mirror of
https://github.com/RPCS3/rpcs3.git
synced 2024-11-26 04:32:35 +01:00
Qt: multi thread trophy loading
This commit is contained in:
parent
221508fa07
commit
56a249fd5a
@ -449,11 +449,11 @@ void game_list_frame::Refresh(const bool fromDrive, const bool scrollAfter)
|
||||
|
||||
QSet<QString> serials;
|
||||
|
||||
QList<int> indices;
|
||||
for (int i = 0; i < path_list.size(); ++i)
|
||||
QList<size_t> indices;
|
||||
for (size_t i = 0; i < path_list.size(); ++i)
|
||||
indices.append(i);
|
||||
|
||||
QtConcurrent::blockingMap(indices, [&](int& i)
|
||||
QtConcurrent::blockingMap(indices, [&](size_t& i)
|
||||
{
|
||||
const std::string dir = path_list[i];
|
||||
|
||||
@ -536,7 +536,6 @@ void game_list_frame::Refresh(const bool fromDrive, const bool scrollAfter)
|
||||
{
|
||||
LOG_FATAL(GENERAL, "Failed to update game list at %s\n%s thrown: %s", dir, typeid(e).name(), e.what());
|
||||
return;
|
||||
// Blame MSVC for double }}
|
||||
}
|
||||
});
|
||||
|
||||
|
@ -245,8 +245,8 @@ void save_manager_dialog::UpdateList()
|
||||
}
|
||||
|
||||
QList<int> indices;
|
||||
for (int i = 0; i < m_save_entries.size(); ++i)
|
||||
indices.append(i);
|
||||
for (size_t i = 0; i < m_save_entries.size(); ++i)
|
||||
indices.append(static_cast<int>(i));
|
||||
|
||||
QtConcurrent::blockingMap(indices, [this, currNotes](int& row)
|
||||
{
|
||||
|
@ -17,6 +17,7 @@
|
||||
#include "yaml-cpp/yaml.h"
|
||||
|
||||
#include <QtConcurrent>
|
||||
#include <QFutureWatcher>
|
||||
#include <QHeaderView>
|
||||
#include <QVBoxLayout>
|
||||
#include <QCheckBox>
|
||||
@ -332,20 +333,11 @@ trophy_manager_dialog::trophy_manager_dialog(std::shared_ptr<gui_settings> gui_s
|
||||
|
||||
RepaintUI(true);
|
||||
|
||||
StartTrophyLoadThread();
|
||||
StartTrophyLoadThreads();
|
||||
}
|
||||
|
||||
trophy_manager_dialog::~trophy_manager_dialog()
|
||||
{
|
||||
if (m_thread_state != TrophyThreadState::CLOSED)
|
||||
{
|
||||
TrophyThreadState expected = TrophyThreadState::RUNNING;
|
||||
m_thread_state.compare_exchange_strong(expected, TrophyThreadState::CLOSING);
|
||||
while (m_thread_state != TrophyThreadState::CLOSED)
|
||||
{
|
||||
std::this_thread::yield();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool trophy_manager_dialog::LoadTrophyFolderToDB(const std::string& trop_name)
|
||||
@ -652,46 +644,45 @@ void trophy_manager_dialog::ShowContextMenu(const QPoint& loc)
|
||||
menu->exec(globalPos);
|
||||
}
|
||||
|
||||
void trophy_manager_dialog::StartTrophyLoadThread()
|
||||
void trophy_manager_dialog::StartTrophyLoadThreads()
|
||||
{
|
||||
auto progressDialog = new QProgressDialog(
|
||||
tr("Loading trophy data, please wait..."), tr("Cancel"), 0, 1, this,
|
||||
Qt::Dialog | Qt::WindowTitleHint | Qt::CustomizeWindowHint);
|
||||
progressDialog->setWindowTitle(tr("Loading trophies"));
|
||||
connect(progressDialog, &QProgressDialog::canceled, [this]()
|
||||
{
|
||||
TrophyThreadState expected = TrophyThreadState::RUNNING;
|
||||
m_thread_state.compare_exchange_strong(expected, TrophyThreadState::CLOSING);
|
||||
this->close(); // It's pointless to show an empty window
|
||||
});
|
||||
progressDialog->show();
|
||||
m_trophies_db.clear();
|
||||
|
||||
auto trophyThread = new trophy_manager_dialog::trophy_load_thread(this);
|
||||
connect(trophyThread, &QThread::finished, trophyThread, &QThread::deleteLater);
|
||||
connect(trophyThread, &QThread::finished, progressDialog, &QProgressDialog::deleteLater);
|
||||
connect(trophyThread, &trophy_manager_dialog::trophy_load_thread::TotalCountChanged, progressDialog, &QProgressDialog::setMaximum);
|
||||
connect(trophyThread, &trophy_manager_dialog::trophy_load_thread::ProcessedCountChanged, progressDialog, &QProgressDialog::setValue);
|
||||
connect(trophyThread, &trophy_manager_dialog::trophy_load_thread::FinishedSuccessfully, [this]() { RepaintUI(true); });
|
||||
m_thread_state = TrophyThreadState::RUNNING;
|
||||
trophyThread->start();
|
||||
}
|
||||
|
||||
void trophy_manager_dialog::trophy_load_thread::run()
|
||||
{
|
||||
m_manager->m_trophies_db.clear();
|
||||
|
||||
QDir trophy_dir(qstr(vfs::get(m_manager->m_trophy_dir)));
|
||||
QDir trophy_dir(qstr(vfs::get(m_trophy_dir)));
|
||||
const auto folder_list = trophy_dir.entryList(QDir::Dirs | QDir::NoDotAndDotDot);
|
||||
const int count = folder_list.count();
|
||||
Q_EMIT TotalCountChanged(count);
|
||||
|
||||
for (int i = 0; m_manager->m_thread_state == TrophyThreadState::RUNNING && i < count; i++)
|
||||
if (count <= 0)
|
||||
{
|
||||
std::string dir_name = sstr(folder_list.value(i));
|
||||
RepaintUI(true);
|
||||
return;
|
||||
}
|
||||
|
||||
QList<int> indices;
|
||||
for (int i = 0; i < count; ++i)
|
||||
indices.append(i);
|
||||
|
||||
QFutureWatcher<void> futureWatcher;
|
||||
|
||||
QProgressDialog progressDialog(tr("Loading trophy data, please wait..."), tr("Cancel"), 0, 1, this, Qt::Dialog | Qt::WindowTitleHint | Qt::CustomizeWindowHint);
|
||||
progressDialog.setWindowTitle(tr("Loading trophies"));
|
||||
|
||||
connect(&futureWatcher, &QFutureWatcher<void>::progressRangeChanged, &progressDialog, &QProgressDialog::setRange);
|
||||
connect(&futureWatcher, &QFutureWatcher<void>::progressValueChanged, &progressDialog, &QProgressDialog::setValue);
|
||||
connect(&futureWatcher, &QFutureWatcher<void>::finished, [this]() { RepaintUI(true); });
|
||||
connect(&progressDialog, &QProgressDialog::canceled, [this, &futureWatcher]()
|
||||
{
|
||||
futureWatcher.cancel();
|
||||
this->close(); // It's pointless to show an empty window
|
||||
});
|
||||
|
||||
futureWatcher.setFuture(QtConcurrent::map(indices, [this, folder_list, &progressDialog](const int& i)
|
||||
{
|
||||
const std::string dir_name = sstr(folder_list.value(i));
|
||||
LOG_TRACE(GENERAL, "Loading trophy dir: %s", dir_name);
|
||||
try
|
||||
{
|
||||
m_manager->LoadTrophyFolderToDB(dir_name);
|
||||
LoadTrophyFolderToDB(dir_name);
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
@ -699,15 +690,11 @@ void trophy_manager_dialog::trophy_load_thread::run()
|
||||
// Also add a way of showing the number of corrupted/invalid folders in UI somewhere.
|
||||
LOG_ERROR(GENERAL, "Exception occurred while parsing folder %s for trophies: %s", dir_name, e.what());
|
||||
}
|
||||
Q_EMIT ProcessedCountChanged(i + 1);
|
||||
}
|
||||
}));
|
||||
|
||||
if (m_manager->m_thread_state == TrophyThreadState::RUNNING)
|
||||
{
|
||||
Q_EMIT FinishedSuccessfully();
|
||||
}
|
||||
progressDialog.exec();
|
||||
|
||||
m_manager->m_thread_state = TrophyThreadState::CLOSED;
|
||||
futureWatcher.waitForFinished();
|
||||
}
|
||||
|
||||
void trophy_manager_dialog::PopulateGameTable()
|
||||
@ -721,15 +708,16 @@ void trophy_manager_dialog::PopulateGameTable()
|
||||
|
||||
QList<QString> names;
|
||||
QList<int> indices;
|
||||
for (int i = 0; i < m_trophies_db.size(); ++i)
|
||||
for (size_t i = 0; i < m_trophies_db.size(); ++i)
|
||||
{
|
||||
const int index = static_cast<int>(i);
|
||||
const QString name = qstr(m_trophies_db[i]->game_name).simplified();
|
||||
m_game_combo->addItem(name, i);
|
||||
m_game_combo->addItem(name, index);
|
||||
names.append(name);
|
||||
indices.append(i);
|
||||
indices.append(index);
|
||||
}
|
||||
|
||||
QtConcurrent::blockingMap(indices, [this, names](int& i)
|
||||
QtConcurrent::blockingMap(indices, [this, &names](int& i)
|
||||
{
|
||||
const int all_trophies = m_trophies_db[i]->trop_usr->GetTrophiesCount();
|
||||
const int unlocked_trophies = m_trophies_db[i]->trop_usr->GetUnlockedTrophiesCount();
|
||||
|
@ -45,13 +45,6 @@ enum GameColumns
|
||||
GameColumnsCount
|
||||
};
|
||||
|
||||
enum TrophyThreadState
|
||||
{
|
||||
RUNNING,
|
||||
CLOSING,
|
||||
CLOSED
|
||||
};
|
||||
|
||||
class trophy_manager_dialog : public QWidget
|
||||
{
|
||||
Q_OBJECT
|
||||
@ -82,8 +75,8 @@ private:
|
||||
*/
|
||||
bool LoadTrophyFolderToDB(const std::string& trop_name);
|
||||
|
||||
/** Populate the trophy database (in another thread). */
|
||||
void StartTrophyLoadThread();
|
||||
/** Populate the trophy database (multithreaded). */
|
||||
void StartTrophyLoadThreads();
|
||||
|
||||
/** Fills game table with information.
|
||||
Takes results from LoadTrophyFolderToDB and puts it into the UI.
|
||||
@ -110,9 +103,6 @@ private:
|
||||
QTableWidget* m_trophy_table; //! UI element to display trophy stuff.
|
||||
QTableWidget* m_game_table; //! UI element to display games.
|
||||
|
||||
class trophy_load_thread; //Qt cannot parse nested classes, declaration is below
|
||||
std::atomic<TrophyThreadState> m_thread_state = TrophyThreadState::CLOSED;
|
||||
|
||||
bool m_show_hidden_trophies = false;
|
||||
bool m_show_unlocked_trophies = true;
|
||||
bool m_show_locked_trophies = true;
|
||||
@ -132,20 +122,3 @@ private:
|
||||
QSlider* m_game_icon_slider = nullptr;
|
||||
QColor m_game_icon_color;
|
||||
};
|
||||
|
||||
class trophy_manager_dialog::trophy_load_thread : public QThread
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
explicit trophy_load_thread(trophy_manager_dialog *manager) : m_manager(manager) {}
|
||||
void run() override;
|
||||
|
||||
Q_SIGNALS:
|
||||
void TotalCountChanged(int count);
|
||||
void ProcessedCountChanged(int processed);
|
||||
void FinishedSuccessfully();
|
||||
|
||||
private:
|
||||
trophy_manager_dialog *m_manager;
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user