citra/src/citra_qt/multiplayer/state.cpp

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// Copyright 2018 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <QAction>
#include <QIcon>
#include <QMessageBox>
#include <QStandardItemModel>
#include "citra_qt/game_list.h"
#include "citra_qt/multiplayer/client_room.h"
#include "citra_qt/multiplayer/direct_connect.h"
#include "citra_qt/multiplayer/host_room.h"
#include "citra_qt/multiplayer/lobby.h"
#include "citra_qt/multiplayer/message.h"
#include "citra_qt/multiplayer/state.h"
#include "citra_qt/util/clickable_label.h"
#include "common/announce_multiplayer_room.h"
#include "common/logging/log.h"
MultiplayerState::MultiplayerState(QWidget* parent, QStandardItemModel* game_list_model,
QAction* leave_room, QAction* show_room)
: QWidget(parent), game_list_model(game_list_model), leave_room(leave_room),
show_room(show_room) {
if (auto member = Network::GetRoomMember().lock()) {
// register the network structs to use in slots and signals
state_callback_handle = member->BindOnStateChanged(
[this](const Network::RoomMember::State& state) { emit NetworkStateChanged(state); });
connect(this, &MultiplayerState::NetworkStateChanged, this,
&MultiplayerState::OnNetworkStateChanged);
}
qRegisterMetaType<Network::RoomMember::State>();
qRegisterMetaType<Common::WebResult>();
announce_multiplayer_session = std::make_shared<Core::AnnounceMultiplayerSession>();
announce_multiplayer_session->BindErrorCallback(
[this](const Common::WebResult& result) { emit AnnounceFailed(result); });
connect(this, &MultiplayerState::AnnounceFailed, this, &MultiplayerState::OnAnnounceFailed);
status_text = new ClickableLabel(this);
status_icon = new ClickableLabel(this);
status_text->setToolTip(tr("Current connection status"));
status_text->setText(tr("Not Connected. Click here to find a room!"));
status_icon->setPixmap(QIcon::fromTheme("disconnected").pixmap(16));
connect(status_text, &ClickableLabel::clicked, this, &MultiplayerState::OnOpenNetworkRoom);
connect(status_icon, &ClickableLabel::clicked, this, &MultiplayerState::OnOpenNetworkRoom);
}
MultiplayerState::~MultiplayerState() {
if (state_callback_handle) {
if (auto member = Network::GetRoomMember().lock()) {
member->Unbind(state_callback_handle);
}
}
}
void MultiplayerState::Close() {
if (host_room)
host_room->close();
if (direct_connect)
direct_connect->close();
if (client_room)
client_room->close();
if (lobby)
lobby->close();
}
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void MultiplayerState::retranslateUi() {
status_text->setToolTip(tr("Current connection status"));
if (current_state == Network::RoomMember::State::Uninitialized) {
status_text->setText(tr("Not Connected. Click here to find a room!"));
} else if (current_state == Network::RoomMember::State::Joined) {
status_text->setText(tr("Connected"));
} else {
status_text->setText(tr("Not Connected"));
}
if (lobby)
lobby->RetranslateUi();
if (host_room)
host_room->RetranslateUi();
if (client_room)
client_room->RetranslateUi();
if (direct_connect)
direct_connect->RetranslateUi();
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}
void MultiplayerState::OnNetworkStateChanged(const Network::RoomMember::State& state) {
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LOG_DEBUG(Frontend, "Network State: {}", Network::GetStateStr(state));
bool is_connected = false;
switch (state) {
case Network::RoomMember::State::LostConnection:
NetworkMessage::ShowError(NetworkMessage::LOST_CONNECTION);
break;
case Network::RoomMember::State::CouldNotConnect:
NetworkMessage::ShowError(NetworkMessage::UNABLE_TO_CONNECT);
break;
case Network::RoomMember::State::NameCollision:
NetworkMessage::ShowError(NetworkMessage::USERNAME_IN_USE);
break;
case Network::RoomMember::State::MacCollision:
NetworkMessage::ShowError(NetworkMessage::MAC_COLLISION);
break;
case Network::RoomMember::State::WrongPassword:
NetworkMessage::ShowError(NetworkMessage::WRONG_PASSWORD);
break;
case Network::RoomMember::State::WrongVersion:
NetworkMessage::ShowError(NetworkMessage::WRONG_VERSION);
break;
case Network::RoomMember::State::Error:
NetworkMessage::ShowError(NetworkMessage::UNABLE_TO_CONNECT);
break;
case Network::RoomMember::State::Joined:
is_connected = true;
OnOpenNetworkRoom();
break;
}
if (is_connected) {
status_icon->setPixmap(QIcon::fromTheme("connected").pixmap(16));
status_text->setText(tr("Connected"));
leave_room->setEnabled(true);
show_room->setEnabled(true);
} else {
status_icon->setPixmap(QIcon::fromTheme("disconnected").pixmap(16));
status_text->setText(tr("Not Connected"));
leave_room->setEnabled(false);
show_room->setEnabled(false);
}
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current_state = state;
}
void MultiplayerState::OnAnnounceFailed(const Common::WebResult& result) {
announce_multiplayer_session->Stop();
QMessageBox::warning(
this, tr("Error"),
tr("Failed to announce the room to the public lobby. In order to host a room publicly, you "
"must have a valid Citra account configured in Emulation -> Configure -> Web. If you do "
"not want to publish a room in the public lobby, then select Unlisted instead.\n"
"Debug Message: ") +
QString::fromStdString(result.result_string),
QMessageBox::Ok);
}
void MultiplayerState::UpdateThemedIcons() {
if (current_state == Network::RoomMember::State::Joined) {
status_icon->setPixmap(QIcon::fromTheme("connected").pixmap(16));
} else {
status_icon->setPixmap(QIcon::fromTheme("disconnected").pixmap(16));
}
}
static void BringWidgetToFront(QWidget* widget) {
widget->show();
widget->activateWindow();
widget->raise();
}
void MultiplayerState::OnViewLobby() {
if (lobby == nullptr) {
lobby = new Lobby(this, game_list_model, announce_multiplayer_session);
}
BringWidgetToFront(lobby);
}
void MultiplayerState::OnCreateRoom() {
if (host_room == nullptr) {
host_room = new HostRoomWindow(this, game_list_model, announce_multiplayer_session);
}
BringWidgetToFront(host_room);
}
bool MultiplayerState::OnCloseRoom() {
if (!NetworkMessage::WarnCloseRoom())
return false;
if (auto room = Network::GetRoom().lock()) {
// if you are in a room, leave it
if (auto member = Network::GetRoomMember().lock()) {
member->Leave();
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LOG_DEBUG(Frontend, "Left the room (as a client)");
}
// if you are hosting a room, also stop hosting
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if (room->GetState() != Network::Room::State::Open) {
return true;
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}
room->Destroy();
announce_multiplayer_session->Stop();
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LOG_DEBUG(Frontend, "Closed the room (as a server)");
}
return true;
}
void MultiplayerState::OnOpenNetworkRoom() {
if (auto member = Network::GetRoomMember().lock()) {
if (member->IsConnected()) {
if (client_room == nullptr) {
client_room = new ClientRoomWindow(this);
}
BringWidgetToFront(client_room);
return;
}
}
// If the user is not a member of a room, show the lobby instead.
// This is currently only used on the clickable label in the status bar
OnViewLobby();
}
void MultiplayerState::OnDirectConnectToRoom() {
if (direct_connect == nullptr) {
direct_connect = new DirectConnectWindow(this);
}
BringWidgetToFront(direct_connect);
}