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@@ -39,6 +39,7 @@ GameList::GameList(QWidget* parent) : QWidget{parent} {
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connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
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connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
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connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
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connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
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+ connect(&watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory);
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// We must register all custom types with the Qt Automoc system so that we are able to use it
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// We must register all custom types with the Qt Automoc system so that we are able to use it
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// with signals/slots. In this case, QList falls under the umbrells of custom types.
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// with signals/slots. In this case, QList falls under the umbrells of custom types.
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@@ -103,6 +104,12 @@ void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
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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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emit ShouldCancelWorker();
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emit ShouldCancelWorker();
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+
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+ auto watch_dirs = watcher.directories();
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+ if (!watch_dirs.isEmpty()) {
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+ watcher.removePaths(watch_dirs);
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+ }
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+ UpdateWatcherList(dir_path.toStdString(), deep_scan ? 256 : 0);
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GameListWorker* worker = new GameListWorker(dir_path, deep_scan);
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GameListWorker* worker = new GameListWorker(dir_path, deep_scan);
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connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
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connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
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@@ -140,6 +147,45 @@ static bool HasSupportedFileExtension(const std::string& file_name) {
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return GameList::supported_file_extensions.contains(file.suffix(), Qt::CaseInsensitive);
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return GameList::supported_file_extensions.contains(file.suffix(), Qt::CaseInsensitive);
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}
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}
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+void GameList::RefreshGameDirectory() {
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+ if (!UISettings::values.gamedir.isEmpty() && current_worker != nullptr) {
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+ LOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
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+ PopulateAsync(UISettings::values.gamedir, UISettings::values.gamedir_deepscan);
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+ }
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+}
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+
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+/**
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+ * Adds the game list folder to the QFileSystemWatcher to check for updates.
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+ *
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+ * The file watcher will fire off an update to the game list when a change is detected in the game
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+ * list folder.
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+ *
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+ * Notice: This method is run on the UI thread because QFileSystemWatcher is not thread safe and
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+ * this function is fast enough to not stall the UI thread. If performance is an issue, it should
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+ * be moved to another thread and properly locked to prevent concurrency issues.
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+ *
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+ * @param dir folder to check for changes in
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+ * @param recursion 0 if recursion is disabled. Any positive number passed to this will add each
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+ * directory recursively to the watcher and will update the file list if any of the folders
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+ * change. The number determines how deep the recursion should traverse.
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+ */
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+void GameList::UpdateWatcherList(const std::string& dir, unsigned int recursion) {
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+ const auto callback = [this, recursion](unsigned* num_entries_out, const std::string& directory,
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+ const std::string& virtual_name) -> bool {
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+ std::string physical_name = directory + DIR_SEP + virtual_name;
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+
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+ if (FileUtil::IsDirectory(physical_name)) {
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+ UpdateWatcherList(physical_name, recursion - 1);
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+ }
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+ return true;
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+ };
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+
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+ watcher.addPath(QString::fromStdString(dir));
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+ if (recursion > 0) {
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+ FileUtil::ForeachDirectoryEntry(nullptr, dir, callback);
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+ }
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+}
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+
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void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion) {
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void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion) {
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const auto callback = [this, recursion](unsigned* num_entries_out, const std::string& directory,
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const auto callback = [this, recursion](unsigned* num_entries_out, const std::string& directory,
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const std::string& virtual_name) -> bool {
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const std::string& virtual_name) -> bool {
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@@ -182,6 +228,6 @@ void GameListWorker::run() {
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}
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}
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void GameListWorker::Cancel() {
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void GameListWorker::Cancel() {
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- disconnect(this, nullptr, nullptr, nullptr);
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+ this->disconnect();
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stop_processing = true;
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stop_processing = true;
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}
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}
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