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-rw-r--r--src/citra_qt/game_list.cpp68
1 files changed, 26 insertions, 42 deletions
diff --git a/src/citra_qt/game_list.cpp b/src/citra_qt/game_list.cpp
index 51257520b..a8e3541cd 100644
--- a/src/citra_qt/game_list.cpp
+++ b/src/citra_qt/game_list.cpp
@@ -2,6 +2,7 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
+#include <QApplication>
#include <QFileInfo>
#include <QHeaderView>
#include <QKeyEvent>
@@ -194,6 +195,9 @@ void GameList::onFilterCloseClicked() {
}
GameList::GameList(GMainWindow* parent) : QWidget{parent} {
+ watcher = new QFileSystemWatcher(this);
+ connect(watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory);
+
this->main_window = parent;
layout = new QVBoxLayout;
tree_view = new QTreeView;
@@ -218,7 +222,6 @@ GameList::GameList(GMainWindow* parent) : QWidget{parent} {
connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
- connect(&watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory);
// We must register all custom types with the Qt Automoc system so that we are able to use it
// with signals/slots. In this case, QList falls under the umbrells of custom types.
@@ -269,7 +272,22 @@ void GameList::ValidateEntry(const QModelIndex& item) {
emit GameChosen(file_path);
}
-void GameList::DonePopulating() {
+void GameList::DonePopulating(QStringList watch_list) {
+ // Clear out the old directories to watch for changes and add the new ones
+ auto watch_dirs = watcher->directories();
+ if (!watch_dirs.isEmpty()) {
+ watcher->removePaths(watch_dirs);
+ }
+ // Workaround: Add the watch paths in chunks to allow the gui to refresh
+ // This prevents the UI from stalling when a large number of watch paths are added
+ // Also artificially caps the watcher to a certain number of directories
+ constexpr int LIMIT_WATCH_DIRECTORIES = 5000;
+ constexpr int SLICE_SIZE = 25;
+ int len = std::min(watch_list.length(), LIMIT_WATCH_DIRECTORIES);
+ for (int i = 0; i < len; i += SLICE_SIZE) {
+ watcher->addPaths(watch_list.mid(i, i + SLICE_SIZE));
+ QCoreApplication::processEvents();
+ }
tree_view->setEnabled(true);
int rowCount = tree_view->model()->rowCount();
search_field->setFilterResult(rowCount, rowCount);
@@ -309,11 +327,6 @@ void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
emit ShouldCancelWorker();
- auto watch_dirs = watcher.directories();
- if (!watch_dirs.isEmpty()) {
- watcher.removePaths(watch_dirs);
- }
- UpdateWatcherList(dir_path.toStdString(), deep_scan ? 256 : 0);
GameListWorker* worker = new GameListWorker(dir_path, deep_scan);
connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
@@ -359,38 +372,6 @@ void GameList::RefreshGameDirectory() {
}
}
-/**
- * Adds the game list folder to the QFileSystemWatcher to check for updates.
- *
- * The file watcher will fire off an update to the game list when a change is detected in the game
- * list folder.
- *
- * Notice: This method is run on the UI thread because QFileSystemWatcher is not thread safe and
- * this function is fast enough to not stall the UI thread. If performance is an issue, it should
- * be moved to another thread and properly locked to prevent concurrency issues.
- *
- * @param dir folder to check for changes in
- * @param recursion 0 if recursion is disabled. Any positive number passed to this will add each
- * directory recursively to the watcher and will update the file list if any of the folders
- * change. The number determines how deep the recursion should traverse.
- */
-void GameList::UpdateWatcherList(const std::string& dir, unsigned int recursion) {
- const auto callback = [this, recursion](unsigned* num_entries_out, const std::string& directory,
- const std::string& virtual_name) -> bool {
- std::string physical_name = directory + DIR_SEP + virtual_name;
-
- if (FileUtil::IsDirectory(physical_name)) {
- UpdateWatcherList(physical_name, recursion - 1);
- }
- return true;
- };
-
- watcher.addPath(QString::fromStdString(dir));
- if (recursion > 0) {
- FileUtil::ForeachDirectoryEntry(nullptr, dir, callback);
- }
-}
-
void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion) {
const auto callback = [this, recursion](unsigned* num_entries_out, const std::string& directory,
const std::string& virtual_name) -> bool {
@@ -399,7 +380,8 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
if (stop_processing)
return false; // Breaks the callback loop.
- if (!FileUtil::IsDirectory(physical_name) && HasSupportedFileExtension(physical_name)) {
+ bool is_dir = FileUtil::IsDirectory(physical_name);
+ if (!is_dir && HasSupportedFileExtension(physical_name)) {
std::unique_ptr<Loader::AppLoader> loader = Loader::GetLoader(physical_name);
if (!loader)
return true;
@@ -416,7 +398,8 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
new GameListItemSize(FileUtil::GetSize(physical_name)),
});
- } else if (recursion > 0) {
+ } else if (is_dir && recursion > 0) {
+ watch_list.append(QString::fromStdString(physical_name));
AddFstEntriesToGameList(physical_name, recursion - 1);
}
@@ -428,8 +411,9 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
void GameListWorker::run() {
stop_processing = false;
+ watch_list.append(dir_path);
AddFstEntriesToGameList(dir_path.toStdString(), deep_scan ? 256 : 0);
- emit Finished();
+ emit Finished(watch_list);
}
void GameListWorker::Cancel() {