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[game_list] fix crash and flashing from the directory watcher (#4099)
So the game list watcher could rebuild the content providers (CreateFactories) while the populate worker was still scanning them, and the worker would walk a torn-down RegisteredCache and segfault in OpenFileOrDirectoryConcat. Fixed by stopping and joining the worker before rebuilding. On macOS the watcher also re-armed itself every populate. Re-adding the same paths makes QFileSystemWatcher re-emit directoryChanged (the FSEvent comes in async, so the blockSignals guard misses it), so it just kept refreshing and the list flashed forever. Now it only re-arms when the watched dirs actually changed. Also null-guarded OpenFileOrDirectoryConcat so a torn-down cache cant null-deref there. Related: https://github.com/eden-emulator/Issue-Reports/issues/336 Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4099 Reviewed-by: Lizzie <lizzie@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
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c27266c4cd
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4 changed files with 50 additions and 16 deletions
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@ -503,6 +503,9 @@ NcaID PlaceholderCache::Generate() {
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VirtualFile RegisteredCache::OpenFileOrDirectoryConcat(const VirtualDir& open_dir,
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std::string_view path) const {
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if (open_dir == nullptr) {
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return nullptr;
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}
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const auto file = open_dir->GetFileRelative(path);
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if (file != nullptr) {
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return file;
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@ -57,6 +57,12 @@ void GameListModel::PopulateAsync(QVector<UISettings::GameDir>& game_dirs) {
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QThreadPool::globalInstance()->start(current_worker.get());
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}
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void GameListModel::StopWorker() {
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// ~GameListWorker sets stop_requested and blocks until run() finishes, so this returns only
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// once the worker is no longer touching the content providers.
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current_worker.reset();
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}
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void GameListModel::WorkerEvent() {
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current_worker->ProcessEvents(this);
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}
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@ -202,6 +208,7 @@ void GameListModel::RefreshGameDirectory() {
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if (!UISettings::values.game_dirs.empty() && current_worker != nullptr) {
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LOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
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StopWorker();
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QtCommon::system->GetFileSystemController().CreateFactories(*QtCommon::vfs);
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PopulateAsync(UISettings::values.game_dirs);
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}
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@ -210,6 +217,7 @@ void GameListModel::RefreshGameDirectory() {
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void GameListModel::RefreshExternalContent() {
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if (!UISettings::values.game_dirs.empty() && current_worker != nullptr) {
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LOG_INFO(Frontend, "External content directory changed. Clearing metadata cache.");
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StopWorker();
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QtCommon::Game::ResetMetadata(false);
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QtCommon::system->GetFileSystemController().CreateFactories(*QtCommon::vfs);
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PopulateAsync(UISettings::values.game_dirs);
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@ -52,6 +52,10 @@ public:
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void DonePopulating(const QStringList& watch_list);
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void PopulateAsync(QVector<UISettings::GameDir>& game_dirs);
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// Stops and joins the running populate worker, if any. Must be called before rebuilding the
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// content providers (CreateFactories), otherwise the worker keeps scanning a cache that is
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// being torn down underneath it.
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void StopWorker();
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void WorkerEvent();
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bool IsEmpty() const;
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@ -257,31 +257,48 @@ void GameList::OnPopulatingCompleted(const QStringList& watch_list) {
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// Clear out the old directories to watch for changes and add the new ones
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auto* watcher = item_model->GetWatcher();
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auto watch_dirs = watcher->directories();
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if (!watch_dirs.isEmpty()) {
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watcher->removePaths(watch_dirs);
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}
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const QStringList current_watch = watcher->directories();
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constexpr int LIMIT_WATCH_DIRECTORIES = 5000;
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constexpr int SLICE_SIZE = 25;
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int len = (std::min)(static_cast<int>(watch_list.size()), LIMIT_WATCH_DIRECTORIES);
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#ifdef __APPLE__
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const bool old_signals_blocked = watcher->blockSignals(true);
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#endif
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for (int i = 0; i < len; i += SLICE_SIZE) {
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auto chunk = watch_list.mid(i, SLICE_SIZE);
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if (!chunk.isEmpty()) {
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watcher->addPaths(chunk);
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}
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QCoreApplication::processEvents();
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QStringList desired_watch = watch_list;
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if (desired_watch.size() > LIMIT_WATCH_DIRECTORIES) {
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desired_watch = desired_watch.mid(0, LIMIT_WATCH_DIRECTORIES);
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}
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// Only re-arm the watcher when the set of directories actually changed. Re-adding the same
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// paths makes the macOS QFileSystemWatcher re-emit directoryChanged (the FSEvent arrives
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// asynchronously, so the blockSignals guard below does not catch it), which retriggers a full
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// refresh and loops forever, making the game list visibly flash. Comparing the sets breaks
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// that loop: at steady state we leave the watcher untouched and no spurious event is produced.
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QStringList sorted_current = current_watch;
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QStringList sorted_desired = desired_watch;
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sorted_current.sort();
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sorted_desired.sort();
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if (sorted_current != sorted_desired) {
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if (!current_watch.isEmpty()) {
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watcher->removePaths(current_watch);
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}
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#ifdef __APPLE__
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watcher->blockSignals(old_signals_blocked);
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const bool old_signals_blocked = watcher->blockSignals(true);
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#endif
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for (int i = 0; i < desired_watch.size(); i += SLICE_SIZE) {
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auto chunk = desired_watch.mid(i, SLICE_SIZE);
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if (!chunk.isEmpty()) {
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watcher->addPaths(chunk);
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}
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QCoreApplication::processEvents();
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}
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#ifdef __APPLE__
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watcher->blockSignals(old_signals_blocked);
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#endif
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}
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m_currentView->setEnabled(true);
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int children_total = 0;
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@ -304,6 +321,7 @@ void GameList::RefreshGameDirectory() {
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if (!UISettings::values.game_dirs.empty()) {
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LOG_INFO(Frontend, "Change detected in the games directory. Reloading game list.");
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item_model->StopWorker();
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QtCommon::system->GetFileSystemController().CreateFactories(*QtCommon::vfs);
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PopulateAsync(UISettings::values.game_dirs);
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}
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@ -312,6 +330,7 @@ void GameList::RefreshGameDirectory() {
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void GameList::RefreshExternalContent() {
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if (!UISettings::values.game_dirs.empty()) {
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LOG_INFO(Frontend, "External content directory changed. Clearing metadata cache.");
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item_model->StopWorker();
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QtCommon::Game::ResetMetadata(false);
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QtCommon::system->GetFileSystemController().CreateFactories(*QtCommon::vfs);
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PopulateAsync(UISettings::values.game_dirs);
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