PrismLauncher/launcher/minecraft/MinecraftLoadAndCheck.cpp
Rachel Powers 9d2f0e4dc8 feat: Propogated subtask progress
Oh boy this is big.

> TaskStepProgress struct is now QMetaObject compatabile and can be sent through signals
> Task now has a method to propogates sub task progress it must be signal bound by each task containing a task wishing to report progress of it's children.
> Downloads report speed
> Tasks now have UUIDS to track them
  - use when reporting
  - use when logging
  - use when storeing them or objects related to them

Signed-off-by: Rachel Powers <508861+Ryex@users.noreply.github.com>
2023-05-01 10:47:20 -07:00

48 lines
1.5 KiB
C++

#include "MinecraftLoadAndCheck.h"
#include "MinecraftInstance.h"
#include "PackProfile.h"
MinecraftLoadAndCheck::MinecraftLoadAndCheck(MinecraftInstance *inst, QObject *parent) : Task(parent), m_inst(inst)
{
}
void MinecraftLoadAndCheck::executeTask()
{
// add offline metadata load task
auto components = m_inst->getPackProfile();
components->reload(Net::Mode::Offline);
m_task = components->getCurrentTask();
if(!m_task)
{
emitSucceeded();
return;
}
connect(m_task.get(), &Task::succeeded, this, &MinecraftLoadAndCheck::subtaskSucceeded);
connect(m_task.get(), &Task::failed, this, &MinecraftLoadAndCheck::subtaskFailed);
connect(m_task.get(), &Task::aborted, this, [this]{ subtaskFailed(tr("Aborted")); });
connect(m_task.get(), &Task::progress, this, &MinecraftLoadAndCheck::progress);
connect(m_task.get(), &Task::stepProgress, this, &MinecraftLoadAndCheck::propogateStepProgress);
connect(m_task.get(), &Task::status, this, &MinecraftLoadAndCheck::setStatus);
}
void MinecraftLoadAndCheck::subtaskSucceeded()
{
if(isFinished())
{
qCritical() << "MinecraftUpdate: Subtask" << sender() << "succeeded, but work was already done!";
return;
}
emitSucceeded();
}
void MinecraftLoadAndCheck::subtaskFailed(QString error)
{
if(isFinished())
{
qCritical() << "MinecraftUpdate: Subtask" << sender() << "failed, but work was already done!";
return;
}
emitFailed(error);
}