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authorliamwhite <liamwhite@users.noreply.github.com>2023-10-29 16:25:22 +0100
committerGitHub <noreply@github.com>2023-10-29 16:25:22 +0100
commit911d2216be8c46b7c6106e26872110f3343d28fb (patch)
tree2bee115541d8ec0042762554e5a63ddc72483c38 /src
parentMerge pull request #11862 from liamwhite/pascal-robust (diff)
parentqt: fix game list shutdown crash (diff)
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Diffstat (limited to 'src')
-rw-r--r--src/yuzu/game_list.cpp26
-rw-r--r--src/yuzu/game_list.h10
-rw-r--r--src/yuzu/game_list_worker.cpp102
-rw-r--r--src/yuzu/game_list_worker.h35
4 files changed, 112 insertions, 61 deletions
diff --git a/src/yuzu/game_list.cpp b/src/yuzu/game_list.cpp
index 2bb1a0239..7e7d8e252 100644
--- a/src/yuzu/game_list.cpp
+++ b/src/yuzu/game_list.cpp
@@ -380,7 +380,6 @@ void GameList::UnloadController() {
GameList::~GameList() {
UnloadController();
- emit ShouldCancelWorker();
}
void GameList::SetFilterFocus() {
@@ -397,6 +396,10 @@ void GameList::ClearFilter() {
search_field->clear();
}
+void GameList::WorkerEvent() {
+ current_worker->ProcessEvents(this);
+}
+
void GameList::AddDirEntry(GameListDir* entry_items) {
item_model->invisibleRootItem()->appendRow(entry_items);
tree_view->setExpanded(
@@ -826,28 +829,21 @@ void GameList::PopulateAsync(QVector<UISettings::GameDir>& game_dirs) {
tree_view->setColumnHidden(COLUMN_SIZE, !UISettings::values.show_size);
tree_view->setColumnHidden(COLUMN_PLAY_TIME, !UISettings::values.show_play_time);
- // Before deleting rows, cancel the worker so that it is not using them
- emit ShouldCancelWorker();
+ // Cancel any existing worker.
+ current_worker.reset();
// Delete any rows that might already exist if we're repopulating
item_model->removeRows(0, item_model->rowCount());
search_field->clear();
- GameListWorker* worker =
- new GameListWorker(vfs, provider, game_dirs, compatibility_list, play_time_manager, system);
+ current_worker = std::make_unique<GameListWorker>(vfs, provider, game_dirs, compatibility_list,
+ play_time_manager, system);
- connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
- connect(worker, &GameListWorker::DirEntryReady, this, &GameList::AddDirEntry,
- Qt::QueuedConnection);
- connect(worker, &GameListWorker::Finished, this, &GameList::DonePopulating,
+ // Get events from the worker as data becomes available
+ connect(current_worker.get(), &GameListWorker::DataAvailable, this, &GameList::WorkerEvent,
Qt::QueuedConnection);
- // Use DirectConnection here because worker->Cancel() is thread-safe and we want it to
- // cancel without delay.
- connect(this, &GameList::ShouldCancelWorker, worker, &GameListWorker::Cancel,
- Qt::DirectConnection);
- QThreadPool::globalInstance()->start(worker);
- current_worker = std::move(worker);
+ QThreadPool::globalInstance()->start(current_worker.get());
}
void GameList::SaveInterfaceLayout() {
diff --git a/src/yuzu/game_list.h b/src/yuzu/game_list.h
index 712570cea..563a3a35b 100644
--- a/src/yuzu/game_list.h
+++ b/src/yuzu/game_list.h
@@ -109,7 +109,6 @@ signals:
void BootGame(const QString& game_path, u64 program_id, std::size_t program_index,
StartGameType type, AmLaunchType launch_type);
void GameChosen(const QString& game_path, const u64 title_id = 0);
- void ShouldCancelWorker();
void OpenFolderRequested(u64 program_id, GameListOpenTarget target,
const std::string& game_path);
void OpenTransferableShaderCacheRequested(u64 program_id);
@@ -138,11 +137,16 @@ private slots:
void OnUpdateThemedIcons();
private:
+ friend class GameListWorker;
+ void WorkerEvent();
+
void AddDirEntry(GameListDir* entry_items);
void AddEntry(const QList<QStandardItem*>& entry_items, GameListDir* parent);
- void ValidateEntry(const QModelIndex& item);
void DonePopulating(const QStringList& watch_list);
+private:
+ void ValidateEntry(const QModelIndex& item);
+
void RefreshGameDirectory();
void ToggleFavorite(u64 program_id);
@@ -165,7 +169,7 @@ private:
QVBoxLayout* layout = nullptr;
QTreeView* tree_view = nullptr;
QStandardItemModel* item_model = nullptr;
- GameListWorker* current_worker = nullptr;
+ std::unique_ptr<GameListWorker> current_worker;
QFileSystemWatcher* watcher = nullptr;
ControllerNavigation* controller_navigation = nullptr;
CompatibilityList compatibility_list;
diff --git a/src/yuzu/game_list_worker.cpp b/src/yuzu/game_list_worker.cpp
index 077ced12b..69be21027 100644
--- a/src/yuzu/game_list_worker.cpp
+++ b/src/yuzu/game_list_worker.cpp
@@ -233,10 +233,53 @@ GameListWorker::GameListWorker(FileSys::VirtualFilesystem vfs_,
const PlayTime::PlayTimeManager& play_time_manager_,
Core::System& system_)
: vfs{std::move(vfs_)}, provider{provider_}, game_dirs{game_dirs_},
- compatibility_list{compatibility_list_},
- play_time_manager{play_time_manager_}, system{system_} {}
+ compatibility_list{compatibility_list_}, play_time_manager{play_time_manager_}, system{
+ system_} {
+ // We want the game list to manage our lifetime.
+ setAutoDelete(false);
+}
+
+GameListWorker::~GameListWorker() {
+ this->disconnect();
+ stop_requested.store(true);
+ processing_completed.Wait();
+}
+
+void GameListWorker::ProcessEvents(GameList* game_list) {
+ while (true) {
+ std::function<void(GameList*)> func;
+ {
+ // Lock queue to protect concurrent modification.
+ std::scoped_lock lk(lock);
+
+ // If we can't pop a function, return.
+ if (queued_events.empty()) {
+ return;
+ }
+
+ // Pop a function.
+ func = std::move(queued_events.back());
+ queued_events.pop_back();
+ }
+
+ // Run the function.
+ func(game_list);
+ }
+}
+
+template <typename F>
+void GameListWorker::RecordEvent(F&& func) {
+ {
+ // Lock queue to protect concurrent modification.
+ std::scoped_lock lk(lock);
-GameListWorker::~GameListWorker() = default;
+ // Add the function into the front of the queue.
+ queued_events.emplace_front(std::move(func));
+ }
+
+ // Data now available.
+ emit DataAvailable();
+}
void GameListWorker::AddTitlesToGameList(GameListDir* parent_dir) {
using namespace FileSys;
@@ -284,9 +327,9 @@ void GameListWorker::AddTitlesToGameList(GameListDir* parent_dir) {
GetMetadataFromControlNCA(patch, *control, icon, name);
}
- emit EntryReady(MakeGameListEntry(file->GetFullPath(), name, file->GetSize(), icon, *loader,
- program_id, compatibility_list, play_time_manager, patch),
- parent_dir);
+ auto entry = MakeGameListEntry(file->GetFullPath(), name, file->GetSize(), icon, *loader,
+ program_id, compatibility_list, play_time_manager, patch);
+ RecordEvent([=](GameList* game_list) { game_list->AddEntry(entry, parent_dir); });
}
}
@@ -360,11 +403,12 @@ void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_pa
const FileSys::PatchManager patch{id, system.GetFileSystemController(),
system.GetContentProvider()};
- emit EntryReady(MakeGameListEntry(physical_name, name,
- Common::FS::GetSize(physical_name), icon,
- *loader, id, compatibility_list,
- play_time_manager, patch),
- parent_dir);
+ auto entry = MakeGameListEntry(
+ physical_name, name, Common::FS::GetSize(physical_name), icon, *loader,
+ id, compatibility_list, play_time_manager, patch);
+
+ RecordEvent(
+ [=](GameList* game_list) { game_list->AddEntry(entry, parent_dir); });
}
} else {
std::vector<u8> icon;
@@ -376,11 +420,12 @@ void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_pa
const FileSys::PatchManager patch{program_id, system.GetFileSystemController(),
system.GetContentProvider()};
- emit EntryReady(MakeGameListEntry(physical_name, name,
- Common::FS::GetSize(physical_name), icon,
- *loader, program_id, compatibility_list,
- play_time_manager, patch),
- parent_dir);
+ auto entry = MakeGameListEntry(
+ physical_name, name, Common::FS::GetSize(physical_name), icon, *loader,
+ program_id, compatibility_list, play_time_manager, patch);
+
+ RecordEvent(
+ [=](GameList* game_list) { game_list->AddEntry(entry, parent_dir); });
}
}
} else if (is_dir) {
@@ -399,25 +444,34 @@ void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_pa
}
void GameListWorker::run() {
+ watch_list.clear();
provider->ClearAllEntries();
+ const auto DirEntryReady = [&](GameListDir* game_list_dir) {
+ RecordEvent([=](GameList* game_list) { game_list->AddDirEntry(game_list_dir); });
+ };
+
for (UISettings::GameDir& game_dir : game_dirs) {
+ if (stop_requested) {
+ break;
+ }
+
if (game_dir.path == QStringLiteral("SDMC")) {
auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::SdmcDir);
- emit DirEntryReady(game_list_dir);
+ DirEntryReady(game_list_dir);
AddTitlesToGameList(game_list_dir);
} else if (game_dir.path == QStringLiteral("UserNAND")) {
auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::UserNandDir);
- emit DirEntryReady(game_list_dir);
+ DirEntryReady(game_list_dir);
AddTitlesToGameList(game_list_dir);
} else if (game_dir.path == QStringLiteral("SysNAND")) {
auto* const game_list_dir = new GameListDir(game_dir, GameListItemType::SysNandDir);
- emit DirEntryReady(game_list_dir);
+ DirEntryReady(game_list_dir);
AddTitlesToGameList(game_list_dir);
} else {
watch_list.append(game_dir.path);
auto* const game_list_dir = new GameListDir(game_dir);
- emit DirEntryReady(game_list_dir);
+ DirEntryReady(game_list_dir);
ScanFileSystem(ScanTarget::FillManualContentProvider, game_dir.path.toStdString(),
game_dir.deep_scan, game_list_dir);
ScanFileSystem(ScanTarget::PopulateGameList, game_dir.path.toStdString(),
@@ -425,12 +479,6 @@ void GameListWorker::run() {
}
}
- emit Finished(watch_list);
+ RecordEvent([=](GameList* game_list) { game_list->DonePopulating(watch_list); });
processing_completed.Set();
}
-
-void GameListWorker::Cancel() {
- this->disconnect();
- stop_requested.store(true);
- processing_completed.Wait();
-}
diff --git a/src/yuzu/game_list_worker.h b/src/yuzu/game_list_worker.h
index 54dc05e30..d5990fcde 100644
--- a/src/yuzu/game_list_worker.h
+++ b/src/yuzu/game_list_worker.h
@@ -4,6 +4,7 @@
#pragma once
#include <atomic>
+#include <deque>
#include <memory>
#include <string>
@@ -20,6 +21,7 @@ namespace Core {
class System;
}
+class GameList;
class QStandardItem;
namespace FileSys {
@@ -46,24 +48,22 @@ public:
/// Starts the processing of directory tree information.
void run() override;
- /// Tells the worker that it should no longer continue processing. Thread-safe.
- void Cancel();
-
-signals:
+public:
/**
- * The `EntryReady` signal is emitted once an entry has been prepared and is ready
- * to be added to the game list.
- * @param entry_items a list with `QStandardItem`s that make up the columns of the new
- * entry.
+ * Synchronously processes any events queued by the worker.
+ *
+ * AddDirEntry is called on the game list for every discovered directory.
+ * AddEntry is called on the game list for every discovered program.
+ * DonePopulating is called on the game list when processing completes.
*/
- void DirEntryReady(GameListDir* entry_items);
- void EntryReady(QList<QStandardItem*> entry_items, GameListDir* parent_dir);
+ void ProcessEvents(GameList* game_list);
- /**
- * After the worker has traversed the game directory looking for entries, this signal is
- * emitted with a list of folders that should be watched for changes as well.
- */
- void Finished(QStringList watch_list);
+signals:
+ void DataAvailable();
+
+private:
+ template <typename F>
+ void RecordEvent(F&& func);
private:
void AddTitlesToGameList(GameListDir* parent_dir);
@@ -84,8 +84,11 @@ private:
QStringList watch_list;
- Common::Event processing_completed;
+ std::mutex lock;
+ std::condition_variable cv;
+ std::deque<std::function<void(GameList*)>> queued_events;
std::atomic_bool stop_requested = false;
+ Common::Event processing_completed;
Core::System& system;
};