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https://git.eden-emu.dev/eden-emu/eden
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So firstly, playtime code is moved to src/common and qt specific code to yuzu/utils.cpp. The dependency on ProfileManager was removed because it was working properly on Android, and I think a shared playtime is better behavior. Now, playtime is stored in a file called "playtime.bin". JNI code is from Azahar although modified by me, as well as that I added code to reset the game's playtime which was missing for some reason on there. Before this gets merged, I plan to add the ability to manually edit the database as well. Note: Code still needs a bit of cleanup. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2535 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: Lizzie <lizzie@eden-emu.dev> Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev> Co-authored-by: inix <Nixy01@proton.me> Co-committed-by: inix <Nixy01@proton.me>
100 lines
2.7 KiB
C++
100 lines
2.7 KiB
C++
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <atomic>
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#include <deque>
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#include <memory>
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#include <string>
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#include <QList>
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#include <QObject>
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#include <QRunnable>
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#include <QString>
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#include "common/thread.h"
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#include "core/file_sys/registered_cache.h"
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#include "qt_common/config/uisettings.h"
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#include "yuzu/compatibility_list.h"
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#include "frontend_common/play_time_manager.h"
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namespace Core {
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class System;
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}
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class GameList;
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class GameListDir;
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class QStandardItem;
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namespace FileSys {
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class NCA;
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class VfsFilesystem;
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} // namespace FileSys
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/**
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* Asynchronous worker object for populating the game list.
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* Communicates with other threads through Qt's signal/slot system.
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*/
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class GameListWorker : public QObject, public QRunnable {
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Q_OBJECT
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public:
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explicit GameListWorker(std::shared_ptr<FileSys::VfsFilesystem> vfs_,
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FileSys::ManualContentProvider* provider_,
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QVector<UISettings::GameDir>& game_dirs_,
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const CompatibilityList& compatibility_list_,
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const PlayTime::PlayTimeManager& play_time_manager_,
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Core::System& system_);
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~GameListWorker() override;
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/// Starts the processing of directory tree information.
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void run() override;
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public:
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/**
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* Synchronously processes any events queued by the worker.
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*
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* AddDirEntry is called on the game list for every discovered directory.
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* AddEntry is called on the game list for every discovered program.
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* DonePopulating is called on the game list when processing completes.
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*/
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void ProcessEvents(GameList* game_list);
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signals:
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void DataAvailable();
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private:
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template <typename F>
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void RecordEvent(F&& func);
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private:
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void AddTitlesToGameList(GameListDir* parent_dir);
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enum class ScanTarget {
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FillManualContentProvider,
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PopulateGameList,
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};
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void ScanFileSystem(ScanTarget target, const std::string& dir_path, bool deep_scan,
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GameListDir* parent_dir);
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std::shared_ptr<FileSys::VfsFilesystem> vfs;
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FileSys::ManualContentProvider* provider;
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QVector<UISettings::GameDir>& game_dirs;
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const CompatibilityList& compatibility_list;
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const PlayTime::PlayTimeManager& play_time_manager;
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QStringList watch_list;
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std::mutex lock;
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std::condition_variable cv;
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std::deque<std::function<void(GameList*)>> queued_events;
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std::atomic_bool stop_requested = false;
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Common::Event processing_completed;
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Core::System& system;
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};
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