EmulationStation mod
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@meleu thank you for doing that test. How about we just save gamelist/metadata on systems that have been flagged with data that has been modified? Like if you only change something in Master System then it will only take 30ish seconds to shut down. Or if you change nothing it'll shut down in normal time.
@Arcuza I'm not fully sure, but it looks like MetaData creates a complete new node tree from scratch every time it saves. I could be missing something though.
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@jacobfk20 just for reference someone added a PR this morning to address this issue somewhat. Doesn't solve it completely but should make it faster, I still need to test it.
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@Arcuza
I'm not the first to have this issue. It's in the RetroPie's FAQ: https://github.com/RetroPie/RetroPie-Setup/wiki/FAQ#why-does-shut-down-and-reboot-take-agesIf I understood right, it happens because emulationstation dumps all the metadata (no matter if some change was made or not) to a file on exit. When I got these 5 minutes, I just turned on my raspi2, waited for emulationstation start, and then "exit emulationstation". I didn't change anything and it took 5 long minutes to exit.
Well, I'm not an DB approach advocate, but I see some emulationstation hackers tending to it. As @jacobfk20 said: "A db would keep everything up to date as it is modified." And I saw @Zigurana arguing in favor of a DB approach in other posts [edit: not exactly, as he says below].
This discussion reminded me an old MAME frontend I used years ago on Windows. They had several options of filtering the game list (no clones, beat'em'up, fighting, 2 players, 4 players, and many many others). I think they use a db for it.
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Installed and tested it here. Same 5 minutes to exit emulationstation when "save metadata on exit" is on.
If I understood it right, this PR reduces the loading time when "parse gamelist only" is on.
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Yes (and an optimisation in how the games are stored). It is unrelated to saving meta data.
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@BuZz thanks for clarifying
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Ooh, themes need variables. So you can set a color once and have it apply to many sections of the theme. :D
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Hi @Arcuza and @jacobfk20 !
It's nice to have some people who actually know their stuff joining the xml vs db discussion, I am sure I'll learn a lot from you!
While I've argued for a better (db) implementation in other places, it really is a means to an end, and maybe what I (we?) want can also be achieved using XMLs. I think the big benefit of XML files is that they are human-readable and easily edited using any text editor, and that is something that greatly facilitates tinkering (the main RPi objective if you ask me :-) ).As I see it, there are two sides to this: functionality and performance.
Functionality
@Arcuza, you are right we do not need many of the features that a full database implementation would bring. Multiple users, security layers and network access are probably not necessary.
However, what we are sorely lacking is a way to build queries to create lists of game and perform sorting on all available metadata (across platforms if need be). Also, we need some way to add user-defined tags to allow arbitrary collections and filters. In the current implementation of ES XML trees, none of this is possible, and I am hoping/expecting that a db approach would make this possible.Performance
The xml implementation in ES is based on pugiXML, which should support XPath for queries, but I have no idea how these compare to SQL (or other db) based queries. I've seen mention uptread of a comparison of performance of the db branch of ES with the regular one, and its performance, but I have never seen the results (or reports of this) first-hand.
I am of the opinion that the current problems in XML performance are most likely due to the implementation of pugiXML or its limitations.
The dumping of all metadata is only because of the updating of two metadata fields: "# times played" and "time since last play". These two were added some time after the first introduction of ES, and could/should be made optional, in order to reduce exit times.
None of this solves the issue of long startup times that have sometimes been reported. Maybe the PR that @herb_fargus linked to above will help iwith this issue.Again, I am not advocating for a db approach or xml, I just want the possibility to generate lists across platforms, and apply arbitrary filters. If this can be achieved with XML, I'm all for it.
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Here is my wishlist:
Multiple Images in detailed view, possibly by pressing left/right trigger, switching between however many images there are, so, <image1><image2>, or even just multiple <image> items.
Adding Total Time played along with Last played, and times played. These (along with maybe a record of which image was showing) could be saved in an alternative xml file (Stats.xml) on exit, so the other metadata wouldn't need to all be saved on every exit if it wasn't changed.
thank you for taking the time to work on this for us.
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@Zigurana sorry for that misunderstanding about your position.
Your post clarify that the problem is (can be) in the way that ES manages XML, and not in the XML itself.
I read what @Arcuza said and googled about XML vs DB, and it seems (at least in theory) that XML is good enough for this application (ES). But I would like to compare it in practice.
Do you guys know any ES fork with a DB approach instead of XML? I would like to make some tests.
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@meleu said in EmulationStation mod:
@Zigurana sorry for that misunderstanding about your position.
Do you guys know any ES fork with a DB approach instead of XML? I would like to make some tests.
No worries :-)
The fork I meant is this one: https://github.com/Aloshi/EmulationStation/tree/gamelistdb, although I am not quite sure it's ready to use as is. It could be that it tries to convert/import your existing gamelist xmls into the database upon every startup. I never took the time to fully understand it. -
I put together a simple quick branch that will only save metadata if that system has had any changes to its metadata. So if you were to change something in SNES it will only save SNES's gamelist. Changing metadata in Gamelist Options or scraping for that system (fail or succeed) will trigger that system to save.
https://github.com/jacobfk20/EmulationStation/tree/Metadata
This will not save times played. Ever. Will probably make "Save MetaData on Exit" be a list where you can pick Save/Don't Save/Save On Change Only.
Hopefully this will make it slightly more bearable on ES exit for those with huge gamelists, like @meleu . I may try something more complex soon but not right now.
Please backup all gamelists if you try it. The chance of this destroying them is pretty much none-- but you never know.
@Rookervik Like create a pallet? such as <pallet><primary>00AAFF</primary><secondary>AA8FDD</secondary></pallet> Or something similar?
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@jacobfk20 Uh, I don't understand that. But yes it would be used for a palette. So a themer could put in say
"themecolor"=ff0000
and then in the theme you could go to the<color>
of an item and instead of having to put<color>ff0000</color>
you could do<color>themecolor</color>
That way if you make a color change, any item with "themecolor" in it would change as well. Would even be more amazing if you could change color inside ES but that's TOTALLY dreaming. Don't bother with anything like that right now.Or even let the variable act as text in general. You could do anything with it. "boxheight"=440 and then you could use
boxheight
instead of the number 440. -
If anyone is considering the Tag idea, I had a thought about how we could use the the X and Y buttons as shortcut keys.
@Zigurana's Child-Friendly ES uses the X and Y buttons as shortcut keys for favourite and kid-friendly, and it got me thinking if there is a way (once the tagging system is working) to specify what the buttons do within ES.
Say you've created a few tags:
- favourites
- 2_player_brawler
- games_to_play
- best_vert_shmup
You could then go into Tag Settings and choose which Tag to attach to the 2 spare shortcut buttons (X and Y). This could potentially save a bunch of time, and also make it so those 2 buttons can be used for more than just 2 set things.
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@jacobfk20 Great job on this new ES! Makes using many of the internal functions much easier!
Only issue I am having is the available wifi networks aren't showing up when I select the "connect to wifi" option in the network settings. All it shows is "Available Networks" and the back button. I can see my current info for the wifi I'm connected to, and can turn on and off the wifi.
I did see this error in the terminal when I exited out of emulationstation:
wlan0 interface doesn't support scanning: Device or resource busy
I put the wificonnect file in /home/pi/.emulationstation/app/wifi/
Right location? :-/
4.0 RC1
pi3
Logitech F310 -
@simbz23 Try backing out of "Connect To Wifi" then go right back in. That may work. Let me know. :)
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@Rookervik I haven't done much with ThemeData but I'll keep that in mind. I can't make promises on variables being a thing though. The thing I would want first is giving more theme control over system view and adding more alignment options.
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@jacobfk20 said in EmulationStation mod:
@simbz23 Try backing out of "Connect To Wifi" then go right back in. That may work. Let me know. :)
No go :-/....Tried restarting as well, and still won't show the networks. Sounds like no one else is having this issue?
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@simbz23 Are you using the Pi 3's internal wifi? can you run ifconfig wlan0 and not get an error?
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@jacobfk20 yeah, any options to move the bar or change the bar's opacity ffffffxx like you do with text and images would be great. Then we need a version for PC so I can theme for it. LOL. Copying theme stuff over to the pi while working on a theme is a hassle. Haha
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