Merge pull request #2669 from jroweboy/async_file_watcher
Frontend: Prevent FileSystemWatcher from blocking UI thread
This commit is contained in:
commit
db22b88fea
|
@ -2,6 +2,7 @@
|
|||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include <QApplication>
|
||||
#include <QFileInfo>
|
||||
#include <QHeaderView>
|
||||
#include <QKeyEvent>
|
||||
|
@ -194,6 +195,9 @@ void GameList::onFilterCloseClicked() {
|
|||
}
|
||||
|
||||
GameList::GameList(GMainWindow* parent) : QWidget{parent} {
|
||||
watcher = new QFileSystemWatcher(this);
|
||||
connect(watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory);
|
||||
|
||||
this->main_window = parent;
|
||||
layout = new QVBoxLayout;
|
||||
tree_view = new QTreeView;
|
||||
|
@ -218,7 +222,6 @@ GameList::GameList(GMainWindow* parent) : QWidget{parent} {
|
|||
|
||||
connect(tree_view, &QTreeView::activated, this, &GameList::ValidateEntry);
|
||||
connect(tree_view, &QTreeView::customContextMenuRequested, this, &GameList::PopupContextMenu);
|
||||
connect(&watcher, &QFileSystemWatcher::directoryChanged, this, &GameList::RefreshGameDirectory);
|
||||
|
||||
// We must register all custom types with the Qt Automoc system so that we are able to use it
|
||||
// with signals/slots. In this case, QList falls under the umbrells of custom types.
|
||||
|
@ -269,7 +272,22 @@ void GameList::ValidateEntry(const QModelIndex& item) {
|
|||
emit GameChosen(file_path);
|
||||
}
|
||||
|
||||
void GameList::DonePopulating() {
|
||||
void GameList::DonePopulating(QStringList watch_list) {
|
||||
// Clear out the old directories to watch for changes and add the new ones
|
||||
auto watch_dirs = watcher->directories();
|
||||
if (!watch_dirs.isEmpty()) {
|
||||
watcher->removePaths(watch_dirs);
|
||||
}
|
||||
// Workaround: Add the watch paths in chunks to allow the gui to refresh
|
||||
// This prevents the UI from stalling when a large number of watch paths are added
|
||||
// Also artificially caps the watcher to a certain number of directories
|
||||
constexpr int LIMIT_WATCH_DIRECTORIES = 5000;
|
||||
constexpr int SLICE_SIZE = 25;
|
||||
int len = std::min(watch_list.length(), LIMIT_WATCH_DIRECTORIES);
|
||||
for (int i = 0; i < len; i += SLICE_SIZE) {
|
||||
watcher->addPaths(watch_list.mid(i, i + SLICE_SIZE));
|
||||
QCoreApplication::processEvents();
|
||||
}
|
||||
tree_view->setEnabled(true);
|
||||
int rowCount = tree_view->model()->rowCount();
|
||||
search_field->setFilterResult(rowCount, rowCount);
|
||||
|
@ -309,11 +327,6 @@ void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) {
|
|||
|
||||
emit ShouldCancelWorker();
|
||||
|
||||
auto watch_dirs = watcher.directories();
|
||||
if (!watch_dirs.isEmpty()) {
|
||||
watcher.removePaths(watch_dirs);
|
||||
}
|
||||
UpdateWatcherList(dir_path.toStdString(), deep_scan ? 256 : 0);
|
||||
GameListWorker* worker = new GameListWorker(dir_path, deep_scan);
|
||||
|
||||
connect(worker, &GameListWorker::EntryReady, this, &GameList::AddEntry, Qt::QueuedConnection);
|
||||
|
@ -359,38 +372,6 @@ void GameList::RefreshGameDirectory() {
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds the game list folder to the QFileSystemWatcher to check for updates.
|
||||
*
|
||||
* The file watcher will fire off an update to the game list when a change is detected in the game
|
||||
* list folder.
|
||||
*
|
||||
* Notice: This method is run on the UI thread because QFileSystemWatcher is not thread safe and
|
||||
* this function is fast enough to not stall the UI thread. If performance is an issue, it should
|
||||
* be moved to another thread and properly locked to prevent concurrency issues.
|
||||
*
|
||||
* @param dir folder to check for changes in
|
||||
* @param recursion 0 if recursion is disabled. Any positive number passed to this will add each
|
||||
* directory recursively to the watcher and will update the file list if any of the folders
|
||||
* change. The number determines how deep the recursion should traverse.
|
||||
*/
|
||||
void GameList::UpdateWatcherList(const std::string& dir, unsigned int recursion) {
|
||||
const auto callback = [this, recursion](unsigned* num_entries_out, const std::string& directory,
|
||||
const std::string& virtual_name) -> bool {
|
||||
std::string physical_name = directory + DIR_SEP + virtual_name;
|
||||
|
||||
if (FileUtil::IsDirectory(physical_name)) {
|
||||
UpdateWatcherList(physical_name, recursion - 1);
|
||||
}
|
||||
return true;
|
||||
};
|
||||
|
||||
watcher.addPath(QString::fromStdString(dir));
|
||||
if (recursion > 0) {
|
||||
FileUtil::ForeachDirectoryEntry(nullptr, dir, callback);
|
||||
}
|
||||
}
|
||||
|
||||
void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsigned int recursion) {
|
||||
const auto callback = [this, recursion](unsigned* num_entries_out, const std::string& directory,
|
||||
const std::string& virtual_name) -> bool {
|
||||
|
@ -399,7 +380,8 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
|
|||
if (stop_processing)
|
||||
return false; // Breaks the callback loop.
|
||||
|
||||
if (!FileUtil::IsDirectory(physical_name) && HasSupportedFileExtension(physical_name)) {
|
||||
bool is_dir = FileUtil::IsDirectory(physical_name);
|
||||
if (!is_dir && HasSupportedFileExtension(physical_name)) {
|
||||
std::unique_ptr<Loader::AppLoader> loader = Loader::GetLoader(physical_name);
|
||||
if (!loader)
|
||||
return true;
|
||||
|
@ -416,7 +398,8 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
|
|||
QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))),
|
||||
new GameListItemSize(FileUtil::GetSize(physical_name)),
|
||||
});
|
||||
} else if (recursion > 0) {
|
||||
} else if (is_dir && recursion > 0) {
|
||||
watch_list.append(QString::fromStdString(physical_name));
|
||||
AddFstEntriesToGameList(physical_name, recursion - 1);
|
||||
}
|
||||
|
||||
|
@ -428,8 +411,9 @@ void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, unsign
|
|||
|
||||
void GameListWorker::run() {
|
||||
stop_processing = false;
|
||||
watch_list.append(dir_path);
|
||||
AddFstEntriesToGameList(dir_path.toStdString(), deep_scan ? 256 : 0);
|
||||
emit Finished();
|
||||
emit Finished(watch_list);
|
||||
}
|
||||
|
||||
void GameListWorker::Cancel() {
|
||||
|
|
|
@ -85,10 +85,9 @@ private slots:
|
|||
private:
|
||||
void AddEntry(const QList<QStandardItem*>& entry_items);
|
||||
void ValidateEntry(const QModelIndex& item);
|
||||
void DonePopulating();
|
||||
void DonePopulating(QStringList watch_list);
|
||||
|
||||
void PopupContextMenu(const QPoint& menu_location);
|
||||
void UpdateWatcherList(const std::string& path, unsigned int recursion);
|
||||
void RefreshGameDirectory();
|
||||
bool containsAllWords(QString haystack, QString userinput);
|
||||
|
||||
|
@ -98,5 +97,5 @@ private:
|
|||
QTreeView* tree_view = nullptr;
|
||||
QStandardItemModel* item_model = nullptr;
|
||||
GameListWorker* current_worker = nullptr;
|
||||
QFileSystemWatcher watcher;
|
||||
QFileSystemWatcher* watcher = nullptr;
|
||||
};
|
||||
|
|
|
@ -170,9 +170,15 @@ signals:
|
|||
* @param entry_items a list with `QStandardItem`s that make up the columns of the new entry.
|
||||
*/
|
||||
void EntryReady(QList<QStandardItem*> entry_items);
|
||||
void Finished();
|
||||
|
||||
/**
|
||||
* After the worker has traversed the game directory looking for entries, this signal is emmited
|
||||
* with a list of folders that should be watched for changes as well.
|
||||
*/
|
||||
void Finished(QStringList watch_list);
|
||||
|
||||
private:
|
||||
QStringList watch_list;
|
||||
QString dir_path;
|
||||
bool deep_scan;
|
||||
std::atomic_bool stop_processing;
|
||||
|
|
Loading…
Reference in a new issue