9d2f0e4dc8
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>
48 lines
1.5 KiB
C++
48 lines
1.5 KiB
C++
#include "MinecraftLoadAndCheck.h"
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#include "MinecraftInstance.h"
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#include "PackProfile.h"
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MinecraftLoadAndCheck::MinecraftLoadAndCheck(MinecraftInstance *inst, QObject *parent) : Task(parent), m_inst(inst)
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{
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}
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void MinecraftLoadAndCheck::executeTask()
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{
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// add offline metadata load task
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auto components = m_inst->getPackProfile();
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components->reload(Net::Mode::Offline);
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m_task = components->getCurrentTask();
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if(!m_task)
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{
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emitSucceeded();
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return;
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}
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connect(m_task.get(), &Task::succeeded, this, &MinecraftLoadAndCheck::subtaskSucceeded);
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connect(m_task.get(), &Task::failed, this, &MinecraftLoadAndCheck::subtaskFailed);
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connect(m_task.get(), &Task::aborted, this, [this]{ subtaskFailed(tr("Aborted")); });
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connect(m_task.get(), &Task::progress, this, &MinecraftLoadAndCheck::progress);
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connect(m_task.get(), &Task::stepProgress, this, &MinecraftLoadAndCheck::propogateStepProgress);
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connect(m_task.get(), &Task::status, this, &MinecraftLoadAndCheck::setStatus);
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}
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void MinecraftLoadAndCheck::subtaskSucceeded()
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{
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if(isFinished())
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{
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qCritical() << "MinecraftUpdate: Subtask" << sender() << "succeeded, but work was already done!";
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return;
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}
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emitSucceeded();
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}
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void MinecraftLoadAndCheck::subtaskFailed(QString error)
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{
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if(isFinished())
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{
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qCritical() << "MinecraftUpdate: Subtask" << sender() << "failed, but work was already done!";
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return;
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}
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emitFailed(error);
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}
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