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@@ -2,6 +2,7 @@
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// Licensed under GPLv2 or any later version
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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// Refer to the license.txt file included.
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+#include <QApplication>
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#include <QFileInfo>
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#include <QFileInfo>
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#include <QHeaderView>
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#include <QHeaderView>
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#include <QKeyEvent>
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#include <QKeyEvent>
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@@ -194,6 +195,9 @@ void GameList::onFilterCloseClicked() {
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}
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}
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GameList::GameList(GMainWindow* parent) : QWidget{parent} {
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GameList::GameList(GMainWindow* parent) : QWidget{parent} {
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+ watcher = new QFileSystemWatcher(this);
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+ connect(watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory);
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+
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this->main_window = parent;
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this->main_window = parent;
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layout = new QVBoxLayout;
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layout = new QVBoxLayout;
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tree_view = new QTreeView;
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tree_view = new QTreeView;
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@@ -218,7 +222,6 @@ GameList::GameList(GMainWindow* 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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@@ -269,7 +272,22 @@ void GameList::ValidateEntry(const QModelIndex& item) {
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emit GameChosen(file_path);
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emit GameChosen(file_path);
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}
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}
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-void GameList::DonePopulating() {
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+void GameList::DonePopulating(QStringList watch_list) {
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+ // Clear out the old directories to watch for changes and add the new ones
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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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+ // Workaround: Add the watch paths in chunks to allow the gui to refresh
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+ // This prevents the UI from stalling when a large number of watch paths are added
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+ // Also artificially caps the watcher to a certain number of directories
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+ constexpr int LIMIT_WATCH_DIRECTORIES = 5000;
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+ constexpr int SLICE_SIZE = 25;
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+ int len = std::min(watch_list.length(), LIMIT_WATCH_DIRECTORIES);
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+ for (int i = 0; i < len; i += SLICE_SIZE) {
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+ watcher->addPaths(watch_list.mid(i, i + SLICE_SIZE));
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+ QCoreApplication::processEvents();
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+ }
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tree_view->setEnabled(true);
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tree_view->setEnabled(true);
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int rowCount = tree_view->model()->rowCount();
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int rowCount = tree_view->model()->rowCount();
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search_field->setFilterResult(rowCount, rowCount);
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search_field->setFilterResult(rowCount, rowCount);
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@@ -309,11 +327,6 @@ void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
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emit ShouldCancelWorker();
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emit ShouldCancelWorker();
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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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@@ -359,38 +372,6 @@ void GameList::RefreshGameDirectory() {
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}
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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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@@ -399,7 +380,8 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
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if (stop_processing)
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if (stop_processing)
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return false; // Breaks the callback loop.
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return false; // Breaks the callback loop.
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- if (!FileUtil::IsDirectory(physical_name) && HasSupportedFileExtension(physical_name)) {
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+ bool is_dir = FileUtil::IsDirectory(physical_name);
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+ if (!is_dir && HasSupportedFileExtension(physical_name)) {
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std::unique_ptr<Loader::AppLoader> loader = Loader::GetLoader(physical_name);
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std::unique_ptr<Loader::AppLoader> loader = Loader::GetLoader(physical_name);
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if (!loader)
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if (!loader)
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return true;
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return true;
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@@ -416,7 +398,8 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
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QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
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QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
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new GameListItemSize(FileUtil::GetSize(physical_name)),
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new GameListItemSize(FileUtil::GetSize(physical_name)),
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});
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});
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- } else if (recursion > 0) {
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+ } else if (is_dir && recursion > 0) {
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+ watch_list.append(QString::fromStdString(physical_name));
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AddFstEntriesToGameList(physical_name, recursion - 1);
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AddFstEntriesToGameList(physical_name, recursion - 1);
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}
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}
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@@ -428,8 +411,9 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
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void GameListWorker::run() {
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void GameListWorker::run() {
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stop_processing = false;
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stop_processing = false;
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+ watch_list.append(dir_path);
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AddFstEntriesToGameList(dir_path.toStdString(), deep_scan ? 256 : 0);
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AddFstEntriesToGameList(dir_path.toStdString(), deep_scan ? 256 : 0);
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- emit Finished();
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+ emit Finished(watch_list);
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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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