citra/src/citra_qt/multiplayer/direct_connect.cpp

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// 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"
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#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"
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enum class ConnectionType : u8 { TraversalServer, IP };
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DirectConnectWindow::DirectConnectWindow(QWidget* parent)
: QDialog(parent, Qt::WindowTitleHint | Qt::WindowCloseButtonHint | Qt::WindowSystemMenuHint),
ui(std::make_unique<Ui::DirectConnect>()) {
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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());
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ui->nickname->setText(UISettings::values.nickname);
ui->ip->setValidator(validation.GetIP());
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ui->ip->setText(UISettings::values.ip);
ui->port->setValidator(validation.GetPort());
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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;
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void DirectConnectWindow::Connect() {
if (!ui->nickname->hasAcceptableInput()) {
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NetworkMessage::ShowError(NetworkMessage::USERNAME_NOT_VALID);
return;
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}
if (const auto member = Network::GetRoomMember().lock()) {
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if (member->IsConnected() && !NetworkMessage::WarnDisconnect()) {
return;
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}
}
switch (static_cast<ConnectionType>(ui->connection_type->currentIndex())) {
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case ConnectionType::TraversalServer:
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break;
case ConnectionType::IP:
if (!ui->ip->hasAcceptableInput()) {
NetworkMessage::ShowError(NetworkMessage::IP_ADDRESS_NOT_VALID);
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return;
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}
if (!ui->port->hasAcceptableInput()) {
NetworkMessage::ShowError(NetworkMessage::PORT_NOT_VALID);
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return;
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}
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();
bool isConnected = true;
if (auto room_member = Network::GetRoomMember().lock()) {
switch (room_member->GetState()) {
case Network::RoomMember::State::CouldNotConnect:
isConnected = false;
ShowError(NetworkMessage::UNABLE_TO_CONNECT);
break;
case Network::RoomMember::State::NameCollision:
isConnected = false;
ShowError(NetworkMessage::USERNAME_IN_USE);
break;
case Network::RoomMember::State::Joining:
auto parent = static_cast<MultiplayerState*>(parentWidget());
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parent->OnOpenNetworkRoom();
close();
}
}
}