mirror of
https://github.com/yuzu-mirror/yuzu.git
synced 2024-11-08 16:49:59 +00:00
144 lines
5.3 KiB
C++
144 lines
5.3 KiB
C++
// SPDX-FileCopyrightText: Copyright 2017 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <QComboBox>
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#include <QFuture>
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#include <QIntValidator>
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#include <QRegExpValidator>
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#include <QString>
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#include <QtConcurrent/QtConcurrentRun>
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#include "common/settings.h"
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#include "core/core.h"
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#include "core/internal_network/network_interface.h"
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#include "network/network.h"
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#include "ui_direct_connect.h"
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#include "yuzu/main.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/message.h"
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#include "yuzu/multiplayer/state.h"
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#include "yuzu/multiplayer/validation.h"
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#include "yuzu/uisettings.h"
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enum class ConnectionType : u8 { TraversalServer, IP };
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DirectConnectWindow::DirectConnectWindow(Core::System& system_, QWidget* parent)
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: QDialog(parent, Qt::WindowTitleHint | Qt::WindowCloseButtonHint | Qt::WindowSystemMenuHint),
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ui(std::make_unique<Ui::DirectConnect>()), system{system_}, room_network{
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system.GetRoomNetwork()} {
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ui->setupUi(this);
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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, this, &DirectConnectWindow::OnConnection);
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ui->nickname->setValidator(validation.GetNickname());
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ui->nickname->setText(UISettings::values.multiplayer_nickname.GetValue());
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if (ui->nickname->text().isEmpty() && !Settings::values.yuzu_username.GetValue().empty()) {
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// Use yuzu Web Service user name as nickname by default
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ui->nickname->setText(QString::fromStdString(Settings::values.yuzu_username.GetValue()));
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}
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ui->ip->setValidator(validation.GetIP());
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ui->ip->setText(UISettings::values.multiplayer_ip.GetValue());
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ui->port->setValidator(validation.GetPort());
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ui->port->setText(QString::number(UISettings::values.multiplayer_port.GetValue()));
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// TODO(jroweboy): Show or hide the connection options based on the current value of the combo
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// box. Add this back in when the traversal server support is added.
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connect(ui->connect, &QPushButton::clicked, this, &DirectConnectWindow::Connect);
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}
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DirectConnectWindow::~DirectConnectWindow() = default;
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void DirectConnectWindow::RetranslateUi() {
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ui->retranslateUi(this);
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}
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void DirectConnectWindow::Connect() {
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if (!Network::GetSelectedNetworkInterface()) {
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NetworkMessage::ErrorManager::ShowError(
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NetworkMessage::ErrorManager::NO_INTERFACE_SELECTED);
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return;
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}
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if (!ui->nickname->hasAcceptableInput()) {
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NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::USERNAME_NOT_VALID);
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return;
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}
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if (system.IsPoweredOn()) {
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if (!NetworkMessage::WarnGameRunning()) {
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return;
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}
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}
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if (const auto member = room_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->IsConnected()) {
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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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case ConnectionType::TraversalServer:
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break;
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case ConnectionType::IP:
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if (!ui->ip->hasAcceptableInput()) {
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NetworkMessage::ErrorManager::ShowError(
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NetworkMessage::ErrorManager::IP_ADDRESS_NOT_VALID);
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return;
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}
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if (!ui->port->hasAcceptableInput()) {
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NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::PORT_NOT_VALID);
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return;
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}
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break;
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}
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// Store settings
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UISettings::values.multiplayer_nickname = ui->nickname->text();
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UISettings::values.multiplayer_ip = ui->ip->text();
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if (ui->port->isModified() && !ui->port->text().isEmpty()) {
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UISettings::values.multiplayer_port = ui->port->text().toInt();
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} else {
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UISettings::values.multiplayer_port = UISettings::values.multiplayer_port.GetDefault();
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}
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emit SaveConfig();
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// attempt to connect in a different thread
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QFuture<void> f = QtConcurrent::run([&] {
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if (auto room_member = room_network.GetRoomMember().lock()) {
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auto port = UISettings::values.multiplayer_port.GetValue();
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room_member->Join(ui->nickname->text().toStdString(),
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ui->ip->text().toStdString().c_str(), port, 0, Network::NoPreferredIP,
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ui->password->text().toStdString().c_str());
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}
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});
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watcher->setFuture(f);
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// and disable widgets and display a connecting while we wait
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BeginConnecting();
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}
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void DirectConnectWindow::BeginConnecting() {
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ui->connect->setEnabled(false);
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ui->connect->setText(tr("Connecting"));
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}
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void DirectConnectWindow::EndConnecting() {
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ui->connect->setEnabled(true);
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ui->connect->setText(tr("Connect"));
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}
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void DirectConnectWindow::OnConnection() {
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EndConnecting();
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if (auto room_member = room_network.GetRoomMember().lock()) {
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if (room_member->IsConnected()) {
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close();
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}
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}
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}
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