mirror of
https://git.suyu.dev/suyu/suyu
synced 2024-12-28 20:32:40 -06:00
336 lines
12 KiB
C++
336 lines
12 KiB
C++
// SPDX-FileCopyrightText: Copyright 2018 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <QAction>
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#include <QApplication>
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#include <QIcon>
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#include <QMessageBox>
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#include <QStandardItemModel>
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#include "common/announce_multiplayer_room.h"
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#include "common/logging/log.h"
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#include "core/core.h"
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#include "yuzu/game_list.h"
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#include "yuzu/multiplayer/client_room.h"
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#include "yuzu/multiplayer/direct_connect.h"
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#include "yuzu/multiplayer/host_room.h"
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#include "yuzu/multiplayer/lobby.h"
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#include "yuzu/multiplayer/message.h"
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#include "yuzu/multiplayer/state.h"
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#include "yuzu/uisettings.h"
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#include "yuzu/util/clickable_label.h"
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MultiplayerState::MultiplayerState(QWidget* parent, QStandardItemModel* game_list_model_,
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QAction* leave_room_, QAction* show_room_, Core::System& system_)
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: QWidget(parent), game_list_model(game_list_model_), leave_room(leave_room_),
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show_room(show_room_), system{system_}, room_network{system.GetRoomNetwork()} {
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if (auto member = room_network.GetRoomMember().lock()) {
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// register the network structs to use in slots and signals
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state_callback_handle = member->BindOnStateChanged(
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[this](const Network::RoomMember::State& state) { emit NetworkStateChanged(state); });
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connect(this, &MultiplayerState::NetworkStateChanged, this,
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&MultiplayerState::OnNetworkStateChanged);
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error_callback_handle = member->BindOnError(
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[this](const Network::RoomMember::Error& error) { emit NetworkError(error); });
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connect(this, &MultiplayerState::NetworkError, this, &MultiplayerState::OnNetworkError);
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}
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qRegisterMetaType<Network::RoomMember::State>();
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qRegisterMetaType<Network::RoomMember::Error>();
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qRegisterMetaType<WebService::WebResult>();
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announce_multiplayer_session = std::make_shared<Core::AnnounceMultiplayerSession>(room_network);
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announce_multiplayer_session->BindErrorCallback(
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[this](const WebService::WebResult& result) { emit AnnounceFailed(result); });
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connect(this, &MultiplayerState::AnnounceFailed, this, &MultiplayerState::OnAnnounceFailed);
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status_text = new ClickableLabel(this);
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status_icon = new ClickableLabel(this);
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connect(status_text, &ClickableLabel::clicked, this, &MultiplayerState::OnOpenNetworkRoom);
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connect(status_icon, &ClickableLabel::clicked, this, &MultiplayerState::OnOpenNetworkRoom);
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connect(static_cast<QApplication*>(QApplication::instance()), &QApplication::focusChanged, this,
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[this](QWidget* /*old*/, QWidget* now) {
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if (client_room && client_room->isAncestorOf(now)) {
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HideNotification();
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}
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});
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retranslateUi();
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}
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MultiplayerState::~MultiplayerState() = default;
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void MultiplayerState::Close() {
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if (state_callback_handle) {
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if (auto member = room_network.GetRoomMember().lock()) {
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member->Unbind(state_callback_handle);
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}
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}
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if (error_callback_handle) {
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if (auto member = room_network.GetRoomMember().lock()) {
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member->Unbind(error_callback_handle);
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}
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}
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if (host_room) {
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host_room->close();
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}
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if (direct_connect) {
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direct_connect->close();
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}
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if (client_room) {
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client_room->close();
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}
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if (lobby) {
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lobby->close();
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}
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}
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void MultiplayerState::retranslateUi() {
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status_text->setToolTip(tr("Current connection status"));
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UpdateNotificationStatus();
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if (lobby) {
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lobby->RetranslateUi();
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}
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if (host_room) {
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host_room->RetranslateUi();
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}
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if (client_room) {
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client_room->RetranslateUi();
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}
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if (direct_connect) {
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direct_connect->RetranslateUi();
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}
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}
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void MultiplayerState::SetNotificationStatus(NotificationStatus status) {
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notification_status = status;
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UpdateNotificationStatus();
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}
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void MultiplayerState::UpdateNotificationStatus() {
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switch (notification_status) {
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case NotificationStatus::Uninitialized:
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status_icon->setPixmap(QIcon::fromTheme(QStringLiteral("disconnected")).pixmap(16));
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status_text->setText(tr("Not Connected. Click here to find a room!"));
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leave_room->setEnabled(false);
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show_room->setEnabled(false);
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break;
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case NotificationStatus::Disconnected:
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status_icon->setPixmap(QIcon::fromTheme(QStringLiteral("disconnected")).pixmap(16));
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status_text->setText(tr("Not Connected"));
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leave_room->setEnabled(false);
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show_room->setEnabled(false);
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break;
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case NotificationStatus::Connected:
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status_icon->setPixmap(QIcon::fromTheme(QStringLiteral("connected")).pixmap(16));
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status_text->setText(tr("Connected"));
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leave_room->setEnabled(true);
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show_room->setEnabled(true);
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break;
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case NotificationStatus::Notification:
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status_icon->setPixmap(
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QIcon::fromTheme(QStringLiteral("connected_notification")).pixmap(16));
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status_text->setText(tr("New Messages Received"));
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leave_room->setEnabled(true);
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show_room->setEnabled(true);
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break;
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}
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// Clean up status bar if game is running
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if (system.IsPoweredOn()) {
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status_text->clear();
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}
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}
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void MultiplayerState::OnNetworkStateChanged(const Network::RoomMember::State& state) {
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LOG_DEBUG(Frontend, "Network State: {}", Network::GetStateStr(state));
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if (state == Network::RoomMember::State::Joined ||
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state == Network::RoomMember::State::Moderator) {
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OnOpenNetworkRoom();
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SetNotificationStatus(NotificationStatus::Connected);
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} else {
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SetNotificationStatus(NotificationStatus::Disconnected);
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}
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current_state = state;
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}
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void MultiplayerState::OnNetworkError(const Network::RoomMember::Error& error) {
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LOG_DEBUG(Frontend, "Network Error: {}", Network::GetErrorStr(error));
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switch (error) {
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case Network::RoomMember::Error::LostConnection:
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NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::LOST_CONNECTION);
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break;
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case Network::RoomMember::Error::HostKicked:
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NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::HOST_KICKED);
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break;
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case Network::RoomMember::Error::CouldNotConnect:
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NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::UNABLE_TO_CONNECT);
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break;
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case Network::RoomMember::Error::NameCollision:
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NetworkMessage::ErrorManager::ShowError(
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NetworkMessage::ErrorManager::USERNAME_NOT_VALID_SERVER);
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break;
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case Network::RoomMember::Error::IpCollision:
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NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::IP_COLLISION);
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break;
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case Network::RoomMember::Error::RoomIsFull:
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NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::ROOM_IS_FULL);
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break;
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case Network::RoomMember::Error::WrongPassword:
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NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::WRONG_PASSWORD);
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break;
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case Network::RoomMember::Error::WrongVersion:
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NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::WRONG_VERSION);
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break;
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case Network::RoomMember::Error::HostBanned:
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NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::HOST_BANNED);
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break;
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case Network::RoomMember::Error::UnknownError:
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NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::UNABLE_TO_CONNECT);
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break;
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case Network::RoomMember::Error::PermissionDenied:
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NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::PERMISSION_DENIED);
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break;
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case Network::RoomMember::Error::NoSuchUser:
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NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::NO_SUCH_USER);
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break;
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}
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}
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void MultiplayerState::OnAnnounceFailed(const WebService::WebResult& result) {
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announce_multiplayer_session->Stop();
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QMessageBox::warning(this, tr("Error"),
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tr("Failed to update the room information. Please check your Internet "
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"connection and try hosting the room again.\nDebug Message: ") +
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QString::fromStdString(result.result_string),
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QMessageBox::Ok);
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}
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void MultiplayerState::OnSaveConfig() {
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emit SaveConfig();
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}
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void MultiplayerState::UpdateThemedIcons() {
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if (show_notification) {
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status_icon->setPixmap(
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QIcon::fromTheme(QStringLiteral("connected_notification")).pixmap(16));
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} else if (current_state == Network::RoomMember::State::Joined ||
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current_state == Network::RoomMember::State::Moderator) {
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status_icon->setPixmap(QIcon::fromTheme(QStringLiteral("connected")).pixmap(16));
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} else {
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status_icon->setPixmap(QIcon::fromTheme(QStringLiteral("disconnected")).pixmap(16));
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}
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if (client_room)
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client_room->UpdateIconDisplay();
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}
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static void BringWidgetToFront(QWidget* widget) {
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widget->show();
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widget->activateWindow();
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widget->raise();
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}
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void MultiplayerState::OnViewLobby() {
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if (lobby == nullptr) {
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lobby = new Lobby(this, game_list_model, announce_multiplayer_session, system);
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connect(lobby, &Lobby::SaveConfig, this, &MultiplayerState::OnSaveConfig);
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}
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lobby->RefreshLobby();
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BringWidgetToFront(lobby);
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}
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void MultiplayerState::OnCreateRoom() {
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if (host_room == nullptr) {
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host_room = new HostRoomWindow(this, game_list_model, announce_multiplayer_session, system);
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connect(host_room, &HostRoomWindow::SaveConfig, this, &MultiplayerState::OnSaveConfig);
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}
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BringWidgetToFront(host_room);
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}
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bool MultiplayerState::OnCloseRoom() {
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if (!NetworkMessage::WarnCloseRoom())
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return false;
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if (auto room = room_network.GetRoom().lock()) {
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// if you are in a room, leave it
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if (auto member = room_network.GetRoomMember().lock()) {
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member->Leave();
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LOG_DEBUG(Frontend, "Left the room (as a client)");
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}
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// if you are hosting a room, also stop hosting
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if (room->GetState() != Network::Room::State::Open) {
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return true;
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}
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// Save ban list
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UISettings::values.multiplayer_ban_list = room->GetBanList();
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room->Destroy();
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announce_multiplayer_session->Stop();
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LOG_DEBUG(Frontend, "Closed the room (as a server)");
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}
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return true;
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}
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void MultiplayerState::ShowNotification() {
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if (client_room && client_room->isAncestorOf(QApplication::focusWidget()))
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return; // Do not show notification if the chat window currently has focus
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show_notification = true;
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QApplication::alert(nullptr);
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QApplication::beep();
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SetNotificationStatus(NotificationStatus::Notification);
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}
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void MultiplayerState::HideNotification() {
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show_notification = false;
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SetNotificationStatus(NotificationStatus::Connected);
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}
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void MultiplayerState::OnOpenNetworkRoom() {
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if (auto member = room_network.GetRoomMember().lock()) {
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if (member->IsConnected()) {
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if (client_room == nullptr) {
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client_room = new ClientRoomWindow(this, room_network);
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connect(client_room, &ClientRoomWindow::ShowNotification, this,
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&MultiplayerState::ShowNotification);
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}
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BringWidgetToFront(client_room);
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return;
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}
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}
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// If the user is not a member of a room, show the lobby instead.
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// This is currently only used on the clickable label in the status bar
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OnViewLobby();
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}
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void MultiplayerState::OnDirectConnectToRoom() {
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if (direct_connect == nullptr) {
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direct_connect = new DirectConnectWindow(system, this);
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connect(direct_connect, &DirectConnectWindow::SaveConfig, this,
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&MultiplayerState::OnSaveConfig);
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}
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BringWidgetToFront(direct_connect);
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}
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bool MultiplayerState::IsHostingPublicRoom() const {
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return announce_multiplayer_session->IsRunning();
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}
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void MultiplayerState::UpdateCredentials() {
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announce_multiplayer_session->UpdateCredentials();
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}
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void MultiplayerState::UpdateGameList(QStandardItemModel* game_list) {
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game_list_model = game_list;
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if (lobby) {
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lobby->UpdateGameList(game_list);
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}
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if (host_room) {
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host_room->UpdateGameList(game_list);
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}
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}
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