Frontend: Prevent connecting to another room when already joining
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parent
c8d4ca8915
commit
5fef22fc52
4 changed files with 20 additions and 15 deletions
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@ -51,8 +51,14 @@ void DirectConnectWindow::Connect() {
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return;
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}
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if (const auto member = Network::GetRoomMember().lock()) {
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if (member->IsConnected() && !NetworkMessage::WarnDisconnect()) {
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// Prevent the user from trying to join a room while they are already joining.
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if (member->GetState() == Network::RoomMember::State::Joining) {
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return;
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} else if (member->GetState() == Network::RoomMember::State::Joined) {
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// And ask if they want to leave the room if they are already in one.
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if (!NetworkMessage::WarnDisconnect()) {
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return;
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}
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}
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}
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switch (static_cast<ConnectionType>(ui->connection_type->currentIndex())) {
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@ -74,7 +74,9 @@ void HostRoomWindow::Host() {
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return;
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}
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if (auto member = Network::GetRoomMember().lock()) {
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if (member->IsConnected()) {
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if (member->GetState() == Network::RoomMember::State::Joining) {
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return;
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} else if (member->GetState() == Network::RoomMember::State::Joined) {
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auto parent = static_cast<MultiplayerState*>(parentWidget());
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if (!parent->OnCloseRoom()) {
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close();
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@ -26,7 +26,6 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
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// setup the watcher for background connections
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watcher = new QFutureWatcher<void>;
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connect(watcher, &QFutureWatcher<void>::finished, [&] { joining = false; });
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model = new QStandardItemModel(ui->room_list);
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proxy = new LobbyFilterProxyModel(this, game_list);
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@ -51,7 +50,6 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
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ui->nickname->setText(UISettings::values.nickname);
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// UI Buttons
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MultiplayerState* p = reinterpret_cast<MultiplayerState*>(parent);
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connect(ui->refresh_list, &QPushButton::pressed, this, &Lobby::RefreshLobby);
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connect(ui->games_owned, &QCheckBox::stateChanged, proxy,
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&LobbyFilterProxyModel::SetFilterOwned);
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@ -84,10 +82,17 @@ void Lobby::OnExpandRoom(const QModelIndex& index) {
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}
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void Lobby::OnJoinRoom(const QModelIndex& source) {
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if (joining) {
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if (const auto member = Network::GetRoomMember().lock()) {
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// Prevent the user from trying to join a room while they are already joining.
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if (member->GetState() == Network::RoomMember::State::Joining) {
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return;
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} else if (member->GetState() == Network::RoomMember::State::Joined) {
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// And ask if they want to leave the room if they are already in one.
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if (!NetworkMessage::WarnDisconnect()) {
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return;
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}
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joining = true;
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}
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}
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QModelIndex index = source;
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// If the user double clicks on a child row (aka the player list) then use the parent instead
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if (source.parent() != QModelIndex()) {
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@ -97,13 +102,6 @@ void Lobby::OnJoinRoom(const QModelIndex& source) {
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NetworkMessage::ShowError(NetworkMessage::USERNAME_NOT_VALID);
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return;
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}
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if (const auto member = Network::GetRoomMember().lock()) {
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if (member->IsConnected()) {
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if (!NetworkMessage::WarnDisconnect()) {
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return;
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}
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}
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}
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// Get a password to pass if the room is password protected
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QModelIndex password_index = proxy->index(index.row(), Column::ROOM_NAME);
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@ -89,7 +89,6 @@ private:
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std::unique_ptr<Ui::Lobby> ui;
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QFutureWatcher<void>* watcher;
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Validation validation;
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bool joining = false;
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};
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/**
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