreadPool::globalInstance()->start(current_worker.get());
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current_worker = std::move(worker);
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}
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}
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void GameList::SaveInterfaceLayout() {
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void GameList::SaveInterfaceLayout() {
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@ -109,7 +109,6 @@ signals:
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void BootGame(const QString& game_path, u64 program_id, std::size_t program_index,
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void BootGame(const QString& game_path, u64 program_id, std::size_t program_index,
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StartGameType type, AmLaunchType launch_type);
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StartGameType type, AmLaunchType launch_type);
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void GameChosen(const QString& game_path, const u64 title_id = 0);
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void GameChosen(const QString& game_path, const u64 title_id = 0);
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void ShouldCancelWorker();
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void OpenFolderRequested(u64 program_id, GameListOpenTarget target,
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void OpenFolderRequested(u64 program_id, GameListOpenTarget target,
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const std::string& game_path);
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const std::string& game_path);
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void OpenTransferableShaderCacheRequested(u64 program_id);
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void OpenTransferableShaderCacheRequested(u64 program_id);
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@ -138,11 +137,16 @@ private slots:
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void OnUpdateThemedIcons();
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void OnUpdateThemedIcons();
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private:
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private:
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friend class GameListWorker;
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void WorkerEvent();
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void AddDirEntry(GameListDir* entry_items);
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void AddDirEntry(GameListDir* entry_items);
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void AddEntry(const QList<QStandardItem*>& entry_items, GameListDir* parent);
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void AddEntry(const QList<QStandardItem*>& entry_items, GameListDir* parent);
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void ValidateEntry(const QModelIndex& item);
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void DonePopulating(const QStringList& watch_list);
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void DonePopulating(const QStringList& watch_list);
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private:
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void ValidateEntry(const QModelIndex& item);
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void RefreshGameDirectory();
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void RefreshGameDirectory();
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void ToggleFavorite(u64 program_id);
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void ToggleFavorite(u64 program_id);
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@ -165,7 +169,7 @@ private:
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QVBoxLayout* layout = nullptr;
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QVBoxLayout* layout = nullptr;
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QTreeView* tree_view = nullptr;
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QTreeView* tree_view = nullptr;
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QStandardItemModel* item_model = nullptr;
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QStandardItemModel* item_model = nullptr;
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GameListWorker* current_worker = nullptr;
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std::unique_ptr<GameListWorker> current_worker;
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QFileSystemWatcher* watcher = nullptr;
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QFileSystemWatcher* watcher = nullptr;
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ControllerNavigation* controller_navigation = nullptr;
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ControllerNavigation* controller_navigation = nullptr;
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CompatibilityList compatibility_list;
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CompatibilityList compatibility_list;
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@ -233,10 +233,53 @@ GameListWorker::GameListWorker(FileSys::VirtualFilesystem vfs_,
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const PlayTime::PlayTimeManager& play_time_manager_,
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const PlayTime::PlayTimeManager& play_time_manager_,
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Core::System& system_)
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Core::System& system_)
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: vfs{std::move(vfs_)}, provider{provider_}, game_dirs{game_dirs_},
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: vfs{std::move(vfs_)}, provider{provider_}, game_dirs{game_dirs_},
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compatibility_list{compatibility_list_},
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compatibility_list{compatibility_list_}, play_time_manager{play_time_manager_}, system{
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play_time_manager{play_time_manager_}, system{system_} {}
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system_} {
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// We want the game list to manage our lifetime.
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setAutoDelete(false);
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}
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GameListWorker::~GameListWorker() = default;
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GameListWorker::~GameListWorker() {
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this->disconnect();
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stop_requested.store(true);
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processing_completed.Wait();
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}
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void GameListWorker::ProcessEvents(GameList* game_list) {
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while (true) {
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std::function<void(GameList*)> func;
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{
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// Lock queue to protect concurrent modification.
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std::scoped_lock lk(lock);
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// If we can't pop a function, return.
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if (queued_events.empty()) {
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return;
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}
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// Pop a function.
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func = std::move(queued_events.back());
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queued_events.pop_back();
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}
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// Run the function.
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func(game_list);
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}
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}
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template <typename F>
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void GameListWorker::RecordEvent(F&& func) {
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{
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// Lock queue to protect concurrent modification.
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std::scoped_lock lk(lock);
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// Add the function into the front of the queue.
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queued_events.emplace_front(std::move(func));
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}
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// Data now available.
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emit DataAvailable();
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}
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void GameListWorker::AddTitlesToGameList(GameListDir* parent_dir) {
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void GameListWorker::AddTitlesToGameList(GameListDir* parent_dir) {
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using namespace FileSys;
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using namespace FileSys;
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@ -284,9 +327,9 @@ void GameListWorker::AddTitlesToGameList(GameListDir* parent_dir) {
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GetMetadataFromControlNCA(patch, *control, icon, name);
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GetMetadataFromControlNCA(patch, *control, icon, name);
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}
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}
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emit EntryReady(MakeGameListEntry(file->GetFullPath(), name, file->GetSize(), icon, *loader,
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auto entry = MakeGameListEntry(file->GetFullPath(), name, file->GetSize(), icon, *loader,
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program_id, compatibility_list, play_time_manager, patch),
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program_id, compatibility_list, play_time_manager, patch);
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parent_dir);
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RecordEvent([=](GameList* game_list) { game_list->AddEntry(entry, parent_dir); });
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}
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}
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}
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}
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@ -360,11 +403,12 @@ void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_pa
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const FileSys::PatchManager patch{id, system.GetFileSystemController(),
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const FileSys::PatchManager patch{id, system.GetFileSystemController(),
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system.GetContentProvider()};
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system.GetContentProvider()};
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emit EntryReady(MakeGameListEntry(physical_name, name,
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auto entry = MakeGameListEntry(
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Common::FS::GetSize(physical_name), icon,
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physical_name, name, Common::FS::GetSize(physical_name), icon, *loader,
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*loader, id, compatibility_list,
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id, compatibility_list, play_time_manager, patch);
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play_time_manager, patch),
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parent_dir);
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RecordEvent(
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[=](GameList* game_list) { game_list->AddEntry(entry, parent_dir); });
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}
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}
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} else {
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} else {
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std::vector<u8> icon;
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std::vector<u8> icon;
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@ -376,11 +420,12 @@ void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_pa
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const FileSys::PatchManager patch{program_id, system.GetFileSystemController(),
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const FileSys::PatchManager patch{program_id, system.GetFileSystemController(),
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system.GetContentProvider()};
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system.GetContentProvider()};
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emit EntryReady(MakeGameListEntry(physical_name, name,
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auto entry = MakeGameListEntry(
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Common::FS::GetSize(physical_name), icon,
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physical_name, name, Common::FS::GetSize(physical_name), icon, *loader,
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*loader, program_id, compatibility_list,
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program_id, compatibility_list, play_time_manager, patch);
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play_time_manager, patch),
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parent_dir);
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RecordEvent(
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[=](GameList* game_list) { game_list->AddEntry(entry, parent_dir); });
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}
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}
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}
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}
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} else if (is_dir) {
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} else if (is_dir) {
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@ -399,25 +444,34 @@ void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_pa
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}
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}
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void GameListWorker::run() {
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void GameListWorker::run() {
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watch_list.clear();
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provider->ClearAllEntries();
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provider->ClearAllEntries();
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const auto DirEntryReady = [&](GameListDir* game_list_dir) {
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RecordEvent([=](GameList* game_list) { game_list->AddDirEntry(game_list_dir); });
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};
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for (UISettings::GameDir& game_dir : game_dirs) {
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for (UISettings::GameDir& game_dir : game_dirs) {
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if (stop_requested) {
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break;
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}
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if (game_dir.path == QStringLiteral("SDMC")) {
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if (game_dir.path == QStringLiteral("SDMC")) {
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auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::SdmcDir);
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auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::SdmcDir);
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emit DirEntryReady(game_list_dir);
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DirEntryReady(game_list_dir);
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AddTitlesToGameList(game_list_dir);
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AddTitlesToGameList(game_list_dir);
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} else if (game_dir.path == QStringLiteral("UserNAND")) {
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} else if (game_dir.path == QStringLiteral("UserNAND")) {
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auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::UserNandDir);
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auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::UserNandDir);
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emit DirEntryReady(game_list_dir);
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DirEntryReady(game_list_dir);
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AddTitlesToGameList(game_list_dir);
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AddTitlesToGameList(game_list_dir);
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} else if (game_dir.path == QStringLiteral("SysNAND")) {
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} else if (game_dir.path == QStringLiteral("SysNAND")) {
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auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::SysNandDir);
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auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::SysNandDir);
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emit DirEntryReady(game_list_dir);
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DirEntryReady(game_list_dir);
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AddTitlesToGameList(game_list_dir);
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AddTitlesToGameList(game_list_dir);
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} else {
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} else {
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watch_list.append(game_dir.path);
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watch_list.append(game_dir.path);
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auto* const game_list_dir = new GameListDir(game_dir);
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auto* const game_list_dir = new GameListDir(game_dir);
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emit DirEntryReady(game_list_dir);
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DirEntryReady(game_list_dir);
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ScanFileSystem(ScanTarget::FillManualContentProvider, game_dir.path.toStdString(),
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ScanFileSystem(ScanTarget::FillManualContentProvider, game_dir.path.toStdString(),
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game_dir.deep_scan, game_list_dir);
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game_dir.deep_scan, game_list_dir);
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ScanFileSystem(ScanTarget::PopulateGameList, game_dir.path.toStdString(),
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ScanFileSystem(ScanTarget::PopulateGameList, game_dir.path.toStdString(),
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@ -425,12 +479,6 @@ void GameListWorker::run() {
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}
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}
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}
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}
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emit Finished(watch_list);
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RecordEvent([=](GameList* game_list) { game_list->DonePopulating(watch_list); });
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processing_completed.Set();
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processing_completed.Set();
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}
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}
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void GameListWorker::Cancel() {
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this->disconnect();
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stop_requested.store(true);
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processing_completed.Wait();
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}
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@ -4,6 +4,7 @@
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#pragma once
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#pragma once
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#include <atomic>
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#include <atomic>
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#include <deque>
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#include <memory>
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#include <memory>
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#include <string>
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#include <string>
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@ -20,6 +21,7 @@ namespace Core {
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class System;
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class System;
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}
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}
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class GameList;
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class QStandardItem;
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class QStandardItem;
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namespace FileSys {
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namespace FileSys {
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@ -46,24 +48,22 @@ public:
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/// Starts the processing of directory tree information.
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/// Starts the processing of directory tree information.
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void run() override;
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void run() override;
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/// Tells the worker that it should no longer continue processing. Thread-safe.
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public:
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void Cancel();
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/**
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* Synchronously processes any events queued by the worker.
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*
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* AddDirEntry is called on the game list for every discovered directory.
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* AddEntry is called on the game list for every discovered program.
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* DonePopulating is called on the game list when processing completes.
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*/
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void ProcessEvents(GameList* game_list);
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signals:
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signals:
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/**
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void DataAvailable();
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* The `EntryReady` signal is emitted once an entry has been prepared and is ready
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* to be added to the game list.
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* @param entry_items a list with `QStandardItem`s that make up the columns of the new
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* entry.
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*/
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void DirEntryReady(GameListDir* entry_items);
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void EntryReady(QList<QStandardItem*> entry_items, GameListDir* parent_dir);
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/**
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private:
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* After the worker has traversed the game directory looking for entries, this signal is
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template <typename F>
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* emitted with a list of folders that should be watched for changes as well.
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void RecordEvent(F&& func);
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*/
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void Finished(QStringList watch_list);
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private:
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private:
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void AddTitlesToGameList(GameListDir* parent_dir);
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void AddTitlesToGameList(GameListDir* parent_dir);
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@ -84,8 +84,11 @@ private:
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QStringList watch_list;
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QStringList watch_list;
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Common::Event processing_completed;
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std::mutex lock;
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std::condition_variable cv;
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std::deque<std::function<void(GameList*)>> queued_events;
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std::atomic_bool stop_requested = false;
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std::atomic_bool stop_requested = false;
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Common::Event processing_completed;
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Core::System& system;
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Core::System& system;
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};
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};
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