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https://git.suyu.dev/suyu/suyu.git
synced 2024-11-29 23:06:23 -05:00
Frontend: Prevent FileSystemWatcher from blocking UI thread
Instead of tying the QFileSystemWatcher to the GameList and updating in the UI thread, this change moves it to the worker thread. Since it gets deleted and recreated as part of the worker thread, this prevents it from ever getting used from multiple threads (which is why it was originally done on the UI thread)
This commit is contained in:
parent
7325413cd8
commit
fc2f7b0df6
3 changed files with 35 additions and 46 deletions
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@ -2,6 +2,7 @@
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// Licensed under GPLv2 or any later version
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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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// Refer to the license.txt file included.
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#include <QApplication>
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#include <QFileInfo>
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#include <QFileInfo>
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#include <QHeaderView>
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#include <QHeaderView>
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#include <QKeyEvent>
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#include <QKeyEvent>
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@ -194,6 +195,9 @@ void GameList::onFilterCloseClicked() {
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}
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}
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GameList::GameList(GMainWindow* parent) : QWidget{parent} {
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GameList::GameList(GMainWindow* parent) : QWidget{parent} {
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watcher = new QFileSystemWatcher(this);
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connect(watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory);
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this->main_window = parent;
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this->main_window = parent;
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layout = new QVBoxLayout;
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layout = new QVBoxLayout;
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tree_view = new QTreeView;
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tree_view = new QTreeView;
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@ -218,7 +222,6 @@ GameList::GameList(GMainWindow* parent) : QWidget{parent} {
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connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
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connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
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connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
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connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
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connect(&watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory);
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// We must register all custom types with the Qt Automoc system so that we are able to use it
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// We must register all custom types with the Qt Automoc system so that we are able to use it
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// with signals/slots. In this case, QList falls under the umbrells of custom types.
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// with signals/slots. In this case, QList falls under the umbrells of custom types.
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@ -269,7 +272,22 @@ void GameList::ValidateEntry(const QModelIndex& item) {
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emit GameChosen(file_path);
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emit GameChosen(file_path);
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}
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}
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void GameList::DonePopulating() {
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void GameList::DonePopulating(QStringList watch_list) {
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// Clear out the old directories to watch for changes and add the new ones
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auto watch_dirs = watcher->directories();
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if (!watch_dirs.isEmpty()) {
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watcher->removePaths(watch_dirs);
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}
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// Workaround: Add the watch paths in chunks to allow the gui to refresh
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// This prevents the UI from stalling when a large number of watch paths are added
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// Also artificially caps the watcher to a certain number of directories
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constexpr int LIMIT_WATCH_DIRECTORIES = 5000;
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constexpr int SLICE_SIZE = 25;
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int len = std::min(watch_list.length(), LIMIT_WATCH_DIRECTORIES);
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for (int i = 0; i < len; i += SLICE_SIZE) {
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watcher->addPaths(watch_list.mid(i, i + SLICE_SIZE));
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QCoreApplication::processEvents();
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}
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tree_view->setEnabled(true);
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tree_view->setEnabled(true);
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int rowCount = tree_view->model()->rowCount();
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int rowCount = tree_view->model()->rowCount();
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search_field->setFilterResult(rowCount, rowCount);
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search_field->setFilterResult(rowCount, rowCount);
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@ -309,11 +327,6 @@ void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
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emit ShouldCancelWorker();
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emit ShouldCancelWorker();
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auto watch_dirs = watcher.directories();
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if (!watch_dirs.isEmpty()) {
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watcher.removePaths(watch_dirs);
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}
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UpdateWatcherList(dir_path.toStdString(), deep_scan ? 256 : 0);
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GameListWorker* worker = new GameListWorker(dir_path, deep_scan);
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GameListWorker* worker = new GameListWorker(dir_path, deep_scan);
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connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
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connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
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@ -359,38 +372,6 @@ void GameList::RefreshGameDirectory() {
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}
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}
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}
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}
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/**
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* Adds the game list folder to the QFileSystemWatcher to check for updates.
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*
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* The file watcher will fire off an update to the game list when a change is detected in the game
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* list folder.
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*
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* Notice: This method is run on the UI thread because QFileSystemWatcher is not thread safe and
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* this function is fast enough to not stall the UI thread. If performance is an issue, it should
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* be moved to another thread and properly locked to prevent concurrency issues.
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*
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* @param dir folder to check for changes in
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* @param recursion 0 if recursion is disabled. Any positive number passed to this will add each
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* directory recursively to the watcher and will update the file list if any of the folders
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* change. The number determines how deep the recursion should traverse.
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*/
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void GameList::UpdateWatcherList(const std::string& dir, unsigned int recursion) {
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const auto callback = [this, recursion](unsigned* num_entries_out, 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 (FileUtil::IsDirectory(physical_name)) {
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UpdateWatcherList(physical_name, recursion - 1);
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}
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return true;
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};
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watcher.addPath(QString::fromStdString(dir));
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if (recursion > 0) {
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FileUtil::ForeachDirectoryEntry(nullptr, dir, callback);
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}
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}
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void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion) {
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void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion) {
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const auto callback = [this, recursion](unsigned* num_entries_out, const std::string& directory,
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const auto callback = [this, recursion](unsigned* num_entries_out, const std::string& directory,
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const std::string& virtual_name) -> bool {
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const std::string& virtual_name) -> bool {
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@ -399,7 +380,8 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
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if (stop_processing)
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if (stop_processing)
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return false; // Breaks the callback loop.
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return false; // Breaks the callback loop.
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if (!FileUtil::IsDirectory(physical_name) && HasSupportedFileExtension(physical_name)) {
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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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std::unique_ptr<Loader::AppLoader> loader = Loader::GetLoader(physical_name);
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if (!loader)
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if (!loader)
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return true;
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return true;
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@ -416,7 +398,8 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
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QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
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QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
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new GameListItemSize(FileUtil::GetSize(physical_name)),
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new GameListItemSize(FileUtil::GetSize(physical_name)),
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});
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});
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} else if (recursion > 0) {
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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);
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AddFstEntriesToGameList(physical_name, recursion - 1);
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}
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}
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@ -428,8 +411,9 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
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void GameListWorker::run() {
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void GameListWorker::run() {
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stop_processing = false;
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stop_processing = false;
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watch_list.append(dir_path);
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AddFstEntriesToGameList(dir_path.toStdString(), deep_scan ? 256 : 0);
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AddFstEntriesToGameList(dir_path.toStdString(), deep_scan ? 256 : 0);
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emit Finished();
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emit Finished(watch_list);
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}
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}
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void GameListWorker::Cancel() {
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void GameListWorker::Cancel() {
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@ -85,10 +85,9 @@ private slots:
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private:
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private:
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void AddEntry(const QList<QStandardItem*>& entry_items);
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void AddEntry(const QList<QStandardItem*>& entry_items);
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void ValidateEntry(const QModelIndex& item);
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void ValidateEntry(const QModelIndex& item);
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void DonePopulating();
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void DonePopulating(QStringList watch_list);
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void PopupContextMenu(const QPoint& menu_location);
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void PopupContextMenu(const QPoint& menu_location);
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void UpdateWatcherList(const std::string& path, unsigned int recursion);
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void RefreshGameDirectory();
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void RefreshGameDirectory();
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bool containsAllWords(QString haystack, QString userinput);
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bool containsAllWords(QString haystack, QString userinput);
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QTreeView* tree_view = nullptr;
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QTreeView* tree_view = nullptr;
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QStandardItemModel* item_model = nullptr;
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QStandardItemModel* item_model = nullptr;
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GameListWorker* current_worker = nullptr;
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GameListWorker* current_worker = nullptr;
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QFileSystemWatcher watcher;
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QFileSystemWatcher* watcher = nullptr;
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};
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};
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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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* @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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*/
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void EntryReady(QList<QStandardItem*> entry_items);
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void EntryReady(QList<QStandardItem*> entry_items);
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void Finished();
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/**
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* After the worker has traversed the game directory looking for entries, this signal is emmited
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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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private:
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QStringList watch_list;
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QString dir_path;
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QString dir_path;
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bool deep_scan;
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bool deep_scan;
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std::atomic_bool stop_processing;
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std::atomic_bool stop_processing;
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