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https://github.com/starr-dusT/yuzu-mainline
synced 2024-03-05 21:12:25 -08:00
qt: ensure worker cancellation is complete before clearing
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parent
519c12da15
commit
faa6c35e78
@ -826,12 +826,13 @@ void GameList::PopulateAsync(QVector<UISettings::GameDir>& game_dirs) {
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tree_view->setColumnHidden(COLUMN_SIZE, !UISettings::values.show_size);
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tree_view->setColumnHidden(COLUMN_PLAY_TIME, !UISettings::values.show_play_time);
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// Before deleting rows, cancel the worker so that it is not using them
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emit ShouldCancelWorker();
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// Delete any rows that might already exist if we're repopulating
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item_model->removeRows(0, item_model->rowCount());
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search_field->clear();
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emit ShouldCancelWorker();
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GameListWorker* worker =
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new GameListWorker(vfs, provider, game_dirs, compatibility_list, play_time_manager, system);
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@ -293,7 +293,7 @@ void GameListWorker::AddTitlesToGameList(GameListDir* parent_dir) {
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void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_path, bool deep_scan,
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GameListDir* parent_dir) {
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const auto callback = [this, target, parent_dir](const std::filesystem::path& path) -> bool {
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if (stop_processing) {
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if (stop_requested) {
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// Breaks the callback loop.
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return false;
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}
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@ -399,7 +399,6 @@ void GameListWorker::ScanFileSystem(ScanTarget target, const std::string& dir_pa
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}
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void GameListWorker::run() {
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stop_processing = false;
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provider->ClearAllEntries();
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for (UISettings::GameDir& game_dir : game_dirs) {
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@ -427,9 +426,11 @@ void GameListWorker::run() {
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}
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emit Finished(watch_list);
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processing_completed.Set();
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}
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void GameListWorker::Cancel() {
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this->disconnect();
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stop_processing = true;
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stop_requested.store(true);
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processing_completed.Wait();
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}
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@ -12,6 +12,7 @@
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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 "yuzu/compatibility_list.h"
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#include "yuzu/play_time_manager.h"
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@ -82,7 +83,9 @@ private:
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const PlayTime::PlayTimeManager& play_time_manager;
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QStringList watch_list;
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std::atomic_bool stop_processing;
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Common::Event processing_completed;
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std::atomic_bool stop_requested = false;
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Core::System& system;
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};
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