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UI: Use atomic flags in game info cache.

Simpler, no need to lock the entire info when checking these.
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unknownbrackets committed Dec 29, 2017
1 parent c948a3d commit d00dcb4400fd24cb3e14f0bb963204d685b4b2d8
Showing with 19 additions and 30 deletions.
  1. +14 −22 UI/GameInfoCache.cpp
  2. +2 −5 UI/GameInfoCache.h
  3. +3 −3 UI/GameScreen.cpp
View
@@ -46,6 +46,7 @@
GameInfoCache *g_gameInfoCache;
GameInfo::GameInfo() : fileType(IdentifiedFileType::UNKNOWN) {
pending = true;
}
GameInfo::~GameInfo() {
@@ -300,16 +301,6 @@ std::string GameInfo::GetTitle() {
return title;
}
bool GameInfo::IsPending() {
std::lock_guard<std::mutex> guard(lock);
return pending;
}
bool GameInfo::IsWorking() {
std::lock_guard<std::mutex> guard(lock);
return working;
}
void GameInfo::SetTitle(const std::string &newTitle) {
std::lock_guard<std::mutex> guard(lock);
title = newTitle;
@@ -368,12 +359,8 @@ class GameInfoWorkItem : public PrioritizedWorkQueueItem {
if (!info_->LoadFromPath(gamePath_))
return;
{
std::lock_guard<std::mutex> lock(info_->lock);
info_->working = true;
info_->fileType = Identify_File(info_->GetFileLoader().get());
}
info_->working = true;
info_->fileType = Identify_File(info_->GetFileLoader().get());
switch (info_->fileType) {
case IdentifiedFileType::PSP_PBP:
case IdentifiedFileType::PSP_PBP_DIRECTORY:
@@ -392,6 +379,7 @@ class GameInfoWorkItem : public PrioritizedWorkQueueItem {
goto handleELF;
}
ERROR_LOG(LOADER, "invalid pbp %s\n", pbpLoader->Path().c_str());
info_->working = false;
return;
}
@@ -556,11 +544,15 @@ class GameInfoWorkItem : public PrioritizedWorkQueueItem {
// TODO: This will currently read in the whole directory tree. Not really necessary for just a
// few files.
auto fl = info_->GetFileLoader();
if (!fl)
if (!fl) {
info_->working = false;
return; // Happens with UWP currently, TODO...
}
BlockDevice *bd = constructBlockDevice(info_->GetFileLoader().get());
if (!bd)
if (!bd) {
info_->working = false;
return; // nothing to do here..
}
ISOFileSystem umd(&handles, bd);
// Alright, let's fetch the PARAM.SFO.
@@ -639,7 +631,6 @@ class GameInfoWorkItem : public PrioritizedWorkQueueItem {
info_->installDataSize = info_->GetInstallDataSizeInBytes();
}
std::lock_guard<std::mutex> lock(info_->lock);
info_->pending = false;
info_->working = false;
// ILOG("Completed writing info for %s", info_->GetTitle().c_str());
@@ -721,15 +712,16 @@ void GameInfoCache::PurgeType(IdentifiedFileType fileType) {
gameInfoWQ_->Flush();
restart:
for (auto iter = info_.begin(); iter != info_.end(); iter++) {
if (iter->second->fileType == fileType) {
auto &info = iter->second;
if (!info->working && info->fileType == fileType) {
info_.erase(iter);
goto restart;
}
}
}
void GameInfoCache::WaitUntilDone(std::shared_ptr<GameInfo> &info) {
while (info->IsPending()) {
while (info->pending) {
if (gameInfoWQ_->WaitUntilDone(false)) {
// A true return means everything finished, so bail out.
// This way even if something gets stuck, we won't hang.
@@ -769,7 +761,7 @@ std::shared_ptr<GameInfo> GameInfoCache::GetInfo(Draw::DrawContext *draw, const
info = std::make_shared<GameInfo>();
}
if (info->IsWorking()) {
if (info->working) {
// Uh oh, it's currently in process. It could mark pending = false with the wrong wantFlags.
// Let's wait it out, then queue.
// NOTE: This is bad because we're likely on the UI thread....
View
@@ -108,9 +108,6 @@ class GameInfo {
std::string GetTitle();
void SetTitle(const std::string &newTitle);
bool IsPending();
bool IsWorking();
// Hold this when reading or writing from the GameInfo.
// Don't need to hold it when just passing around the pointer,
// and obviously also not when creating it and holding the only pointer
@@ -142,8 +139,8 @@ class GameInfo {
u64 gameSize = 0;
u64 saveDataSize = 0;
u64 installDataSize = 0;
bool pending = true;
bool working = false;
std::atomic<bool> pending{};
std::atomic<bool> working{};
protected:
// Note: this can change while loading, use GetTitle().
View
@@ -123,7 +123,7 @@ void GameScreen::CreateViews() {
rightColumnItems->Add(btnDeleteSaveData_)->OnClick.Handle(this, &GameScreen::OnDeleteSaveData);
btnDeleteSaveData_->SetVisibility(V_GONE);
if (info && !info->IsPending()) {
if (info && !info->pending) {
otherChoices_.clear();
}
@@ -252,7 +252,7 @@ void GameScreen::update() {
btnSetBackground_->SetVisibility(UI::V_VISIBLE);
}
}
if (!info->IsPending()) {
if (!info->pending) {
// At this point, the above buttons won't become visible. We can show these now.
for (UI::Choice *choice : otherChoices_) {
choice->SetVisibility(UI::V_VISIBLE);
@@ -419,7 +419,7 @@ void SetBackgroundPopupScreen::update() {
PopupScreen::update();
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(nullptr, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTBGDATA);
if (status_ == Status::PENDING && info && !info->IsPending()) {
if (status_ == Status::PENDING && info && !info->pending) {
GameInfoTex *pic = nullptr;
if (info->pic1.dataLoaded && info->pic1.data.size()) {
pic = &info->pic1;

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