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[GameSelector] Persist quick-filter toolbar edits and repair filter settings migration (#7500)
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* [GameSelector] Persist quick-filter toolbar edits and repair filter settings migration - Save game-filter parameters on toolbar changes, debounced with flush on close - Repair pre-camelCase gamefilters.ini keys in place on startup - Map the legacy creator-name filter to hostNameFilter - Balance begin/endFilterChange in GamesProxyModel::refresh - Align the hideIgnoredUserGames default between model and settings - Cover the migration with regression tests * [Review] Address RickyRister comments on filter persistence - Rename game-type prefix constants to SCREAMING_SNAKE to match MIGRATION_SENTINEL_KEY and project style - Document why GameSelector destructor flushes a pending debounced filter save (toolbar path has no other writer) --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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8 changed files with 207 additions and 19 deletions
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@ -17,7 +17,9 @@ struct GameFilterConfigs
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static constexpr int DEFAULT_MAX_PLAYERS_MAX = 99;
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bool hideBuddiesOnlyGames = false;
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bool hideIgnoredUserGames = false;
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// Defaults to true to match GameFiltersSettings::isHideIgnoredUserGames(), so freshly loaded
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// filters compare equal to a default-constructed config.
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bool hideIgnoredUserGames = true;
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bool hideFullGames = false;
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bool hideGamesThatStarted = false;
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bool hidePasswordProtectedGames = false;
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@ -113,6 +113,17 @@ GameSelector::GameSelector(AbstractClient *_client,
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quickFilterToolBar->setVisible(
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SettingsCache::instance().userInterface().getShowGameSelectorFilterToolbar());
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});
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// The quick-filter toolbar only updates the in-memory model, so persist every change.
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// Otherwise each new GameSelector (room switch, reconnect, restart) would revert to stale
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// saved values and e.g. hide full/started games the user had unchecked. The save is
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// debounced so typing in the search field does not rewrite the settings file on every
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// keystroke; a pending save is flushed in the destructor.
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filterSaveDebounceTimer.setSingleShot(true);
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filterSaveDebounceTimer.setInterval(500);
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connect(&filterSaveDebounceTimer, &QTimer::timeout, this,
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[this] { gameListProxyModel->saveFilterParameters(gameTypeMap); });
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connect(gameListProxyModel, &GamesProxyModel::filtersChanged, this,
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[this] { filterSaveDebounceTimer.start(); });
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} else {
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quickFilterToolBar = nullptr;
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}
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@ -187,6 +198,18 @@ GameSelector::GameSelector(AbstractClient *_client,
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connect(client, &AbstractClient::removeFromListEventReceived, this, &GameSelector::processRemoveFromListEvent);
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}
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GameSelector::~GameSelector()
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{
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// Nothing else persists quick-filter toolbar edits: the toolbar only updates the in-memory model,
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// and the debounced timer above is the sole writer for that path (actSetFilter/actClearFilter save
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// synchronously, but the toolbar does not). Flush a pending debounced save so edits made within
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// the debounce interval before destruction are not lost on room switch, reconnect, or close.
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if (filterSaveDebounceTimer.isActive()) {
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filterSaveDebounceTimer.stop();
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gameListProxyModel->saveFilterParameters(gameTypeMap);
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}
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}
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void GameSelector::ignoreListReceived(const QList<ServerInfo_User> &)
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{
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gameListProxyModel->refresh();
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@ -4,6 +4,7 @@
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#include "game_type_map.h"
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#include <QGroupBox>
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#include <QTimer>
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#include <qtmetamacros.h>
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// IWYU pragma: keep
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// ServerInfo_User appears by value and inside QList in slot signatures, so the
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@ -148,6 +149,9 @@ private:
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const bool showFilters; /**< Determines whether filter buttons are displayed. */
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GameTypeMap gameTypeMap; /**< Mapping of game types for the current room. */
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QTimer filterSaveDebounceTimer; /**< Delays persisting quick-filter edits so typing does not rewrite the settings
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file on every keystroke. */
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/**
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* @brief Updates the widget title to reflect the current number of displayed games.
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*
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@ -211,6 +215,7 @@ public:
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const bool restoresettings,
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const bool _showfilters,
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QWidget *parent = nullptr);
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~GameSelector() override;
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/**
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* @brief Updates UI text for translation/localization.
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@ -523,6 +523,9 @@ bool GamesProxyModel::filterAcceptsRow(int sourceRow) const
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void GamesProxyModel::refresh()
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{
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#if (QT_VERSION >= QT_VERSION_CHECK(6, 9, 0))
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beginFilterChange();
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#endif
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#if (QT_VERSION >= QT_VERSION_CHECK(6, 10, 0))
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endFilterChange(QSortFilterProxyModel::Direction::Rows);
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#else
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