diff options
| author | lizzie <lizzie@eden-emu.dev> | 2026-07-12 09:32:11 +0200 |
|---|---|---|
| committer | crueter <crueter@eden-emu.dev> | 2026-07-12 09:32:11 +0200 |
| commit | 7f85c6e2823d34bfa32cae6d52a44846f8553731 (patch) | |
| tree | c0dd8f054bae5ae3b0cc34e00b07bacd03bf42e8 /src/qt_common/game_list/model.cpp | |
| parent | 39b2c79985b476c4b29b02a7b232bc3887d251ad (diff) | |
[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>
Diffstat (limited to 'src/qt_common/game_list/model.cpp')
| -rw-r--r-- | src/qt_common/game_list/model.cpp | 50 |
1 files changed, 1 insertions, 49 deletions
diff --git a/src/qt_common/game_list/model.cpp b/src/qt_common/game_list/model.cpp index 5c1042b002..c333644011 100644 --- a/src/qt_common/game_list/model.cpp +++ b/src/qt_common/game_list/model.cpp @@ -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; } |
