Tobias 7638f87f74
Port several small multiplayer PRs from yuzu (#7419)
* yuzu: Use displayed port on direct connect

* Color player counts in the multiplayer public lobby list

- Full lobbies have their player count displayed in red.
- Lobbies with one slot left have their player count displayed in orange.
- Empty lobbies have their player count grayed out.

* Add hotkeys for multiplayer actions

Default shortcuts were chosen as to be intuitive (use the first letter
of the action, or the second word's first letter) and work on all
types of keyboards. The hotkeys can be used while playing a game too,
as they are application-wide.

* Persist filters in multiplayer public lobby list

After connecting to a room, the chosen filter text, "Games I Own",
"Hide Empty Rooms" and "Hide Full Rooms" values are persisted
to configuration so they are preserved across restarts.

This makes it easier to rejoin a room if you regularly play the same
game, or after a crash.

* citra_qt/lobby: Fix multiplayer player count color in dark theme

Co-Authored-By: Kevnkkm <56404895+kevnkkm@users.noreply.github.com>

* Address review comments

---------

Co-authored-by: Narr the Reg <juangerman-13@hotmail.com>
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: Kevnkkm <56404895+kevnkkm@users.noreply.github.com>
2024-02-16 04:34:10 -08:00

388 lines
16 KiB
C++

// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <QInputDialog>
#include <QList>
#include <QtConcurrent/QtConcurrentRun>
#include "citra_qt/game_list_p.h"
#include "citra_qt/main.h"
#include "citra_qt/multiplayer/lobby.h"
#include "citra_qt/multiplayer/lobby_p.h"
#include "citra_qt/multiplayer/message.h"
#include "citra_qt/multiplayer/validation.h"
#include "citra_qt/uisettings.h"
#include "common/logging/log.h"
#include "core/hle/service/cfg/cfg.h"
#include "network/network.h"
#include "network/network_settings.h"
#include "ui_lobby.h"
#ifdef ENABLE_WEB_SERVICE
#include "web_service/web_backend.h"
#endif
Lobby::Lobby(Core::System& system_, QWidget* parent, QStandardItemModel* list,
std::shared_ptr<Network::AnnounceMultiplayerSession> session)
: QDialog(parent, Qt::WindowTitleHint | Qt::WindowCloseButtonHint | Qt::WindowSystemMenuHint),
ui(std::make_unique<Ui::Lobby>()), system{system_}, announce_multiplayer_session(session) {
ui->setupUi(this);
// setup the watcher for background connections
watcher = new QFutureWatcher<void>(this);
model = new QStandardItemModel(ui->room_list);
// Create a proxy to the game list to get the list of games owned
game_list = new QStandardItemModel(this);
UpdateGameList(list);
proxy = new LobbyFilterProxyModel(this, game_list);
proxy->setSourceModel(model);
proxy->setDynamicSortFilter(true);
proxy->setFilterCaseSensitivity(Qt::CaseInsensitive);
proxy->setSortLocaleAware(true);
ui->room_list->setModel(proxy);
ui->room_list->header()->setSectionResizeMode(QHeaderView::Interactive);
ui->room_list->header()->stretchLastSection();
ui->room_list->setAlternatingRowColors(true);
ui->room_list->setSelectionMode(QHeaderView::SingleSelection);
ui->room_list->setSelectionBehavior(QHeaderView::SelectRows);
ui->room_list->setVerticalScrollMode(QHeaderView::ScrollPerPixel);
ui->room_list->setHorizontalScrollMode(QHeaderView::ScrollPerPixel);
ui->room_list->setSortingEnabled(true);
ui->room_list->setEditTriggers(QHeaderView::NoEditTriggers);
ui->room_list->setExpandsOnDoubleClick(false);
ui->room_list->setContextMenuPolicy(Qt::CustomContextMenu);
ui->nickname->setValidator(validation.GetNickname());
ui->nickname->setText(UISettings::values.nickname);
if (ui->nickname->text().isEmpty() && !NetSettings::values.citra_username.empty()) {
// Use Citra Web Service user name as nickname by default
ui->nickname->setText(QString::fromStdString(NetSettings::values.citra_username));
}
// UI Buttons
connect(ui->refresh_list, &QPushButton::clicked, this, &Lobby::RefreshLobby);
connect(ui->search, &QLineEdit::textChanged, proxy, &LobbyFilterProxyModel::SetFilterSearch);
connect(ui->games_owned, &QCheckBox::toggled, proxy, &LobbyFilterProxyModel::SetFilterOwned);
connect(ui->hide_empty, &QCheckBox::toggled, proxy, &LobbyFilterProxyModel::SetFilterEmpty);
connect(ui->hide_full, &QCheckBox::toggled, proxy, &LobbyFilterProxyModel::SetFilterFull);
connect(ui->room_list, &QTreeView::doubleClicked, this, &Lobby::OnJoinRoom);
connect(ui->room_list, &QTreeView::clicked, this, &Lobby::OnExpandRoom);
// Actions
connect(&room_list_watcher, &QFutureWatcher<AnnounceMultiplayerRoom::RoomList>::finished, this,
&Lobby::OnRefreshLobby);
// Load persistent filters after events are connected to make sure they apply
ui->search->setText(UISettings::values.multiplayer_filter_text);
ui->games_owned->setChecked(UISettings::values.multiplayer_filter_games_owned);
ui->hide_empty->setChecked(UISettings::values.multiplayer_filter_hide_empty);
ui->hide_full->setChecked(UISettings::values.multiplayer_filter_hide_full);
// manually start a refresh when the window is opening
// TODO(jroweboy): if this refresh is slow for people with bad internet, then don't do it as
// part of the constructor, but offload the refresh until after the window shown. perhaps emit a
// refreshroomlist signal from places that open the lobby
RefreshLobby();
}
Lobby::~Lobby() = default;
void Lobby::UpdateGameList(QStandardItemModel* list) {
game_list->clear();
for (int i = 0; i < list->rowCount(); i++) {
auto parent = list->item(i, 0);
for (int j = 0; j < parent->rowCount(); j++) {
game_list->appendRow(parent->child(j)->clone());
}
}
if (proxy)
proxy->UpdateGameList(game_list);
}
void Lobby::RetranslateUi() {
ui->retranslateUi(this);
}
QString Lobby::PasswordPrompt() {
bool ok;
const QString text =
QInputDialog::getText(this, tr("Password Required to Join"), tr("Password:"),
QLineEdit::Password, QString(), &ok);
return ok ? text : QString();
}
void Lobby::OnExpandRoom(const QModelIndex& index) {
QModelIndex member_index = proxy->index(index.row(), Column::MEMBER);
auto member_list = proxy->data(member_index, LobbyItemMemberList::MemberListRole).toList();
}
void Lobby::OnJoinRoom(const QModelIndex& source) {
if (const auto member = Network::GetRoomMember().lock()) {
// Prevent the user from trying to join a room while they are already joining.
if (member->GetState() == Network::RoomMember::State::Joining) {
return;
} else if (member->IsConnected()) {
// And ask if they want to leave the room if they are already in one.
if (!NetworkMessage::WarnDisconnect()) {
return;
}
}
}
QModelIndex index = source;
// If the user double clicks on a child row (aka the player list) then use the parent instead
if (source.parent() != QModelIndex()) {
index = source.parent();
}
if (!ui->nickname->hasAcceptableInput()) {
NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::USERNAME_NOT_VALID);
return;
}
// Get a password to pass if the room is password protected
QModelIndex password_index = proxy->index(index.row(), Column::ROOM_NAME);
bool has_password = proxy->data(password_index, LobbyItemName::PasswordRole).toBool();
const std::string password = has_password ? PasswordPrompt().toStdString() : "";
if (has_password && password.empty()) {
return;
}
QModelIndex connection_index = proxy->index(index.row(), Column::HOST);
const std::string nickname = ui->nickname->text().toStdString();
const std::string ip =
proxy->data(connection_index, LobbyItemHost::HostIPRole).toString().toStdString();
int port = proxy->data(connection_index, LobbyItemHost::HostPortRole).toInt();
const std::string verify_UID =
proxy->data(connection_index, LobbyItemHost::HostVerifyUIDRole).toString().toStdString();
// Attempt to connect in a different thread
QFuture<void> f = QtConcurrent::run([this, nickname, ip, port, password, verify_UID] {
std::string token;
#ifdef ENABLE_WEB_SERVICE
if (!NetSettings::values.citra_username.empty() &&
!NetSettings::values.citra_token.empty()) {
WebService::Client client(NetSettings::values.web_api_url,
NetSettings::values.citra_username,
NetSettings::values.citra_token);
token = client.GetExternalJWT(verify_UID).returned_data;
if (token.empty()) {
LOG_ERROR(WebService, "Could not get external JWT, verification may fail");
} else {
LOG_INFO(WebService, "Successfully requested external JWT: size={}", token.size());
}
}
#endif
if (auto room_member = Network::GetRoomMember().lock()) {
room_member->Join(nickname, Service::CFG::GetConsoleIdHash(system), ip.c_str(), port, 0,
Network::NoPreferredMac, password, token);
}
});
watcher->setFuture(f);
// TODO(jroweboy): disable widgets and display a connecting while we wait
// Save settings
UISettings::values.nickname = ui->nickname->text();
UISettings::values.ip = proxy->data(connection_index, LobbyItemHost::HostIPRole).toString();
UISettings::values.port = proxy->data(connection_index, LobbyItemHost::HostPortRole).toString();
UISettings::values.multiplayer_filter_text = ui->search->text();
UISettings::values.multiplayer_filter_games_owned = ui->games_owned->isChecked();
UISettings::values.multiplayer_filter_hide_empty = ui->hide_empty->isChecked();
UISettings::values.multiplayer_filter_hide_full = ui->hide_full->isChecked();
}
void Lobby::ResetModel() {
model->clear();
model->insertColumns(0, Column::TOTAL);
model->setHeaderData(Column::EXPAND, Qt::Horizontal, QString(), Qt::DisplayRole);
model->setHeaderData(Column::ROOM_NAME, Qt::Horizontal, tr("Room Name"), Qt::DisplayRole);
model->setHeaderData(Column::GAME_NAME, Qt::Horizontal, tr("Preferred Game"), Qt::DisplayRole);
model->setHeaderData(Column::HOST, Qt::Horizontal, tr("Host"), Qt::DisplayRole);
model->setHeaderData(Column::MEMBER, Qt::Horizontal, tr("Players"), Qt::DisplayRole);
}
void Lobby::RefreshLobby() {
if (auto session = announce_multiplayer_session.lock()) {
ResetModel();
ui->refresh_list->setEnabled(false);
ui->refresh_list->setText(tr("Refreshing"));
room_list_watcher.setFuture(
QtConcurrent::run([session]() { return session->GetRoomList(); }));
} else {
// TODO(jroweboy): Display an error box about announce couldn't be started
}
}
void Lobby::OnRefreshLobby() {
AnnounceMultiplayerRoom::RoomList new_room_list = room_list_watcher.result();
for (auto room : new_room_list) {
// find the icon for the game if this person owns that game.
QPixmap smdh_icon;
for (int r = 0; r < game_list->rowCount(); ++r) {
auto index = game_list->index(r, 0);
auto game_id = game_list->data(index, GameListItemPath::ProgramIdRole).toULongLong();
if (game_id != 0 && room.preferred_game_id == game_id) {
smdh_icon = game_list->data(index, Qt::DecorationRole).value<QPixmap>();
}
}
QList<QVariant> members;
for (auto member : room.members) {
QVariant var;
var.setValue(LobbyMember{QString::fromStdString(member.username),
QString::fromStdString(member.nickname), member.game_id,
QString::fromStdString(member.game_name)});
members.append(var);
}
auto first_item = new LobbyItem();
auto row = QList<QStandardItem*>({
first_item,
new LobbyItemName(room.has_password, QString::fromStdString(room.name)),
new LobbyItemGame(room.preferred_game_id, QString::fromStdString(room.preferred_game),
smdh_icon),
new LobbyItemHost(QString::fromStdString(room.owner), QString::fromStdString(room.ip),
room.port, QString::fromStdString(room.verify_UID)),
new LobbyItemMemberList(members, room.max_player),
});
model->appendRow(row);
// To make the rows expandable, add the member data as a child of the first column of the
// rows with people in them and have qt set them to colspan after the model is finished
// resetting
if (!room.description.empty()) {
first_item->appendRow(
new LobbyItemDescription(QString::fromStdString(room.description)));
}
if (!room.members.empty()) {
first_item->appendRow(new LobbyItemExpandedMemberList(members));
}
}
// Reenable the refresh button and resize the columns
ui->refresh_list->setEnabled(true);
ui->refresh_list->setText(tr("Refresh List"));
ui->room_list->header()->stretchLastSection();
for (int i = 0; i < Column::TOTAL - 1; ++i) {
ui->room_list->resizeColumnToContents(i);
}
// Set the member list child items to span all columns
for (int i = 0; i < proxy->rowCount(); i++) {
auto parent = model->item(i, 0);
for (int j = 0; j < parent->rowCount(); j++) {
ui->room_list->setFirstColumnSpanned(j, proxy->index(i, 0), true);
}
}
}
LobbyFilterProxyModel::LobbyFilterProxyModel(QWidget* parent, QStandardItemModel* list)
: QSortFilterProxyModel(parent), game_list(list) {}
void LobbyFilterProxyModel::UpdateGameList(QStandardItemModel* list) {
game_list = list;
}
bool LobbyFilterProxyModel::filterAcceptsRow(int sourceRow, const QModelIndex& sourceParent) const {
// Prioritize filters by fastest to compute
// pass over any child rows (aka row that shows the players in the room)
if (sourceParent != QModelIndex()) {
return true;
}
// filter by empty rooms
if (filter_empty) {
QModelIndex member_list = sourceModel()->index(sourceRow, Column::MEMBER, sourceParent);
const qsizetype player_count =
sourceModel()->data(member_list, LobbyItemMemberList::MemberListRole).toList().size();
if (player_count == 0) {
return false;
}
}
// filter by filled rooms
if (filter_full) {
QModelIndex member_list = sourceModel()->index(sourceRow, Column::MEMBER, sourceParent);
const qsizetype player_count =
sourceModel()->data(member_list, LobbyItemMemberList::MemberListRole).toList().size();
const int max_players =
sourceModel()->data(member_list, LobbyItemMemberList::MaxPlayerRole).toInt();
if (player_count >= max_players) {
return false;
}
}
// filter by search parameters
if (!filter_search.isEmpty()) {
QModelIndex game_name = sourceModel()->index(sourceRow, Column::GAME_NAME, sourceParent);
QModelIndex room_name = sourceModel()->index(sourceRow, Column::ROOM_NAME, sourceParent);
QModelIndex host_name = sourceModel()->index(sourceRow, Column::HOST, sourceParent);
bool preferred_game_match = sourceModel()
->data(game_name, LobbyItemGame::GameNameRole)
.toString()
.contains(filter_search, filterCaseSensitivity());
bool room_name_match = sourceModel()
->data(room_name, LobbyItemName::NameRole)
.toString()
.contains(filter_search, filterCaseSensitivity());
bool username_match = sourceModel()
->data(host_name, LobbyItemHost::HostUsernameRole)
.toString()
.contains(filter_search, filterCaseSensitivity());
if (!preferred_game_match && !room_name_match && !username_match) {
return false;
}
}
// filter by game owned
if (filter_owned) {
QModelIndex game_name = sourceModel()->index(sourceRow, Column::GAME_NAME, sourceParent);
QList<QModelIndex> owned_games;
for (int r = 0; r < game_list->rowCount(); ++r) {
owned_games.append(QModelIndex(game_list->index(r, 0)));
}
auto current_id = sourceModel()->data(game_name, LobbyItemGame::TitleIDRole).toLongLong();
if (current_id == 0) {
// TODO(jroweboy): homebrew often doesn't have a game id and this hides them
return false;
}
bool owned = false;
for (const auto& game : owned_games) {
auto game_id = game_list->data(game, GameListItemPath::ProgramIdRole).toLongLong();
if (current_id == game_id) {
owned = true;
}
}
if (!owned) {
return false;
}
}
return true;
}
void LobbyFilterProxyModel::sort(int column, Qt::SortOrder order) {
sourceModel()->sort(column, order);
}
void LobbyFilterProxyModel::SetFilterOwned(bool filter) {
filter_owned = filter;
invalidate();
}
void LobbyFilterProxyModel::SetFilterEmpty(bool filter) {
filter_empty = filter;
invalidate();
}
void LobbyFilterProxyModel::SetFilterFull(bool filter) {
filter_full = filter;
invalidate();
}
void LobbyFilterProxyModel::SetFilterSearch(const QString& filter) {
filter_search = filter;
invalidate();
}