Don't store custom names from TitleDatabase in GameFileCache

This saves us from having to update the GameFileCache when the
TitleDatabase changes (for instance when the user changes language).
This commit is contained in:
JosJuice
2018-06-04 07:45:22 +02:00
parent 0f7370a22c
commit 85e94cc510
12 changed files with 75 additions and 94 deletions
+37 -30
View File
@@ -82,9 +82,18 @@ public:
static bool sorted = false;
static int CompareGameListItems(const UICommon::GameFile* iso1, const UICommon::GameFile* iso2,
long sortData = GameListCtrl::COLUMN_TITLE)
static int CompareGameListItems(size_t item1, size_t item2, long sortData,
const GameListCtrl* caller)
{
// return 1 if item1 > item2
// return -1 if item1 < item2
// return 0 for identity
const UICommon::GameFile* iso1 = caller->GetISO(item1);
const UICommon::GameFile* iso2 = caller->GetISO(item2);
if (iso1 == iso2)
return 0;
int t = 1;
if (sortData < 0)
@@ -136,7 +145,8 @@ static int CompareGameListItems(const UICommon::GameFile* iso1, const UICommon::
if (sortData != GameListCtrl::COLUMN_TITLE)
t = 1;
int name_cmp = strcasecmp(iso1->GetName().c_str(), iso2->GetName().c_str()) * t;
int name_cmp =
strcasecmp(caller->GetShownName(item1).c_str(), caller->GetShownName(item2).c_str()) * t;
if (name_cmp != 0)
return name_cmp;
@@ -383,28 +393,34 @@ void GameListCtrl::RefreshList()
if (Core::GetState() != Core::State::Uninitialized)
return;
// Use a newly loaded title database (it might have gotten updated)
const Core::TitleDatabase title_database;
m_shown_names.clear();
m_shown_files.clear();
{
std::unique_lock<std::mutex> lk(m_cache_mutex);
m_cache.ForEach([this](const std::shared_ptr<const UICommon::GameFile>& game_file) {
if (ShouldDisplayGameListItem(*game_file))
m_shown_files.push_back(game_file);
});
m_cache.ForEach(
[this, &title_database](const std::shared_ptr<const UICommon::GameFile>& game_file) {
if (ShouldDisplayGameListItem(*game_file))
{
m_shown_names.push_back(game_file->GetName(title_database));
m_shown_files.push_back(game_file);
}
});
}
// Drives are not cached. Not sure if this is required, but better to err on the
// side of caution if cross-platform issues could come into play.
if (SConfig::GetInstance().m_ListDrives)
{
std::unique_lock<std::mutex> lk(m_title_database_mutex);
for (const auto& drive : Common::GetCDDevices())
{
auto file = std::make_shared<UICommon::GameFile>(drive);
if (file->IsValid())
{
if (file->CustomNameChanged(m_title_database))
file->CustomNameCommit();
m_shown_files.push_back(file);
m_shown_names.push_back(file->GetName(title_database));
m_shown_files.push_back(std::move(file));
}
}
}
@@ -501,7 +517,8 @@ void GameListCtrl::RefreshList()
// Update the column content of the item at index
void GameListCtrl::UpdateItemAtColumn(long index, int column)
{
const auto& iso_file = *GetISO(GetItemData(index));
const size_t item_data = GetItemData(index);
const auto& iso_file = *GetISO(item_data);
switch (column)
{
@@ -527,7 +544,7 @@ void GameListCtrl::UpdateItemAtColumn(long index, int column)
}
case COLUMN_TITLE:
{
wxString name = StrToWxStr(iso_file.GetName());
wxString name = StrToWxStr(GetShownName(item_data));
int disc_number = iso_file.GetDiscNumber() + 1;
if (disc_number > 1 &&
@@ -628,12 +645,6 @@ void GameListCtrl::RescanList()
const std::vector<std::string> game_paths = UICommon::FindAllGamePaths(
SConfig::GetInstance().m_ISOFolder, SConfig::GetInstance().m_RecursiveISOFolder);
// Reload the TitleDatabase
{
std::unique_lock<std::mutex> lock(m_title_database_mutex);
m_title_database = {};
}
bool cache_changed = false;
{
@@ -647,7 +658,7 @@ void GameListCtrl::RescanList()
{
std::unique_lock<std::mutex> lk(m_cache_mutex);
if (m_cache.UpdateAdditionalMetadata(m_title_database))
if (m_cache.UpdateAdditionalMetadata())
{
cache_changed = true;
QueueEvent(new wxCommandEvent(DOLPHIN_EVT_REFRESH_GAMELIST));
@@ -701,19 +712,15 @@ const UICommon::GameFile* GameListCtrl::GetISO(size_t index) const
return nullptr;
}
const std::string& GameListCtrl::GetShownName(size_t index) const
{
return m_shown_names[index];
}
static GameListCtrl* caller;
static int wxCALLBACK wxListCompare(wxIntPtr item1, wxIntPtr item2, wxIntPtr sortData)
{
// return 1 if item1 > item2
// return -1 if item1 < item2
// return 0 for identity
const UICommon::GameFile* iso1 = caller->GetISO(item1);
const UICommon::GameFile* iso2 = caller->GetISO(item2);
if (iso1 == iso2)
return 0;
return CompareGameListItems(iso1, iso2, sortData);
return CompareGameListItems(item1, item2, sortData, caller);
}
void GameListCtrl::OnColumnClick(wxListEvent& event)
+2 -2
View File
@@ -35,6 +35,7 @@ public:
void BrowseForDirectory();
const UICommon::GameFile* GetISO(size_t index) const;
const std::string& GetShownName(size_t index) const;
const UICommon::GameFile* GetSelectedISO() const;
static bool IsHidingItems();
@@ -111,13 +112,12 @@ private:
UICommon::GameFileCache m_cache;
// Locks the cache object, not the shared_ptr<GameFile>s obtained from it
std::mutex m_cache_mutex;
Core::TitleDatabase m_title_database;
std::mutex m_title_database_mutex;
std::thread m_scan_thread;
Common::Event m_scan_trigger;
Common::Flag m_scan_exiting;
// UI thread's view into the cache
std::vector<std::shared_ptr<const UICommon::GameFile>> m_shown_files;
std::vector<std::string> m_shown_names;
int m_last_column;
int m_last_sort;