File size: 5,248 Bytes
3708354 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 | // SPDX-FileCopyrightText: Copyright 2017 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <QComboBox>
#include <QFuture>
#include <QIntValidator>
#include <QRegularExpressionValidator>
#include <QString>
#include <QtConcurrent/QtConcurrentRun>
#include "common/settings.h"
#include "core/core.h"
#include "core/internal_network/network_interface.h"
#include "network/network.h"
#include "ui_direct_connect.h"
#include "yuzu/main.h"
#include "yuzu/multiplayer/client_room.h"
#include "yuzu/multiplayer/direct_connect.h"
#include "yuzu/multiplayer/message.h"
#include "yuzu/multiplayer/state.h"
#include "yuzu/multiplayer/validation.h"
#include "yuzu/uisettings.h"
enum class ConnectionType : u8 { TraversalServer, IP };
DirectConnectWindow::DirectConnectWindow(Core::System& system_, QWidget* parent)
: QDialog(parent, Qt::WindowTitleHint | Qt::WindowCloseButtonHint | Qt::WindowSystemMenuHint),
ui(std::make_unique<Ui::DirectConnect>()), system{system_}, room_network{
system.GetRoomNetwork()} {
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(
QString::fromStdString(UISettings::values.multiplayer_nickname.GetValue()));
if (ui->nickname->text().isEmpty() && !Settings::values.yuzu_username.GetValue().empty()) {
// Use yuzu Web Service user name as nickname by default
ui->nickname->setText(QString::fromStdString(Settings::values.yuzu_username.GetValue()));
}
ui->ip->setValidator(validation.GetIP());
ui->ip->setText(QString::fromStdString(UISettings::values.multiplayer_ip.GetValue()));
ui->port->setValidator(validation.GetPort());
ui->port->setText(QString::number(UISettings::values.multiplayer_port.GetValue()));
// 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::clicked, this, &DirectConnectWindow::Connect);
}
DirectConnectWindow::~DirectConnectWindow() = default;
void DirectConnectWindow::RetranslateUi() {
ui->retranslateUi(this);
}
void DirectConnectWindow::Connect() {
if (!Network::GetSelectedNetworkInterface()) {
NetworkMessage::ErrorManager::ShowError(
NetworkMessage::ErrorManager::NO_INTERFACE_SELECTED);
return;
}
if (!ui->nickname->hasAcceptableInput()) {
NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::USERNAME_NOT_VALID);
return;
}
if (system.IsPoweredOn()) {
if (!NetworkMessage::WarnGameRunning()) {
return;
}
}
if (const auto member = room_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;
}
}
}
if (!ui->ip->hasAcceptableInput()) {
NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::IP_ADDRESS_NOT_VALID);
return;
}
if (!ui->port->hasAcceptableInput()) {
NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::PORT_NOT_VALID);
return;
}
// Store settings
UISettings::values.multiplayer_nickname = ui->nickname->text().toStdString();
UISettings::values.multiplayer_ip = ui->ip->text().toStdString();
if (!ui->port->text().isEmpty()) {
UISettings::values.multiplayer_port = ui->port->text().toInt();
} else {
UISettings::values.multiplayer_port = UISettings::values.multiplayer_port.GetDefault();
}
emit SaveConfig();
// attempt to connect in a different thread
QFuture<void> f = QtConcurrent::run([&] {
if (auto room_member = room_network.GetRoomMember().lock()) {
auto port = UISettings::values.multiplayer_port.GetValue();
room_member->Join(ui->nickname->text().toStdString(),
ui->ip->text().toStdString().c_str(), port, 0, Network::NoPreferredIP,
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 = room_network.GetRoomMember().lock()) {
if (room_member->IsConnected()) {
close();
}
}
}
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