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https://github.com/hrydgard/ppsspp.git
synced 2026-11-13 09:39:33 +01:00
UI: Use atomic flags in game info cache.
Simpler, no need to lock the entire info when checking these.
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commit
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3 files changed
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-30
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@@ -46,6 +46,7 @@
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GameInfoCache *g_gameInfoCache;
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GameInfo::GameInfo() : fileType(IdentifiedFileType::UNKNOWN) {
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pending = true;
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}
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GameInfo::~GameInfo() {
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@@ -300,16 +301,6 @@ std::string GameInfo::GetTitle() {
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return title;
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}
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bool GameInfo::IsPending() {
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std::lock_guard<std::mutex> guard(lock);
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return pending;
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}
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bool GameInfo::IsWorking() {
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std::lock_guard<std::mutex> guard(lock);
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return working;
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}
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void GameInfo::SetTitle(const std::string &newTitle) {
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std::lock_guard<std::mutex> guard(lock);
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title = newTitle;
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@@ -368,12 +359,8 @@ public:
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if (!info_->LoadFromPath(gamePath_))
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return;
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{
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std::lock_guard<std::mutex> lock(info_->lock);
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info_->working = true;
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info_->fileType = Identify_File(info_->GetFileLoader().get());
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}
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info_->working = true;
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info_->fileType = Identify_File(info_->GetFileLoader().get());
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switch (info_->fileType) {
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case IdentifiedFileType::PSP_PBP:
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case IdentifiedFileType::PSP_PBP_DIRECTORY:
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@@ -392,6 +379,7 @@ public:
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goto handleELF;
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}
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ERROR_LOG(LOADER, "invalid pbp %s\n", pbpLoader->Path().c_str());
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info_->working = false;
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return;
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}
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@@ -556,11 +544,15 @@ handleELF:
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// TODO: This will currently read in the whole directory tree. Not really necessary for just a
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// few files.
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auto fl = info_->GetFileLoader();
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if (!fl)
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if (!fl) {
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info_->working = false;
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return; // Happens with UWP currently, TODO...
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}
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BlockDevice *bd = constructBlockDevice(info_->GetFileLoader().get());
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if (!bd)
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if (!bd) {
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info_->working = false;
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return; // nothing to do here..
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}
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ISOFileSystem umd(&handles, bd);
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// Alright, let's fetch the PARAM.SFO.
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@@ -639,7 +631,6 @@ handleELF:
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info_->installDataSize = info_->GetInstallDataSizeInBytes();
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}
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std::lock_guard<std::mutex> lock(info_->lock);
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info_->pending = false;
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info_->working = false;
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// ILOG("Completed writing info for %s", info_->GetTitle().c_str());
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@@ -721,7 +712,8 @@ void GameInfoCache::PurgeType(IdentifiedFileType fileType) {
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gameInfoWQ_->Flush();
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restart:
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for (auto iter = info_.begin(); iter != info_.end(); iter++) {
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if (iter->second->fileType == fileType) {
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auto &info = iter->second;
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if (!info->working && info->fileType == fileType) {
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info_.erase(iter);
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goto restart;
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}
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@@ -729,7 +721,7 @@ void GameInfoCache::PurgeType(IdentifiedFileType fileType) {
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}
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void GameInfoCache::WaitUntilDone(std::shared_ptr<GameInfo> &info) {
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while (info->IsPending()) {
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while (info->pending) {
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if (gameInfoWQ_->WaitUntilDone(false)) {
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// A true return means everything finished, so bail out.
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// This way even if something gets stuck, we won't hang.
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@@ -769,7 +761,7 @@ std::shared_ptr<GameInfo> GameInfoCache::GetInfo(Draw::DrawContext *draw, const
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info = std::make_shared<GameInfo>();
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}
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if (info->IsWorking()) {
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if (info->working) {
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// Uh oh, it's currently in process. It could mark pending = false with the wrong wantFlags.
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// Let's wait it out, then queue.
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// NOTE: This is bad because we're likely on the UI thread....
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