[qt] nuke game compat list (again) (#4201)

we have no use for it
it's dead code
most of the time users just complain about how the list isn't updated
ok so what if we update it? great now its more noise added to the git, awesome
even if we constantly update it, we introduce new breakage that makes keeping
track of things extremely difficult

either we integrate with emuready (would violate self containment principles)

or we integrate with emuready in a similar fashion to eden news outlet
(where we cache the list with some TTL of like 60 mins or whatever)
that would be better respecting of "self containment" but would probably
require having a quick way to update the list additively, probably filtered to the user's
device instead of a global thing, and i dont think emuready has that granularity
nor we have the "connect this to that" for the api stuffs

another (which is what i propose here) is throw everything out of the window
until someone can come up with something better

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4201
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
This commit is contained in:
lizzie
2026-07-12 09:32:11 +02:00
committed by crueter
parent 39b2c79985
commit 7f85c6e282
19 changed files with 4 additions and 1199 deletions
+1 -49
View File
@@ -52,7 +52,7 @@ void GameListModel::PopulateAsync(QVector<UISettings::GameDir>& game_dirs) {
current_worker.reset();
removeRows(0, rowCount());
current_worker = std::make_unique<GameListWorker>(vfs, provider, game_dirs, compatibility_list,
current_worker = std::make_unique<GameListWorker>(vfs, provider, game_dirs,
play_time_manager, system);
connect(current_worker.get(), &GameListWorker::DataAvailable, this, &GameListModel::WorkerEvent,
@@ -157,50 +157,6 @@ void GameListModel::RemoveFavorite(u64 program_id) {
}
}
void GameListModel::LoadCompatibilityList() {
QFile compat_list{QStringLiteral(":compatibility_list/compatibility_list.json")};
if (!compat_list.open(QFile::ReadOnly | QFile::Text)) {
LOG_ERROR(Frontend, "Unable to open game compatibility list");
return;
}
if (compat_list.size() == 0) {
LOG_WARNING(Frontend, "Game compatibility list is empty");
return;
}
const QByteArray content = compat_list.readAll();
if (content.isEmpty()) {
LOG_ERROR(Frontend, "Unable to completely read game compatibility list");
return;
}
const QJsonDocument json = QJsonDocument::fromJson(content);
const QJsonArray arr = json.array();
for (const QJsonValue& value : arr) {
const QJsonObject game = value.toObject();
const QString compatibility_key = QStringLiteral("compatibility");
if (!game.contains(compatibility_key) || !game[compatibility_key].isDouble()) {
continue;
}
const int compatibility = game[compatibility_key].toInt();
const QString directory = game[QStringLiteral("directory")].toString();
const QJsonArray ids = game[QStringLiteral("releases")].toArray();
for (const QJsonValue& id_ref : ids) {
const QJsonObject id_object = id_ref.toObject();
const QString id = id_object[QStringLiteral("id")].toString();
compatibility_list.emplace(id.toUpper().toStdString(),
std::make_pair(QString::number(compatibility), directory));
}
}
}
void GameListModel::Repopulate() {
current_worker.reset();
QtCommon::system->GetFileSystemController().CreateFactories(*QtCommon::vfs);
@@ -247,10 +203,6 @@ QFileSystemWatcher* GameListModel::GetWatcher() const {
return watcher;
}
const CompatibilityList& GameListModel::GetCompatibilityList() const {
return compatibility_list;
}
void GameListModel::SetFlat(bool flat) {
m_flat = flat;
}