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https://git.eden-emu.dev/eden-emu/eden.git
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[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>
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@@ -52,7 +52,7 @@ void GameListModel::PopulateAsync(QVector<UISettings::GameDir>& game_dirs) {
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current_worker.reset();
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removeRows(0, rowCount());
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current_worker = std::make_unique<GameListWorker>(vfs, provider, game_dirs, compatibility_list,
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current_worker = std::make_unique<GameListWorker>(vfs, provider, game_dirs,
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play_time_manager, system);
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connect(current_worker.get(), &GameListWorker::DataAvailable, this, &GameListModel::WorkerEvent,
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@@ -157,50 +157,6 @@ void GameListModel::RemoveFavorite(u64 program_id) {
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}
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}
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void GameListModel::LoadCompatibilityList() {
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QFile compat_list{QStringLiteral(":compatibility_list/compatibility_list.json")};
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if (!compat_list.open(QFile::ReadOnly | QFile::Text)) {
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LOG_ERROR(Frontend, "Unable to open game compatibility list");
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return;
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}
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if (compat_list.size() == 0) {
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LOG_WARNING(Frontend, "Game compatibility list is empty");
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return;
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}
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const QByteArray content = compat_list.readAll();
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if (content.isEmpty()) {
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LOG_ERROR(Frontend, "Unable to completely read game compatibility list");
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return;
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}
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const QJsonDocument json = QJsonDocument::fromJson(content);
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const QJsonArray arr = json.array();
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for (const QJsonValue& value : arr) {
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const QJsonObject game = value.toObject();
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const QString compatibility_key = QStringLiteral("compatibility");
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if (!game.contains(compatibility_key) || !game[compatibility_key].isDouble()) {
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continue;
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}
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const int compatibility = game[compatibility_key].toInt();
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const QString directory = game[QStringLiteral("directory")].toString();
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const QJsonArray ids = game[QStringLiteral("releases")].toArray();
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for (const QJsonValue& id_ref : ids) {
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const QJsonObject id_object = id_ref.toObject();
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const QString id = id_object[QStringLiteral("id")].toString();
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compatibility_list.emplace(id.toUpper().toStdString(),
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std::make_pair(QString::number(compatibility), directory));
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}
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}
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}
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void GameListModel::Repopulate() {
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current_worker.reset();
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QtCommon::system->GetFileSystemController().CreateFactories(*QtCommon::vfs);
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@@ -247,10 +203,6 @@ QFileSystemWatcher* GameListModel::GetWatcher() const {
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return watcher;
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}
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const CompatibilityList& GameListModel::GetCompatibilityList() const {
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return compatibility_list;
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}
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void GameListModel::SetFlat(bool flat) {
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m_flat = flat;
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}
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