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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-30 01:29:42 -06:00
Use UICommon's game list code on Android
Deduplicates code, and gets rid of some problems the old code had (such as: bad performance when calling native functions, only one disc showing up for multi-disc games, Wii banners being low-res, unnecessarily much effort being needed for adding more metadata).
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@ -78,8 +78,15 @@ const std::string& GameFile::Lookup(DiscIO::Language language,
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const std::string&
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GameFile::LookupUsingConfigLanguage(const std::map<DiscIO::Language, std::string>& strings) const
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{
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#ifdef ANDROID
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// TODO: Make the Android app load the config at app start instead of emulation start
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// so that we can access the user's preference here
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const DiscIO::Language language = DiscIO::Language::English;
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#else
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const bool wii = DiscIO::IsWii(m_platform);
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return Lookup(SConfig::GetInstance().GetCurrentLanguage(wii), strings);
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const DiscIO::Language language = SConfig::GetInstance().GetCurrentLanguage(wii);
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#endif
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return Lookup(language, strings);
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}
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GameFile::GameFile(const std::string& path)
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@ -12,6 +12,7 @@
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#include <mutex>
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#include <string>
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#include <unordered_set>
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#include <utility>
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#include <vector>
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#include "Common/ChunkFile.h"
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@ -38,12 +39,25 @@ std::vector<std::string> FindAllGamePaths(const std::vector<std::string>& direct
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return Common::DoFileSearch(directories_to_scan, search_extensions, recursive_scan);
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}
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GameFileCache::GameFileCache() : m_path(File::GetUserPath(D_CACHE_IDX) + "gamelist.cache")
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{
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}
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GameFileCache::GameFileCache(std::string path) : m_path(std::move(path))
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{
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}
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void GameFileCache::ForEach(std::function<void(const std::shared_ptr<const GameFile>&)> f) const
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{
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for (const std::shared_ptr<const GameFile>& item : m_cached_files)
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f(item);
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}
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size_t GameFileCache::GetSize() const
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{
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return m_cached_files.size();
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}
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void GameFileCache::Clear()
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{
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m_cached_files.clear();
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@ -179,9 +193,8 @@ bool GameFileCache::Save()
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bool GameFileCache::SyncCacheFile(bool save)
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{
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std::string filename(File::GetUserPath(D_CACHE_IDX) + "gamelist.cache");
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const char* open_mode = save ? "wb" : "rb";
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File::IOFile f(filename, open_mode);
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File::IOFile f(m_path, open_mode);
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if (!f)
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return false;
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bool success = false;
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@ -217,7 +230,7 @@ bool GameFileCache::SyncCacheFile(bool save)
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{
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// If some file operation failed, try to delete the probably-corrupted cache
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f.Close();
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File::Delete(filename);
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File::Delete(m_path);
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}
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return success;
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}
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@ -6,9 +6,7 @@
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#include <cstddef>
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#include <functional>
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#include <list>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <vector>
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@ -26,8 +24,12 @@ std::vector<std::string> FindAllGamePaths(const std::vector<std::string>& direct
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class GameFileCache
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{
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public:
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GameFileCache(); // Uses the default path
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explicit GameFileCache(std::string path);
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void ForEach(std::function<void(const std::shared_ptr<const GameFile>&)> f) const;
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size_t GetSize() const;
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void Clear();
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// Returns nullptr if the file is invalid.
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@ -49,6 +51,7 @@ private:
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bool SyncCacheFile(bool save);
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void DoState(PointerWrap* p, u64 size = 0);
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std::string m_path;
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std::vector<std::shared_ptr<GameFile>> m_cached_files;
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};
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