async def _update_local_games(self): loop = asyncio.get_running_loop() new_list = await loop.run_in_executor(None, local_games_list) notify_list = get_state_changes(self._local_games_cache, new_list) self._local_games_cache = new_list for local_game_notify in notify_list: self.update_local_game_status(local_game_notify)
async def _update_local_games(self): loop = asyncio.get_running_loop() new_list = await loop.run_in_executor(None, local_games_list) notify_list = get_state_changes(self._local_games_cache, new_list) self._local_games_cache = new_list for game in notify_list: if LocalGameState.Running in game.local_game_state: self._last_launch = time.time() self.update_local_game_status(game)
async def _update_local_games(self): if time.time() < self._cooldown_timer: await asyncio.sleep(COOLDOWN_TIME) loop = asyncio.get_running_loop() new_list = await loop.run_in_executor(None, local_games_list) notify_list = get_state_changes(self._local_games_cache, new_list) self._local_games_cache = new_list for game in notify_list: if LocalGameState.Running in game.local_game_state: self._last_launch = time.time() self.update_local_game_status(game) self._cooldown_timer = time.time() + COOLDOWN_TIME