aboutsummaryrefslogtreecommitdiff
path: root/src/qt_common/game_list/worker.cpp
Commit message (Collapse)AuthorAgeFilesLines
* fix: update BUILD_ID definition and improve path handling in GameListWorkerkraibse25 hours1-1/+2
|
* qt_common: remove unused path capture to fix MSVC buildsnowstormxd33 hours1-1/+1
| | | | | | LooseDumpSize was removed, leaving path unused in addEntry. MSVC treats this as error C5233 through /we5233. Assisted-by: Codex (diagnosis and one-line fix)
* Merge remote-tracking branch 'origin/nx2' into codex/upstream-loading-hotkeyskraibse34 hours1-1/+2
|\
| * loader: add NUP (Unencrypted (Archival) Package) container supporta55uka2 days1-1/+2
| |
* | game_list: snapshot directory type before handing rows to the modelsnowstormxd2 days1-5/+6
| | | | | | | | | | | | Flat-list mode deletes unused directory items as queued events are processed. Copy the directory type before queuing that handoff so the worker never reads a directory the GUI may have already deleted. Assisted-by: Codex (review, implementation and automated validation)
* | game_list: discover loose dumps without walking their RomFS payloadssnowstormxd2 days1-90/+59
|/ | | | | | Defer RomFS construction, reuse one discovery result, omit recursive folder sizing, and release rows discarded by cancellation. Add scan suspension and regression coverage for extracted layouts and Unicode paths. Assisted-by: Codex (implementation, selective integration and automated validation)
* boot Pokopia past audio init (Switch 2 heap limits, aud:u 1, stpl:u) (#77)Alex3 days1-3/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * game_list: don't free the worker while it is processing events OnPopulatingCompleted runs a nested event loop from inside GameListWorker::ProcessEvents. If the directory watcher fires there, the repopulate destroys the worker while ProcessEvents is still on the stack and the next lock hits a freed mutex. Stop the worker synchronously but free it with deleteLater, and stop ProcessEvents once it has been replaced. Assisted-by: Claude Opus 5.5 (code changes, debugging and commit message) * Fix Switch 2 heap limits and game list reloads during emulation - SetHeapSize rejected heaps of 8 GiB or more (Switch 1's MainMemorySizeMax), so Switch 2 titles that size their heap from the 12 GiB layout (Pokopia asks for 9.5 GiB) got ResultInvalidSize and aborted with 2001-0101. Allow up to the memory the active layout provides. - Grow the 39-bit heap region from 8 to 16 GiB so such a heap fits. - Skip watcher-driven game list reloads while a game runs: Repopulate calls CreateFactories, which replaces content providers the running game reads (segfault in ContentProviderUnion::GetEntry). Stopping emulation already repopulates the list. Assisted-by: Claude Opus 5.5 (code changes, debugging and commit message) * nx2: answer aud:u 1 with an IAudioOutManager nn::audio::OpenAudioOut gets its manager from aud:u command 1 and calls OpenAudioOut through slot 1 of the returned object. The auto stub returned no object, so Pokopia jumped through a null vtable 5 s into boot and never got past its first frame. Assisted-by: Claude Opus 5.5 (code changes, debugging and commit message) * nx2: add a stpl:u (stream play) stub with a user service nn::streamplay::detail::GetUserService opens a session with stpl:u 0 and attaches a system event to the handle command 300 returns. The generic missing-service stub returned no session, so Pokopia's first nn::streamplay call jumped through null right after audio setup. Assisted-by: Claude Opus 5.5 (code changes, debugging and commit message)
* game_list, loader: find loose ExeFS dumps and show their name and iconMeow4 days1-36/+84
|
* game_list: find loose ExeFS dumps in shallow scansMeow4 days1-90/+141
| | | | | | | probe the standard loose dump layouts (<game>/exefs/main and <game>/updates/<title id>/exefs/main) when a scan folder contains a directory, skip the title-ID folder level when naming loose dumps after their game folder
* game_list: name loose ExeFS dumps after their game folderTakoroka5 days1-1/+20
| | | | | | A dumped ExeFS (<game>/exefs/main) has no control data, so it showed up without a title. Use the game folder's name instead, with "(update)" for <game>/updates/exefs/main.
* [core] Support block-compressed NSZ and XCZ (#4552)PavelBARABANOV8 days1-3/+7
| | | | | | | | | | | | | | | | | | | | | | | | | - [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions). - [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md). - [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability. ------------------- - Add NCZBLOCK (nsz -B / .xcz) reader: each read decodes only the covered blocks and re-encrypts CTR sections, no disk output. - Allow installing solid .nsz to NAND via DecompressNCZForInstall (lazy, incremental decode with frontier, O(n) instead of O(n^2)). - Accept BKTR updates with thousands of sections (MaxSectionCount = 0x10000). - Wire .nsz/.xcz into loader, registered cache, scanner, and NAND install (content_manager.h), and reject solid NCZ from the game list. - Bump the pinned zstd to 33618c8 in cpmfile.json, which includes the upstream AArch64 revert ([33618c89](https://github.com/facebook/zstd/commit/33618c89e511637f8a6ef955b3501766d71feb53)) for a ZSTD_decodeSequence branch optimization that could corrupt data on ARM64; without it, solid NCZ decoding on Android fails with "Data corruption detected". NCZ format and CTR counter semantics follow the reference nsz tool and its Rust port: - https://github.com/nicoboss/nsz (Decompressor.py, BlockDecompressorReader.py) - https://docs.rs/nsz-rs/0.3.0/src/nsz_rs/decompress.rs.html The last-block edge case (decompressed size is an exact multiple of block size) is handled as described in https://github.com/nicoboss/nsz/issues/210 Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4552 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
* [qt] nuke game compat list (again) (#4201)lizzie2026-07-121-12/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* [desktop] Clean up game list code, fix external watcher crash, and fix macOS ↵crueter2026-06-191-43/+38
| | | | | | | | | | | | | | | | | | flickering (#4106) - Remove unnecessary icon update code (the UI reloads this stuff anyways); test on Windows please - Cleaned up a bunch of duplicated/unused code within the game list - Fix the game list constantly reloading on macOS * When you reconstruct the entire directory list on the watcher the directoryChanged signal fires on macOS--seems like a behavioral change that occurred somewhere in the 6.8 release cycle--and it would enter an infinite loop very quickly * To fix this, only the differences between the current and old watch list are accounted for on both ends. * Since this bug is now fixed, macOS uses Qt 6.11.1 now. Should theoretically improve our situation. - Fix the external content watcher crashing; the worker would attempt to read files that didn't exist without any bounds since its cache was still pointing to that file. This supersedes and replaces #4099. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4106 Reviewed-by: Lizzie <lizzie@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev>
* [desktop] Rework game list to use MVP architecture (#4042)crueter2026-06-021-0/+497
Closes #3480 moves the game list model/worker/private stuff to qt_common for later use in QML - `qt_common/game_list/model.{cpp,h}` is the model - `yuzu/game/game_{grid,tree}.*` are the views - `yuzu/game/game_list.cpp` is the presenter This was done very lazily in a manner that "works" while largely maintaining existing structure as much as possible. Most of it is copy-paste, with some bonus reworks/cleanups thrown in. Signed-off-by: crueter <crueter@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4042 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: Lizzie <lizzie@eden-emu.dev>