// Copyright 2018 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include #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(); qRegisterMetaType(); announce_multiplayer_session = std::make_shared(); 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(); } void MultiplayerState::OnNetworkStateChanged(const Network::RoomMember::State& state) { NGLOG_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); } } 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); } 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(); } // if you are hosting a room, also stop hosting if (room->GetState() != Network::Room::State::Open) { return true; } room->Destroy(); announce_multiplayer_session->Stop(); } 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); }