yuzu: Move GameListWorker to its own source files
This has gotten sufficiently large enough to warrant moving it to its own source files. Especially given it dumps the file_sys headers around code that doesn't use it for the most part. This'll also make it easier to introduce a type alias for the compatibility list, so a large unordered_map type declaration doesn't need to be specified all the time (we don't want to propagate the game_list_p.h include via the main game_list.h header).master
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// Copyright 2018 yuzu emulator team
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <memory>
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#include <string>
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#include <utility>
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#include <vector>
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#include <QDir>
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#include <QFileInfo>
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#include "citra_qt/game_list.h"
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#include "citra_qt/game_list_p.h"
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#include "citra_qt/game_list_worker.h"
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#include "citra_qt/ui_settings.h"
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#include "common/common_paths.h"
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#include "common/file_util.h"
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#include "core/hle/service/am/am.h"
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#include "core/hle/service/fs/archive.h"
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#include "core/loader/loader.h"
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namespace {
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bool HasSupportedFileExtension(const std::string& file_name) {
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const QFileInfo file = QFileInfo(QString::fromStdString(file_name));
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return GameList::supported_file_extensions.contains(file.suffix(), Qt::CaseInsensitive);
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}
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} // Anonymous namespace
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GameListWorker::GameListWorker(
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QList<UISettings::GameDir>& game_dirs,
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const std::unordered_map<std::string, std::pair<QString, QString>>& compatibility_list)
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: game_dirs(game_dirs), compatibility_list(compatibility_list) {}
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GameListWorker::~GameListWorker() = default;
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void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion,
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GameListDir* parent_dir) {
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const auto callback = [this, recursion, parent_dir](u64* num_entries_out,
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const std::string& directory,
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const std::string& virtual_name) -> bool {
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std::string physical_name = directory + DIR_SEP + virtual_name;
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if (stop_processing)
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return false; // Breaks the callback loop.
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bool is_dir = FileUtil::IsDirectory(physical_name);
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if (!is_dir && HasSupportedFileExtension(physical_name)) {
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std::unique_ptr<Loader::AppLoader> loader = Loader::GetLoader(physical_name);
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if (!loader)
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return true;
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u64 program_id = 0;
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loader->ReadProgramId(program_id);
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u64 extdata_id = 0;
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loader->ReadExtdataId(extdata_id);
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std::vector<u8> smdh = [program_id, &loader]() -> std::vector<u8> {
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std::vector<u8> original_smdh;
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loader->ReadIcon(original_smdh);
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if (program_id < 0x0004000000000000 || program_id > 0x00040000FFFFFFFF)
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return original_smdh;
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std::string update_path = Service::AM::GetTitleContentPath(
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Service::FS::MediaType::SDMC, program_id + 0x0000000E00000000);
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if (!FileUtil::Exists(update_path))
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return original_smdh;
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std::unique_ptr<Loader::AppLoader> update_loader = Loader::GetLoader(update_path);
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if (!update_loader)
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return original_smdh;
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std::vector<u8> update_smdh;
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update_loader->ReadIcon(update_smdh);
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return update_smdh;
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}();
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if (!Loader::IsValidSMDH(smdh) && UISettings::values.game_list_hide_no_icon) {
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// Skip this invalid entry
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return true;
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}
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auto it = FindMatchingCompatibilityEntry(compatibility_list, program_id);
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// The game list uses this as compatibility number for untested games
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QString compatibility("99");
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if (it != compatibility_list.end())
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compatibility = it->second.first;
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emit EntryReady(
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{
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new GameListItemPath(QString::fromStdString(physical_name), smdh, program_id,
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extdata_id),
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new GameListItemCompat(compatibility),
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new GameListItemRegion(smdh),
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new GameListItem(
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QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
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new GameListItemSize(FileUtil::GetSize(physical_name)),
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},
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parent_dir);
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} else if (is_dir && recursion > 0) {
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watch_list.append(QString::fromStdString(physical_name));
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AddFstEntriesToGameList(physical_name, recursion - 1, parent_dir);
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}
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return true;
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};
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FileUtil::ForeachDirectoryEntry(nullptr, dir_path, callback);
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}
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void GameListWorker::run() {
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stop_processing = false;
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for (UISettings::GameDir& game_dir : game_dirs) {
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if (game_dir.path == "INSTALLED") {
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QString path =
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QString::fromStdString(FileUtil::GetUserPath(FileUtil::UserPath::SDMCDir)) +
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"Nintendo "
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"3DS/00000000000000000000000000000000/"
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"00000000000000000000000000000000/title/00040000";
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watch_list.append(path);
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GameListDir* game_list_dir = new GameListDir(game_dir, GameListItemType::InstalledDir);
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emit DirEntryReady({game_list_dir});
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AddFstEntriesToGameList(path.toStdString(), 2, game_list_dir);
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} else if (game_dir.path == "SYSTEM") {
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QString path =
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QString::fromStdString(FileUtil::GetUserPath(FileUtil::UserPath::NANDDir)) +
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"00000000000000000000000000000000/title/00040010";
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watch_list.append(path);
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GameListDir* game_list_dir = new GameListDir(game_dir, GameListItemType::SystemDir);
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emit DirEntryReady({game_list_dir});
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AddFstEntriesToGameList(path.toStdString(), 2, game_list_dir);
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} else {
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watch_list.append(game_dir.path);
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GameListDir* game_list_dir = new GameListDir(game_dir);
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emit DirEntryReady({game_list_dir});
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AddFstEntriesToGameList(game_dir.path.toStdString(), game_dir.deep_scan ? 256 : 0,
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game_list_dir);
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}
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};
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emit Finished(watch_list);
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}
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void GameListWorker::Cancel() {
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this->disconnect();
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stop_processing = true;
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}
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@ -0,0 +1,64 @@
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// Copyright 2018 yuzu emulator team
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <atomic>
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#include <map>
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <QList>
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#include <QObject>
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#include <QRunnable>
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#include <QString>
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#include "common/common_types.h"
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class QStandardItem;
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/**
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* Asynchronous worker object for populating the game list.
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* Communicates with other threads through Qt's signal/slot system.
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*/
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class GameListWorker : public QObject, public QRunnable {
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Q_OBJECT
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public:
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GameListWorker(
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QList<UISettings::GameDir>& game_dirs,
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const std::unordered_map<std::string, std::pair<QString, QString>>& compatibility_list);
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~GameListWorker() override;
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/// Starts the processing of directory tree information.
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void run() override;
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/// Tells the worker that it should no longer continue processing. Thread-safe.
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void Cancel();
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signals:
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/**
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* The `EntryReady` signal is emitted once an entry has been prepared and is ready
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* to be added to the game list.
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* @param entry_items a list with `QStandardItem`s that make up the columns of the new entry.
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*/
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void DirEntryReady(GameListDir* entry_items);
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void EntryReady(QList<QStandardItem*> entry_items, GameListDir* parent_dir);
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/**
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* After the worker has traversed the game directory looking for entries, this signal is emitted
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* with a list of folders that should be watched for changes as well.
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*/
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void Finished(QStringList watch_list);
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private:
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void AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion,
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GameListDir* parent_dir);
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QStringList watch_list;
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const std::unordered_map<std::string, std::pair<QString, QString>>& compatibility_list;
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QList<UISettings::GameDir>& game_dirs;
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std::atomic_bool stop_processing;
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};
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