Lime3DS/src/citra_qt/multiplayer/direct_connect.cpp
James Rowe 1f6791431d Move almost all state change tracking to MultiplayerState
Each window can still watch for state changes to update the ui or to
close the window as appropriate, but for any error announcements, they
all belong in Multiplayer state now.
2018-04-19 10:28:18 -06:00

113 lines
3.9 KiB
C++

// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <QComboBox>
#include <QFuture>
#include <QIntValidator>
#include <QRegExpValidator>
#include <QString>
#include <QtConcurrent/QtConcurrentRun>
#include "citra_qt/main.h"
#include "citra_qt/multiplayer/client_room.h"
#include "citra_qt/multiplayer/direct_connect.h"
#include "citra_qt/multiplayer/message.h"
#include "citra_qt/multiplayer/state.h"
#include "citra_qt/multiplayer/validation.h"
#include "citra_qt/ui_settings.h"
#include "core/settings.h"
#include "network/network.h"
#include "ui_direct_connect.h"
enum class ConnectionType : u8 { TraversalServer, IP };
DirectConnectWindow::DirectConnectWindow(QWidget* parent)
: QDialog(parent, Qt::WindowTitleHint | Qt::WindowCloseButtonHint | Qt::WindowSystemMenuHint),
ui(std::make_unique<Ui::DirectConnect>()) {
ui->setupUi(this);
// setup the watcher for background connections
watcher = new QFutureWatcher<void>;
connect(watcher, &QFutureWatcher<void>::finished, this, &DirectConnectWindow::OnConnection);
ui->nickname->setValidator(validation.GetNickname());
ui->nickname->setText(UISettings::values.nickname);
ui->ip->setValidator(validation.GetIP());
ui->ip->setText(UISettings::values.ip);
ui->port->setValidator(validation.GetPort());
ui->port->setText(UISettings::values.port);
// TODO(jroweboy): Show or hide the connection options based on the current value of the combo
// box. Add this back in when the traversal server support is added.
connect(ui->connect, &QPushButton::pressed, this, &DirectConnectWindow::Connect);
}
DirectConnectWindow::~DirectConnectWindow() = default;
void DirectConnectWindow::Connect() {
if (!ui->nickname->hasAcceptableInput()) {
NetworkMessage::ShowError(NetworkMessage::USERNAME_NOT_VALID);
return;
}
if (const auto member = Network::GetRoomMember().lock()) {
if (member->IsConnected() && !NetworkMessage::WarnDisconnect()) {
return;
}
}
switch (static_cast<ConnectionType>(ui->connection_type->currentIndex())) {
case ConnectionType::TraversalServer:
break;
case ConnectionType::IP:
if (!ui->ip->hasAcceptableInput()) {
NetworkMessage::ShowError(NetworkMessage::IP_ADDRESS_NOT_VALID);
return;
}
if (!ui->port->hasAcceptableInput()) {
NetworkMessage::ShowError(NetworkMessage::PORT_NOT_VALID);
return;
}
break;
}
// Store settings
UISettings::values.nickname = ui->nickname->text();
UISettings::values.ip = ui->ip->text();
UISettings::values.port = (ui->port->isModified() && !ui->port->text().isEmpty())
? ui->port->text()
: UISettings::values.port;
Settings::Apply();
// attempt to connect in a different thread
QFuture<void> f = QtConcurrent::run([&] {
if (auto room_member = Network::GetRoomMember().lock()) {
auto port = UISettings::values.port.toUInt();
room_member->Join(ui->nickname->text().toStdString(),
ui->ip->text().toStdString().c_str(), port, 0,
Network::NoPreferredMac, ui->password->text().toStdString().c_str());
}
});
watcher->setFuture(f);
// and disable widgets and display a connecting while we wait
BeginConnecting();
}
void DirectConnectWindow::BeginConnecting() {
ui->connect->setEnabled(false);
ui->connect->setText(tr("Connecting"));
}
void DirectConnectWindow::EndConnecting() {
ui->connect->setEnabled(true);
ui->connect->setText(tr("Connect"));
}
void DirectConnectWindow::OnConnection() {
EndConnecting();
if (auto room_member = Network::GetRoomMember().lock()) {
if (room_member->GetState() == Network::RoomMember::State::Joined) {
close();
}
}
}