@ -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 ( ) {