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 { std::string physical_name = directory + DIR_SEP + virtual_name; if (stop_processing) return false; // Breaks the callback loop. if (!FileUtil::IsDirectory(physical_name)) { std::unique_ptr<Loader::AppLoader> loader = Loader::GetLoader(physical_name); if (!loader) return true; std::vector<u8> smdh; loader->ReadIcon(smdh); u64 program_id = 0; loader->ReadProgramId(program_id); emit EntryReady({ new GameListItemPath(QString::fromStdString(physical_name), smdh, program_id), new GameListItem( QString::fromStdString(Loader::GetFileTypeString(loader->GetFileType()))), new GameListItemSize(FileUtil::GetSize(physical_name)), }); } else if (recursion > 0) { AddFstEntriesToGameList(physical_name, recursion - 1); } return true; }; FileUtil::ForeachDirectoryEntry(nullptr, dir_path, callback); }
void GameListWorker::AddFstEntriesToGameList(const std::string& dir_path, bool deep_scan) { const auto callback = [&](unsigned* num_entries_out, const std::string& directory, const std::string& virtual_name) -> bool { std::string physical_name = directory + DIR_SEP + virtual_name; if (stop_processing) return false; // Breaks the callback loop. if (deep_scan && FileUtil::IsDirectory(physical_name)) { AddFstEntriesToGameList(physical_name, true); } else { std::string filename_filename, filename_extension; Common::SplitPath(physical_name, nullptr, &filename_filename, &filename_extension); Loader::FileType guessed_filetype = Loader::GuessFromExtension(filename_extension); if (guessed_filetype == Loader::FileType::Unknown) return true; Loader::FileType filetype = Loader::IdentifyFile(physical_name); if (filetype == Loader::FileType::Unknown) { LOG_WARNING(Frontend, "File %s is of indeterminate type and is possibly corrupted.", physical_name.c_str()); return true; } if (guessed_filetype != filetype) { LOG_WARNING(Frontend, "Filetype and extension of file %s do not match.", physical_name.c_str()); } std::vector<u8> smdh; std::unique_ptr<Loader::AppLoader> loader = Loader::GetLoader(FileUtil::IOFile(physical_name, "rb"), filetype, filename_filename, physical_name); if (loader) loader->ReadIcon(smdh); emit EntryReady({ new GameListItemPath(QString::fromStdString(physical_name), smdh), new GameListItem(QString::fromStdString(Loader::GetFileTypeString(filetype))), new GameListItemSize(FileUtil::GetSize(physical_name)), }); } return true; }; FileUtil::ForeachDirectoryEntry(nullptr, dir_path, callback); }
void GameList::PopulateAsync(const QString& dir_path, bool deep_scan) { if (!FileUtil::Exists(dir_path.toStdString()) || !FileUtil::IsDirectory(dir_path.toStdString())) { LOG_ERROR(Frontend, "Could not find game list folder at %s", dir_path.toLocal8Bit().data()); return; } tree_view->setEnabled(false); // Delete any rows that might already exist if we're repopulating item_model->removeRows(0, item_model->rowCount()); emit ShouldCancelWorker(); GameListWorker* worker = new GameListWorker(dir_path, deep_scan); connect(worker, SIGNAL(EntryReady(QList<QStandardItem*>)), this, SLOT(AddEntry(QList<QStandardItem*>)), Qt::QueuedConnection); connect(worker, SIGNAL(Finished()), this, SLOT(DonePopulating()), Qt::QueuedConnection); // Use DirectConnection here because worker->Cancel() is thread-safe and we want it to cancel without delay. connect(this, SIGNAL(ShouldCancelWorker()), worker, SLOT(Cancel()), Qt::DirectConnection); QThreadPool::globalInstance()->start(worker); current_worker = std::move(worker); }