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Qt: multi thread trophy loading
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parent
221508fa07
commit
56a249fd5a
4 changed files with 47 additions and 87 deletions
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@ -449,11 +449,11 @@ void game_list_frame::Refresh(const bool fromDrive, const bool scrollAfter)
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QSet<QString> serials;
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QSet<QString> serials;
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QList<int> indices;
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QList<size_t> indices;
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for (int i = 0; i < path_list.size(); ++i)
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for (size_t i = 0; i < path_list.size(); ++i)
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indices.append(i);
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indices.append(i);
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QtConcurrent::blockingMap(indices, [&](int& i)
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QtConcurrent::blockingMap(indices, [&](size_t& i)
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{
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{
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const std::string dir = path_list[i];
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const std::string dir = path_list[i];
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@ -536,7 +536,6 @@ void game_list_frame::Refresh(const bool fromDrive, const bool scrollAfter)
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{
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{
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LOG_FATAL(GENERAL, "Failed to update game list at %s\n%s thrown: %s", dir, typeid(e).name(), e.what());
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LOG_FATAL(GENERAL, "Failed to update game list at %s\n%s thrown: %s", dir, typeid(e).name(), e.what());
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return;
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return;
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// Blame MSVC for double }}
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}
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}
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});
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});
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@ -245,8 +245,8 @@ void save_manager_dialog::UpdateList()
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}
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}
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QList<int> indices;
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QList<int> indices;
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for (int i = 0; i < m_save_entries.size(); ++i)
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for (size_t i = 0; i < m_save_entries.size(); ++i)
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indices.append(i);
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indices.append(static_cast<int>(i));
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QtConcurrent::blockingMap(indices, [this, currNotes](int& row)
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QtConcurrent::blockingMap(indices, [this, currNotes](int& row)
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{
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{
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@ -17,6 +17,7 @@
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#include "yaml-cpp/yaml.h"
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#include "yaml-cpp/yaml.h"
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#include <QtConcurrent>
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#include <QtConcurrent>
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#include <QFutureWatcher>
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#include <QHeaderView>
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#include <QHeaderView>
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#include <QVBoxLayout>
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#include <QVBoxLayout>
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#include <QCheckBox>
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#include <QCheckBox>
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@ -332,20 +333,11 @@ trophy_manager_dialog::trophy_manager_dialog(std::shared_ptr<gui_settings> gui_s
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RepaintUI(true);
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RepaintUI(true);
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StartTrophyLoadThread();
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StartTrophyLoadThreads();
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}
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}
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trophy_manager_dialog::~trophy_manager_dialog()
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trophy_manager_dialog::~trophy_manager_dialog()
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{
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{
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if (m_thread_state != TrophyThreadState::CLOSED)
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{
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TrophyThreadState expected = TrophyThreadState::RUNNING;
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m_thread_state.compare_exchange_strong(expected, TrophyThreadState::CLOSING);
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while (m_thread_state != TrophyThreadState::CLOSED)
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{
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std::this_thread::yield();
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}
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}
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}
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}
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bool trophy_manager_dialog::LoadTrophyFolderToDB(const std::string& trop_name)
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bool trophy_manager_dialog::LoadTrophyFolderToDB(const std::string& trop_name)
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@ -652,46 +644,45 @@ void trophy_manager_dialog::ShowContextMenu(const QPoint& loc)
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menu->exec(globalPos);
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menu->exec(globalPos);
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}
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}
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void trophy_manager_dialog::StartTrophyLoadThread()
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void trophy_manager_dialog::StartTrophyLoadThreads()
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{
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{
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auto progressDialog = new QProgressDialog(
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m_trophies_db.clear();
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tr("Loading trophy data, please wait..."), tr("Cancel"), 0, 1, this,
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Qt::Dialog | Qt::WindowTitleHint | Qt::CustomizeWindowHint);
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progressDialog->setWindowTitle(tr("Loading trophies"));
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connect(progressDialog, &QProgressDialog::canceled, [this]()
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{
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TrophyThreadState expected = TrophyThreadState::RUNNING;
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m_thread_state.compare_exchange_strong(expected, TrophyThreadState::CLOSING);
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this->close(); // It's pointless to show an empty window
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});
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progressDialog->show();
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auto trophyThread = new trophy_manager_dialog::trophy_load_thread(this);
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QDir trophy_dir(qstr(vfs::get(m_trophy_dir)));
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connect(trophyThread, &QThread::finished, trophyThread, &QThread::deleteLater);
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connect(trophyThread, &QThread::finished, progressDialog, &QProgressDialog::deleteLater);
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connect(trophyThread, &trophy_manager_dialog::trophy_load_thread::TotalCountChanged, progressDialog, &QProgressDialog::setMaximum);
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connect(trophyThread, &trophy_manager_dialog::trophy_load_thread::ProcessedCountChanged, progressDialog, &QProgressDialog::setValue);
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connect(trophyThread, &trophy_manager_dialog::trophy_load_thread::FinishedSuccessfully, [this]() { RepaintUI(true); });
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m_thread_state = TrophyThreadState::RUNNING;
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trophyThread->start();
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}
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void trophy_manager_dialog::trophy_load_thread::run()
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{
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m_manager->m_trophies_db.clear();
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QDir trophy_dir(qstr(vfs::get(m_manager->m_trophy_dir)));
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const auto folder_list = trophy_dir.entryList(QDir::Dirs | QDir::NoDotAndDotDot);
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const auto folder_list = trophy_dir.entryList(QDir::Dirs | QDir::NoDotAndDotDot);
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const int count = folder_list.count();
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const int count = folder_list.count();
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Q_EMIT TotalCountChanged(count);
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for (int i = 0; m_manager->m_thread_state == TrophyThreadState::RUNNING && i < count; i++)
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if (count <= 0)
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{
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{
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std::string dir_name = sstr(folder_list.value(i));
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RepaintUI(true);
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return;
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}
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QList<int> indices;
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for (int i = 0; i < count; ++i)
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indices.append(i);
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QFutureWatcher<void> futureWatcher;
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QProgressDialog progressDialog(tr("Loading trophy data, please wait..."), tr("Cancel"), 0, 1, this, Qt::Dialog | Qt::WindowTitleHint | Qt::CustomizeWindowHint);
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progressDialog.setWindowTitle(tr("Loading trophies"));
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connect(&futureWatcher, &QFutureWatcher<void>::progressRangeChanged, &progressDialog, &QProgressDialog::setRange);
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connect(&futureWatcher, &QFutureWatcher<void>::progressValueChanged, &progressDialog, &QProgressDialog::setValue);
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connect(&futureWatcher, &QFutureWatcher<void>::finished, [this]() { RepaintUI(true); });
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connect(&progressDialog, &QProgressDialog::canceled, [this, &futureWatcher]()
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{
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futureWatcher.cancel();
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this->close(); // It's pointless to show an empty window
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});
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futureWatcher.setFuture(QtConcurrent::map(indices, [this, folder_list, &progressDialog](const int& i)
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{
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const std::string dir_name = sstr(folder_list.value(i));
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LOG_TRACE(GENERAL, "Loading trophy dir: %s", dir_name);
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LOG_TRACE(GENERAL, "Loading trophy dir: %s", dir_name);
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try
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try
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{
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{
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m_manager->LoadTrophyFolderToDB(dir_name);
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LoadTrophyFolderToDB(dir_name);
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}
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}
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catch (const std::exception& e)
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catch (const std::exception& e)
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{
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{
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@ -699,15 +690,11 @@ void trophy_manager_dialog::trophy_load_thread::run()
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// Also add a way of showing the number of corrupted/invalid folders in UI somewhere.
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// Also add a way of showing the number of corrupted/invalid folders in UI somewhere.
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LOG_ERROR(GENERAL, "Exception occurred while parsing folder %s for trophies: %s", dir_name, e.what());
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LOG_ERROR(GENERAL, "Exception occurred while parsing folder %s for trophies: %s", dir_name, e.what());
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}
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}
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Q_EMIT ProcessedCountChanged(i + 1);
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}));
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}
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if (m_manager->m_thread_state == TrophyThreadState::RUNNING)
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progressDialog.exec();
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{
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Q_EMIT FinishedSuccessfully();
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}
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m_manager->m_thread_state = TrophyThreadState::CLOSED;
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futureWatcher.waitForFinished();
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}
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}
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void trophy_manager_dialog::PopulateGameTable()
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void trophy_manager_dialog::PopulateGameTable()
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@ -721,15 +708,16 @@ void trophy_manager_dialog::PopulateGameTable()
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QList<QString> names;
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QList<QString> names;
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QList<int> indices;
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QList<int> indices;
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for (int i = 0; i < m_trophies_db.size(); ++i)
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for (size_t i = 0; i < m_trophies_db.size(); ++i)
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{
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{
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const int index = static_cast<int>(i);
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const QString name = qstr(m_trophies_db[i]->game_name).simplified();
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const QString name = qstr(m_trophies_db[i]->game_name).simplified();
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m_game_combo->addItem(name, i);
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m_game_combo->addItem(name, index);
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names.append(name);
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names.append(name);
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indices.append(i);
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indices.append(index);
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}
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}
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QtConcurrent::blockingMap(indices, [this, names](int& i)
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QtConcurrent::blockingMap(indices, [this, &names](int& i)
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{
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{
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const int all_trophies = m_trophies_db[i]->trop_usr->GetTrophiesCount();
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const int all_trophies = m_trophies_db[i]->trop_usr->GetTrophiesCount();
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const int unlocked_trophies = m_trophies_db[i]->trop_usr->GetUnlockedTrophiesCount();
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const int unlocked_trophies = m_trophies_db[i]->trop_usr->GetUnlockedTrophiesCount();
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@ -45,13 +45,6 @@ enum GameColumns
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GameColumnsCount
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GameColumnsCount
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};
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};
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enum TrophyThreadState
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{
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RUNNING,
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CLOSING,
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CLOSED
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};
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class trophy_manager_dialog : public QWidget
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class trophy_manager_dialog : public QWidget
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{
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{
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Q_OBJECT
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Q_OBJECT
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@ -82,8 +75,8 @@ private:
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*/
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*/
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bool LoadTrophyFolderToDB(const std::string& trop_name);
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bool LoadTrophyFolderToDB(const std::string& trop_name);
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/** Populate the trophy database (in another thread). */
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/** Populate the trophy database (multithreaded). */
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void StartTrophyLoadThread();
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void StartTrophyLoadThreads();
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/** Fills game table with information.
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/** Fills game table with information.
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Takes results from LoadTrophyFolderToDB and puts it into the UI.
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Takes results from LoadTrophyFolderToDB and puts it into the UI.
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@ -110,9 +103,6 @@ private:
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QTableWidget* m_trophy_table; //! UI element to display trophy stuff.
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QTableWidget* m_trophy_table; //! UI element to display trophy stuff.
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QTableWidget* m_game_table; //! UI element to display games.
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QTableWidget* m_game_table; //! UI element to display games.
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class trophy_load_thread; //Qt cannot parse nested classes, declaration is below
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std::atomic<TrophyThreadState> m_thread_state = TrophyThreadState::CLOSED;
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bool m_show_hidden_trophies = false;
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bool m_show_hidden_trophies = false;
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bool m_show_unlocked_trophies = true;
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bool m_show_unlocked_trophies = true;
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bool m_show_locked_trophies = true;
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bool m_show_locked_trophies = true;
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@ -132,20 +122,3 @@ private:
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QSlider* m_game_icon_slider = nullptr;
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QSlider* m_game_icon_slider = nullptr;
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QColor m_game_icon_color;
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QColor m_game_icon_color;
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};
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};
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class trophy_manager_dialog::trophy_load_thread : public QThread
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{
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Q_OBJECT
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public:
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explicit trophy_load_thread(trophy_manager_dialog *manager) : m_manager(manager) {}
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void run() override;
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Q_SIGNALS:
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void TotalCountChanged(int count);
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void ProcessedCountChanged(int processed);
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void FinishedSuccessfully();
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private:
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trophy_manager_dialog *m_manager;
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};
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