dolphin/Source/Core/Common/Config/Config.cpp
JosJuice 7197e3abd0 Use structs for config callback IDs
This way you can't mix up regular config callback IDs and CPU thread
config callback IDs. (It would be rather bad if you did!)
2023-08-17 19:19:26 +02:00

245 lines
5.4 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "Common/Config/Config.h"
#include <algorithm>
#include <atomic>
#include <map>
#include <mutex>
#include <shared_mutex>
#include <utility>
#include <vector>
namespace Config
{
using Layers = std::map<LayerType, std::shared_ptr<Layer>>;
static Layers s_layers;
static std::vector<std::pair<ConfigChangedCallbackID, ConfigChangedCallback>> s_callbacks;
static size_t s_next_callback_id = 0;
static u32 s_callback_guards = 0;
static std::atomic<u64> s_config_version = 0;
static std::shared_mutex s_layers_rw_lock;
using ReadLock = std::shared_lock<std::shared_mutex>;
using WriteLock = std::unique_lock<std::shared_mutex>;
static void AddLayerInternal(std::shared_ptr<Layer> layer)
{
{
WriteLock lock(s_layers_rw_lock);
const Config::LayerType layer_type = layer->GetLayer();
s_layers.insert_or_assign(layer_type, std::move(layer));
}
OnConfigChanged();
}
void AddLayer(std::unique_ptr<ConfigLayerLoader> loader)
{
AddLayerInternal(std::make_shared<Layer>(std::move(loader)));
}
std::shared_ptr<Layer> GetLayer(LayerType layer)
{
ReadLock lock(s_layers_rw_lock);
std::shared_ptr<Layer> result;
const auto it = s_layers.find(layer);
if (it != s_layers.end())
{
result = it->second;
}
return result;
}
void RemoveLayer(LayerType layer)
{
{
WriteLock lock(s_layers_rw_lock);
s_layers.erase(layer);
}
OnConfigChanged();
}
ConfigChangedCallbackID AddConfigChangedCallback(ConfigChangedCallback func)
{
const ConfigChangedCallbackID callback_id{s_next_callback_id};
++s_next_callback_id;
s_callbacks.emplace_back(std::make_pair(callback_id, std::move(func)));
return callback_id;
}
void RemoveConfigChangedCallback(ConfigChangedCallbackID callback_id)
{
for (auto it = s_callbacks.begin(); it != s_callbacks.end(); ++it)
{
if (it->first == callback_id)
{
s_callbacks.erase(it);
return;
}
}
}
void OnConfigChanged()
{
// Increment the config version to invalidate caches.
// To ensure that getters do not return stale data, this should always be done
// even when callbacks are suppressed.
s_config_version.fetch_add(1, std::memory_order_relaxed);
if (s_callback_guards)
return;
for (const auto& callback : s_callbacks)
callback.second();
}
u64 GetConfigVersion()
{
return s_config_version.load(std::memory_order_relaxed);
}
// Explicit load and save of layers
void Load()
{
{
ReadLock lock(s_layers_rw_lock);
for (auto& layer : s_layers)
layer.second->Load();
}
OnConfigChanged();
}
void Save()
{
{
ReadLock lock(s_layers_rw_lock);
for (auto& layer : s_layers)
layer.second->Save();
}
OnConfigChanged();
}
void Init()
{
// These layers contain temporary values
ClearCurrentRunLayer();
}
void Shutdown()
{
WriteLock lock(s_layers_rw_lock);
s_layers.clear();
}
void ClearCurrentRunLayer()
{
WriteLock lock(s_layers_rw_lock);
s_layers.insert_or_assign(LayerType::CurrentRun, std::make_shared<Layer>(LayerType::CurrentRun));
}
static const std::map<System, std::string> system_to_name = {
{System::Main, "Dolphin"},
{System::GCPad, "GCPad"},
{System::WiiPad, "Wiimote"},
{System::GCKeyboard, "GCKeyboard"},
{System::GFX, "Graphics"},
{System::Logger, "Logger"},
{System::Debugger, "Debugger"},
{System::SYSCONF, "SYSCONF"},
{System::DualShockUDPClient, "DualShockUDPClient"},
{System::FreeLook, "FreeLook"},
{System::Session, "Session"},
{System::GameSettingsOnly, "GameSettingsOnly"},
{System::Achievements, "Achievements"}};
const std::string& GetSystemName(System system)
{
return system_to_name.at(system);
}
std::optional<System> GetSystemFromName(const std::string& name)
{
const auto system = std::find_if(system_to_name.begin(), system_to_name.end(),
[&name](const auto& entry) { return entry.second == name; });
if (system != system_to_name.end())
return system->first;
return {};
}
const std::string& GetLayerName(LayerType layer)
{
static const std::map<LayerType, std::string> layer_to_name = {
{LayerType::Base, "Base"},
{LayerType::GlobalGame, "Global GameINI"},
{LayerType::LocalGame, "Local GameINI"},
{LayerType::Netplay, "Netplay"},
{LayerType::Movie, "Movie"},
{LayerType::CommandLine, "Command Line"},
{LayerType::CurrentRun, "Current Run"},
};
return layer_to_name.at(layer);
}
LayerType GetActiveLayerForConfig(const Location& config)
{
ReadLock lock(s_layers_rw_lock);
for (auto layer : SEARCH_ORDER)
{
const auto it = s_layers.find(layer);
if (it != s_layers.end())
{
if (it->second->Exists(config))
return layer;
}
}
// If config is not present in any layer, base layer is considered active.
return LayerType::Base;
}
std::optional<std::string> GetAsString(const Location& config)
{
std::optional<std::string> result;
ReadLock lock(s_layers_rw_lock);
for (auto layer : SEARCH_ORDER)
{
const auto it = s_layers.find(layer);
if (it != s_layers.end())
{
result = it->second->Get<std::string>(config);
if (result.has_value())
break;
}
}
return result;
}
ConfigChangeCallbackGuard::ConfigChangeCallbackGuard()
{
++s_callback_guards;
}
ConfigChangeCallbackGuard::~ConfigChangeCallbackGuard()
{
if (--s_callback_guards)
return;
OnConfigChanged();
}
} // namespace Config