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