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Load trophies in another thread
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parent
f505ac7b63
commit
bf0e6ca174
2 changed files with 105 additions and 19 deletions
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@ -29,6 +29,7 @@
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#include <QUrl>
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#include <QScrollBar>
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#include <QWheelEvent>
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#include <QProgressDialog>
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namespace
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{
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@ -321,7 +322,22 @@ trophy_manager_dialog::trophy_manager_dialog(std::shared_ptr<gui_settings> gui_s
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m_game_combo->setCurrentText(m_game_table->item(m_game_table->selectedItems().first()->row(), GameColumns::GameName)->text());
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});
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RepaintUI(true);
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RepaintUI();
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StartTrophyLoadThread();
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}
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trophy_manager_dialog::~trophy_manager_dialog()
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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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bool trophy_manager_dialog::LoadTrophyFolderToDB(const std::string& trop_name)
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@ -395,7 +411,7 @@ bool trophy_manager_dialog::LoadTrophyFolderToDB(const std::string& trop_name)
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return true;
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}
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void trophy_manager_dialog::RepaintUI(bool refresh_trophies)
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void trophy_manager_dialog::RepaintUI()
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{
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if (m_gui_settings->GetValue(gui::m_enableUIColors).toBool())
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{
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@ -406,11 +422,6 @@ void trophy_manager_dialog::RepaintUI(bool refresh_trophies)
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m_game_icon_color = gui::utils::get_label_color("gamelist_icon_background_color");
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}
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if (refresh_trophies)
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{
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PopulateTrophyDB();
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}
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PopulateGameTable();
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if (!restoreGeometry(m_gui_settings->GetValue(gui::tr_geometry).toByteArray()))
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@ -581,18 +592,62 @@ void trophy_manager_dialog::ShowContextMenu(const QPoint& loc)
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menu->exec(globalPos);
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}
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void trophy_manager_dialog::PopulateTrophyDB()
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void trophy_manager_dialog::StartTrophyLoadThread()
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{
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m_trophies_db.clear();
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QDirIterator dir_iter(qstr(vfs::get(m_trophy_dir)), QDir::Dirs | QDir::NoDotAndDotDot);
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while (dir_iter.hasNext())
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auto progressDialog = new QProgressDialog(
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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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dir_iter.next();
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std::string dirName = sstr(dir_iter.fileName());
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LOG_TRACE(GENERAL, "Loading trophy dir: %s", dirName);
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LoadTrophyFolderToDB(dirName);
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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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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, &trophy_manager_dialog::HandleRepaintUiRequest);
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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 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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{
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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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try
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{
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m_manager->LoadTrophyFolderToDB(dir_name);
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}
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catch (const std::exception& e)
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{
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// TODO: Add error checks & throws to LoadTrophyFolderToDB so that they can be caught here.
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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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}
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Q_EMIT ProcessedCountChanged(i + 1);
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}
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if (m_manager->m_thread_state == TrophyThreadState::RUNNING)
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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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}
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void trophy_manager_dialog::PopulateGameTable()
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