Load trophies in another thread

This commit is contained in:
msuih 2018-10-31 20:38:48 +02:00 committed by Megamouse
parent f505ac7b63
commit bf0e6ca174
2 changed files with 105 additions and 19 deletions

View file

@ -29,6 +29,7 @@
#include <QUrl>
#include <QScrollBar>
#include <QWheelEvent>
#include <QProgressDialog>
namespace
{
@ -321,7 +322,22 @@ trophy_manager_dialog::trophy_manager_dialog(std::shared_ptr<gui_settings> gui_s
m_game_combo->setCurrentText(m_game_table->item(m_game_table->selectedItems().first()->row(), GameColumns::GameName)->text());
});
RepaintUI(true);
RepaintUI();
StartTrophyLoadThread();
}
trophy_manager_dialog::~trophy_manager_dialog()
{
if (m_thread_state != TrophyThreadState::CLOSED)
{
TrophyThreadState expected = TrophyThreadState::RUNNING;
m_thread_state.compare_exchange_strong(expected, TrophyThreadState::CLOSING);
while (m_thread_state != TrophyThreadState::CLOSED)
{
std::this_thread::yield();
}
}
}
bool trophy_manager_dialog::LoadTrophyFolderToDB(const std::string& trop_name)
@ -395,7 +411,7 @@ bool trophy_manager_dialog::LoadTrophyFolderToDB(const std::string& trop_name)
return true;
}
void trophy_manager_dialog::RepaintUI(bool refresh_trophies)
void trophy_manager_dialog::RepaintUI()
{
if (m_gui_settings->GetValue(gui::m_enableUIColors).toBool())
{
@ -406,11 +422,6 @@ void trophy_manager_dialog::RepaintUI(bool refresh_trophies)
m_game_icon_color = gui::utils::get_label_color("gamelist_icon_background_color");
}
if (refresh_trophies)
{
PopulateTrophyDB();
}
PopulateGameTable();
if (!restoreGeometry(m_gui_settings->GetValue(gui::tr_geometry).toByteArray()))
@ -581,18 +592,62 @@ void trophy_manager_dialog::ShowContextMenu(const QPoint& loc)
menu->exec(globalPos);
}
void trophy_manager_dialog::PopulateTrophyDB()
void trophy_manager_dialog::StartTrophyLoadThread()
{
m_trophies_db.clear();
QDirIterator dir_iter(qstr(vfs::get(m_trophy_dir)), QDir::Dirs | QDir::NoDotAndDotDot);
while (dir_iter.hasNext())
auto progressDialog = new QProgressDialog(
tr("Loading trophy data, please wait..."), tr("Cancel"), 0, 1, this,
Qt::Dialog | Qt::WindowTitleHint | Qt::CustomizeWindowHint);
progressDialog->setWindowTitle(tr("Loading trophies"));
connect(progressDialog, &QProgressDialog::canceled, [this]()
{
dir_iter.next();
std::string dirName = sstr(dir_iter.fileName());
LOG_TRACE(GENERAL, "Loading trophy dir: %s", dirName);
LoadTrophyFolderToDB(dirName);
TrophyThreadState expected = TrophyThreadState::RUNNING;
m_thread_state.compare_exchange_strong(expected, TrophyThreadState::CLOSING);
this->close(); // It's pointless to show an empty window
});
progressDialog->show();
auto trophyThread = new trophy_manager_dialog::trophy_load_thread(this);
connect(trophyThread, &QThread::finished, trophyThread, &QThread::deleteLater);
connect(trophyThread, &QThread::finished, progressDialog, &QProgressDialog::deleteLater);
connect(trophyThread, &trophy_manager_dialog::trophy_load_thread::TotalCountChanged, progressDialog, &QProgressDialog::setMaximum);
connect(trophyThread, &trophy_manager_dialog::trophy_load_thread::ProcessedCountChanged, progressDialog, &QProgressDialog::setValue);
connect(trophyThread, &trophy_manager_dialog::trophy_load_thread::FinishedSuccessfully, this, &trophy_manager_dialog::HandleRepaintUiRequest);
m_thread_state = TrophyThreadState::RUNNING;
trophyThread->start();
}
void trophy_manager_dialog::trophy_load_thread::run()
{
m_manager->m_trophies_db.clear();
QDir trophy_dir(qstr(vfs::get(m_manager->m_trophy_dir)));
const auto folder_list = trophy_dir.entryList(QDir::Dirs | QDir::NoDotAndDotDot);
const int count = folder_list.count();
Q_EMIT TotalCountChanged(count);
for (int i = 0; m_manager->m_thread_state == TrophyThreadState::RUNNING && i < count; i++)
{
std::string dir_name = sstr(folder_list.value(i));
LOG_TRACE(GENERAL, "Loading trophy dir: %s", dir_name);
try
{
m_manager->LoadTrophyFolderToDB(dir_name);
}
catch (const std::exception& e)
{
// TODO: Add error checks & throws to LoadTrophyFolderToDB so that they can be caught here.
// Also add a way of showing the number of corrupted/invalid folders in UI somewhere.
LOG_ERROR(GENERAL, "Exception occurred while parsing folder %s for trophies: %s", dir_name, e.what());
}
Q_EMIT ProcessedCountChanged(i + 1);
}
if (m_manager->m_thread_state == TrophyThreadState::RUNNING)
{
Q_EMIT FinishedSuccessfully();
}
m_manager->m_thread_state = TrophyThreadState::CLOSED;
}
void trophy_manager_dialog::PopulateGameTable()