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https://github.com/RPCS3/rpcs3.git
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Qt: Fix concurrency bug in trophy manager
The missing mutex frequently caused a crash after I improved the individual trophy folder parsing by deferring icon loading to when it is actually needed.
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parent
70c24a9466
commit
2eebecfb17
2 changed files with 46 additions and 39 deletions
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@ -210,7 +210,7 @@ trophy_manager_dialog::trophy_manager_dialog(std::shared_ptr<gui_settings> gui_s
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setLayout(all_layout);
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// Make connects
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connect(m_icon_slider, &QSlider::valueChanged, this, [=, this](int val)
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connect(m_icon_slider, &QSlider::valueChanged, this, [this, trophy_slider_label](int val)
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{
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m_icon_height = val;
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if (trophy_slider_label)
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@ -225,12 +225,12 @@ trophy_manager_dialog::trophy_manager_dialog(std::shared_ptr<gui_settings> gui_s
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}
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});
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connect(m_icon_slider, &QSlider::sliderReleased, this, [&]()
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connect(m_icon_slider, &QSlider::sliderReleased, this, [this]()
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{
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m_gui_settings->SetValue(gui::tr_icon_height, m_icon_slider->value());
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});
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connect(m_icon_slider, &QSlider::actionTriggered, [&](int action)
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connect(m_icon_slider, &QSlider::actionTriggered, this, [this](int action)
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{
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if (action != QAbstractSlider::SliderNoAction && action != QAbstractSlider::SliderMove)
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{ // we only want to save on mouseclicks or slider release (the other connect handles this)
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@ -238,7 +238,7 @@ trophy_manager_dialog::trophy_manager_dialog(std::shared_ptr<gui_settings> gui_s
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}
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});
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connect(m_game_icon_slider, &QSlider::valueChanged, this, [=, this](int val)
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connect(m_game_icon_slider, &QSlider::valueChanged, this, [this, game_slider_label](int val)
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{
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m_game_icon_size_index = val;
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m_game_icon_size = gui_settings::SizeFromSlider(val);
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@ -254,12 +254,12 @@ trophy_manager_dialog::trophy_manager_dialog(std::shared_ptr<gui_settings> gui_s
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}
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});
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connect(m_game_icon_slider, &QSlider::sliderReleased, this, [&]()
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connect(m_game_icon_slider, &QSlider::sliderReleased, this, [this]()
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{
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m_gui_settings->SetValue(gui::tr_game_iconSize, m_game_icon_slider->value());
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});
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connect(m_game_icon_slider, &QSlider::actionTriggered, [&](int action)
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connect(m_game_icon_slider, &QSlider::actionTriggered, this, [this](int action)
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{
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if (action != QAbstractSlider::SliderNoAction && action != QAbstractSlider::SliderMove)
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{ // we only want to save on mouseclicks or slider release (the other connect handles this)
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@ -267,49 +267,49 @@ trophy_manager_dialog::trophy_manager_dialog(std::shared_ptr<gui_settings> gui_s
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}
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});
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connect(check_lock_trophy, &QCheckBox::clicked, [this](bool checked)
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connect(check_lock_trophy, &QCheckBox::clicked, this, [this](bool checked)
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{
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m_show_locked_trophies = checked;
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ApplyFilter();
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m_gui_settings->SetValue(gui::tr_show_locked, checked);
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});
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connect(check_unlock_trophy, &QCheckBox::clicked, [this](bool checked)
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connect(check_unlock_trophy, &QCheckBox::clicked, this, [this](bool checked)
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{
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m_show_unlocked_trophies = checked;
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ApplyFilter();
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m_gui_settings->SetValue(gui::tr_show_unlocked, checked);
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});
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connect(check_hidden_trophy, &QCheckBox::clicked, [this](bool checked)
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connect(check_hidden_trophy, &QCheckBox::clicked, this, [this](bool checked)
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{
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m_show_hidden_trophies = checked;
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ApplyFilter();
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m_gui_settings->SetValue(gui::tr_show_hidden, checked);
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});
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connect(check_bronze_trophy, &QCheckBox::clicked, [this](bool checked)
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connect(check_bronze_trophy, &QCheckBox::clicked, this, [this](bool checked)
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{
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m_show_bronze_trophies = checked;
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ApplyFilter();
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m_gui_settings->SetValue(gui::tr_show_bronze, checked);
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});
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connect(check_silver_trophy, &QCheckBox::clicked, [this](bool checked)
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connect(check_silver_trophy, &QCheckBox::clicked, this, [this](bool checked)
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{
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m_show_silver_trophies = checked;
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ApplyFilter();
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m_gui_settings->SetValue(gui::tr_show_silver, checked);
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});
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connect(check_gold_trophy, &QCheckBox::clicked, [this](bool checked)
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connect(check_gold_trophy, &QCheckBox::clicked, this, [this](bool checked)
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{
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m_show_gold_trophies = checked;
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ApplyFilter();
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m_gui_settings->SetValue(gui::tr_show_gold, checked);
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});
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connect(check_platinum_trophy, &QCheckBox::clicked, [this](bool checked)
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connect(check_platinum_trophy, &QCheckBox::clicked, this, [this](bool checked)
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{
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m_show_platinum_trophies = checked;
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ApplyFilter();
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@ -318,13 +318,13 @@ trophy_manager_dialog::trophy_manager_dialog(std::shared_ptr<gui_settings> gui_s
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connect(m_trophy_table, &QTableWidget::customContextMenuRequested, this, &trophy_manager_dialog::ShowContextMenu);
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connect(m_game_combo, &QComboBox::currentTextChanged, [this]
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connect(m_game_combo, &QComboBox::currentTextChanged, this, [this]
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{
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PopulateTrophyTable();
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ApplyFilter();
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});
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connect(m_game_table, &QTableWidget::itemSelectionChanged, [this]
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connect(m_game_table, &QTableWidget::itemSelectionChanged, this, [this]
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{
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if (m_game_table->selectedItems().isEmpty())
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{
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@ -356,11 +356,11 @@ bool trophy_manager_dialog::LoadTrophyFolderToDB(const std::string& trop_name)
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game_trophy_data->path = vfs::get(trophyPath + "/");
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game_trophy_data->trop_usr.reset(new TROPUSRLoader());
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const std::string trophyUsrPath = trophyPath + "/TROPUSR.DAT";
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const std::string trophyConfPath = trophyPath + "/TROPCONF.SFM";
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const bool success = game_trophy_data->trop_usr->Load(trophyUsrPath, trophyConfPath).success;
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const std::string tropusr_path = trophyPath + "/TROPUSR.DAT";
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const std::string tropconf_path = trophyPath + "/TROPCONF.SFM";
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const bool success = game_trophy_data->trop_usr->Load(tropusr_path, tropconf_path).success;
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fs::file config(vfs::get(trophyConfPath));
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fs::file config(vfs::get(tropconf_path));
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if (!success || !config)
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{
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@ -379,7 +379,7 @@ bool trophy_manager_dialog::LoadTrophyFolderToDB(const std::string& trop_name)
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for (u32 trophy_id = 0; trophy_id < trophy_count; ++trophy_id)
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{
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// A trophy icon has 3 digits from 000 to 999, for example TROP001.PNG
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game_trophy_data->trophy_image_paths << qstr(fmt::format("%sTROP%03d.PNG", game_trophy_data->path, trophy_id));
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game_trophy_data->trophy_image_paths[trophy_id] = qstr(fmt::format("%sTROP%03d.PNG", game_trophy_data->path, trophy_id));
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}
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// Get game name
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@ -398,7 +398,10 @@ bool trophy_manager_dialog::LoadTrophyFolderToDB(const std::string& trop_name)
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}
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}
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m_trophies_db.push_back(std::move(game_trophy_data));
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{
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std::scoped_lock lock(m_trophies_db_mtx);
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m_trophies_db.push_back(std::move(game_trophy_data));
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}
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config.release();
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return true;
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@ -531,23 +534,20 @@ void trophy_manager_dialog::ResizeTrophyIcons()
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const qreal dpr = devicePixelRatioF();
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const int new_height = m_icon_height * dpr;
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QList<int> indices;
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QList<int> trophy_ids;
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for (int i = 0; i < m_trophy_table->rowCount(); ++i)
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indices.append(i);
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const std::function<QPixmap(const int&)> get_scaled = [this, data = m_trophies_db.at(db_pos).get(), dpr, new_height](const int& i)
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{
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QTableWidgetItem* item = m_trophy_table->item(i, TrophyColumns::Id);
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QTableWidgetItem* icon_item = m_trophy_table->item(i, TrophyColumns::Icon);
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if (!item || !icon_item)
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if (QTableWidgetItem* item = m_trophy_table->item(i, TrophyColumns::Id))
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{
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return QPixmap();
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trophy_ids.append(item->text().toInt());
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}
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}
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const int trophy_id = item->text().toInt();
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const std::function<QPixmap(const int&)> get_scaled = [this, data = m_trophies_db.at(db_pos).get(), dpr, new_height](const int& trophy_id)
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{
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QPixmap icon;
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{
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std::scoped_lock lock(data->mtx);
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std::scoped_lock lock(m_trophies_db_mtx);
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if (data->trophy_images.contains(trophy_id))
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{
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icon = data->trophy_images[trophy_id];
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@ -577,13 +577,18 @@ void trophy_manager_dialog::ResizeTrophyIcons()
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return new_icon.scaledToHeight(new_height, Qt::SmoothTransformation);
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};
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QList<QPixmap> scaled = QtConcurrent::blockingMapped<QList<QPixmap>>(indices, get_scaled);
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for (int i = 0; i < m_trophy_table->rowCount() && i < scaled.count(); ++i)
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// NOTE: Due to a Qt bug, QtConcurrent::blockingMapped has a high risk of deadlocking
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// during the QPixmap operations in get_scaled. So let's just use QtConcurrent::mapped.
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QFutureWatcher<QPixmap> watcher;
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watcher.setFuture(QtConcurrent::mapped(trophy_ids, get_scaled));
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watcher.waitForFinished();
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for (int i = 0; i < m_trophy_table->rowCount() && i < watcher.future().resultCount(); ++i)
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{
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QTableWidgetItem* icon_item = m_trophy_table->item(i, TrophyColumns::Icon);
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if (icon_item)
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icon_item->setData(Qt::DecorationRole, scaled[i]);
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icon_item->setData(Qt::DecorationRole, watcher.future().resultAt(i));
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}
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ReadjustTrophyTable();
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@ -657,7 +662,7 @@ void trophy_manager_dialog::ShowContextMenu(const QPoint& pos)
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const int db_ind = m_game_combo->currentData().toInt();
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connect(show_trophy_dir, &QAction::triggered, [=, this]()
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connect(show_trophy_dir, &QAction::triggered, this, [this, db_ind]()
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{
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const QString path = qstr(m_trophies_db[db_ind]->path);
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QDesktopServices::openUrl(QUrl::fromLocalFile(path));
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@ -763,6 +768,8 @@ void trophy_manager_dialog::PopulateGameTable()
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m_game_combo->addItem(name, i);
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}
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m_game_combo->model()->sort(0, Qt::AscendingOrder);
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ResizeGameIcons();
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m_game_table->setSortingEnabled(true); // Enable sorting only after using setItem calls
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@ -11,8 +11,8 @@
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#include <QSplitter>
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#include <memory>
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#include <map>
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#include <mutex>
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#include <unordered_map>
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class game_list;
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class gui_settings;
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@ -22,11 +22,10 @@ struct GameTrophiesData
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{
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std::unique_ptr<TROPUSRLoader> trop_usr;
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rXmlDocument trop_config; // I'd like to use unique but the protocol inside of the function passes around shared pointers..
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std::map<int, QPixmap> trophy_images; // Cache trophy images to avoid loading from disk as much as possible.
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QStringList trophy_image_paths;
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std::unordered_map<int, QPixmap> trophy_images; // Cache trophy images to avoid loading from disk as much as possible.
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std::unordered_map<int, QString> trophy_image_paths;
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std::string game_name;
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std::string path;
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std::mutex mtx;
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};
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enum TrophyColumns
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@ -98,6 +97,7 @@ private:
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std::shared_ptr<gui_settings> m_gui_settings;
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std::vector<std::unique_ptr<GameTrophiesData>> m_trophies_db; //! Holds all the trophy information.
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std::mutex m_trophies_db_mtx;
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QComboBox* m_game_combo; //! Lets you choose a game
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QLabel* m_game_progress; //! Shows you the current game's progress
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QSplitter* m_splitter; //! Contains the game and trophy tables
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