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https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 05:47:56 -07:00
DolphinQt2: Show cached games before checking whether they exist on disk
DolphinWX already has this improvement in startup time, and it matters a lot when you have a large game list.
This commit is contained in:
parent
17be4c69b9
commit
68152faf43
@ -28,6 +28,8 @@ GameListModel::GameListModel(QObject* parent) : QAbstractTableModel(parent)
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for (const QString& dir : Settings::Instance().GetPaths())
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m_tracker.AddDirectory(dir);
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m_tracker.Start();
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connect(&Settings::Instance(), &Settings::ThemeChanged, [this] {
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// Tell the view to repaint. The signal 'dataChanged' also seems like it would work here, but
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// unfortunately it won't cause a repaint until the view is focused.
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@ -30,8 +30,10 @@ GameTracker::GameTracker(QObject* parent) : QFileSystemWatcher(parent)
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switch (command.type)
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{
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case CommandType::LoadCache:
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m_cache.Load();
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LoadCache();
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break;
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case CommandType::Start:
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StartInternal();
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case CommandType::AddDirectory:
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AddDirectoryInternal(command.path);
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break;
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@ -52,6 +54,54 @@ GameTracker::GameTracker(QObject* parent) : QFileSystemWatcher(parent)
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// TODO: When language changes, reload m_title_database and call m_cache.UpdateAdditionalMetadata
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}
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void GameTracker::LoadCache()
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{
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std::lock_guard<std::mutex> lk(m_mutex);
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m_cache.Load();
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}
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void GameTracker::Start()
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{
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if (m_initial_games_emitted)
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return;
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m_initial_games_emitted = true;
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std::lock_guard<std::mutex> lk(m_mutex);
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m_load_thread.EmplaceItem(Command{CommandType::Start, {}});
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m_cache.ForEach(
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[this](const std::shared_ptr<const UICommon::GameFile>& game) { emit GameLoaded(game); });
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}
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void GameTracker::StartInternal()
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{
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if (m_started)
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return;
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m_started = true;
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std::vector<std::string> paths;
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paths.reserve(m_tracked_files.size());
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for (const QString& path : m_tracked_files.keys())
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paths.push_back(path.toStdString());
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auto emit_game_loaded = [this](const std::shared_ptr<const UICommon::GameFile>& game) {
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emit GameLoaded(std::move(game));
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};
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auto emit_game_removed = [this](const std::string& path) {
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emit GameRemoved(QString::fromStdString(path));
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};
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std::lock_guard<std::mutex> lk(m_mutex);
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bool cache_updated = m_cache.Update(paths, emit_game_loaded, emit_game_removed);
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cache_updated |= m_cache.UpdateAdditionalMetadata(m_title_database, emit_game_loaded);
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if (cache_updated)
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m_cache.Save();
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}
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void GameTracker::AddDirectory(const QString& dir)
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{
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m_load_thread.EmplaceItem(Command{CommandType::AddDirectory, dir});
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@ -108,6 +158,7 @@ void GameTracker::RemoveDirectoryInternal(const QString& dir)
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{
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removePath(path);
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m_tracked_files.remove(path);
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if (m_started)
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emit GameRemoved(path);
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}
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}
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@ -143,6 +194,7 @@ void GameTracker::UpdateDirectoryInternal(const QString& dir)
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if (tracked_file.empty())
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{
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m_tracked_files.remove(missing);
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if (m_started)
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GameRemoved(missing);
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}
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}
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@ -152,6 +204,7 @@ void GameTracker::UpdateFileInternal(const QString& file)
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{
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if (QFileInfo(file).exists())
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{
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if (m_started)
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GameRemoved(file);
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addPath(file);
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LoadGame(file);
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@ -159,6 +212,7 @@ void GameTracker::UpdateFileInternal(const QString& file)
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else if (removePath(file))
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{
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m_tracked_files.remove(file);
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if (m_started)
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emit GameRemoved(file);
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}
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}
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@ -187,6 +241,9 @@ QSet<QString> GameTracker::FindMissingFiles(const QString& dir)
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void GameTracker::LoadGame(const QString& path)
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{
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if (!m_started)
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return;
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const std::string converted_path = path.toStdString();
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if (!DiscIO::ShouldHideFromGameList(converted_path))
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{
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@ -5,6 +5,7 @@
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#pragma once
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#include <memory>
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#include <mutex>
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#include <QFileSystemWatcher>
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#include <QMap>
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@ -26,6 +27,12 @@ class GameTracker final : public QFileSystemWatcher
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public:
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explicit GameTracker(QObject* parent = nullptr);
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// A GameTracker won't emit any signals until this function has been called.
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// Before you call this function, make sure to call AddDirectory for all
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// directories you want to track, otherwise games will briefly disappear
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// until you call AddDirectory and the GameTracker finishes scanning the file system.
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void Start();
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void AddDirectory(const QString& dir);
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void RemoveDirectory(const QString& dir);
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void ReloadDirectory(const QString& dir);
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@ -35,6 +42,8 @@ signals:
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void GameRemoved(const QString& path);
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private:
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void LoadCache();
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void StartInternal();
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void UpdateDirectory(const QString& dir);
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void UpdateFile(const QString& path);
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void AddDirectoryInternal(const QString& dir);
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@ -47,6 +56,7 @@ private:
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enum class CommandType
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{
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LoadCache,
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Start,
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AddDirectory,
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RemoveDirectory,
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UpdateDirectory,
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@ -64,6 +74,9 @@ private:
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Common::WorkQueueThread<Command> m_load_thread;
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UICommon::GameFileCache m_cache;
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Core::TitleDatabase m_title_database;
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std::mutex m_mutex;
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bool m_started = false;
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bool m_initial_games_emitted = false;
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};
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Q_DECLARE_METATYPE(std::shared_ptr<const UICommon::GameFile>)
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@ -73,7 +73,10 @@ std::shared_ptr<const GameFile> GameFileCache::AddOrGet(const std::string& path,
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return result;
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}
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bool GameFileCache::Update(const std::vector<std::string>& all_game_paths)
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bool GameFileCache::Update(
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const std::vector<std::string>& all_game_paths,
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std::function<void(const std::shared_ptr<const GameFile>&)> game_added_to_cache,
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std::function<void(const std::string&)> game_removed_from_cache)
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{
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// Copy game paths into a set, except ones that match DiscIO::ShouldHideFromGameList.
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// TODO: Prevent DoFileSearch from looking inside /files/ directories of DirectoryBlobs at all?
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@ -102,21 +105,27 @@ bool GameFileCache::Update(const std::vector<std::string>& all_game_paths)
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}
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else
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{
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if (game_removed_from_cache)
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game_removed_from_cache((*it)->GetFilePath());
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cache_changed = true;
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--end;
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*it = std::move(*end);
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m_cached_files.pop_back();
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}
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}
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m_cached_files.erase(it, m_cached_files.end());
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}
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// Now that the previous loop has run, game_paths only contains paths that
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// aren't in m_cached_files, so we simply add all of them to m_cached_files.
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for (const auto& path : game_paths)
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for (const std::string& path : game_paths)
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{
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auto file = std::make_shared<GameFile>(path);
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if (file->IsValid())
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{
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if (game_added_to_cache)
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game_added_to_cache(file);
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cache_changed = true;
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m_cached_files.push_back(std::move(file));
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}
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@ -125,12 +134,19 @@ bool GameFileCache::Update(const std::vector<std::string>& all_game_paths)
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return cache_changed;
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}
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bool GameFileCache::UpdateAdditionalMetadata(const Core::TitleDatabase& title_database)
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bool GameFileCache::UpdateAdditionalMetadata(
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const Core::TitleDatabase& title_database,
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std::function<void(const std::shared_ptr<const GameFile>&)> game_updated)
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{
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bool cache_changed = false;
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for (auto& file : m_cached_files)
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cache_changed |= UpdateAdditionalMetadata(&file, title_database);
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for (std::shared_ptr<GameFile>& file : m_cached_files)
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{
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const bool updated = UpdateAdditionalMetadata(&file, title_database);
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cache_changed |= updated;
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if (game_updated && updated)
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game_updated(file);
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}
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return cache_changed;
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}
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@ -40,8 +40,12 @@ public:
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const Core::TitleDatabase& title_database);
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// These functions return true if the call modified the cache.
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bool Update(const std::vector<std::string>& all_game_paths);
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bool UpdateAdditionalMetadata(const Core::TitleDatabase& title_database);
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bool Update(const std::vector<std::string>& all_game_paths,
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std::function<void(const std::shared_ptr<const GameFile>&)> game_added_to_cache = {},
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std::function<void(const std::string&)> game_removed_from_cache = {});
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bool UpdateAdditionalMetadata(
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const Core::TitleDatabase& title_database,
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std::function<void(const std::shared_ptr<const GameFile>&)> game_updated = {});
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bool Load();
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bool Save();
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