citra-mk7/src/citra_qt/multiplayer/lobby.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 <QInputDialog>
#include <QList>
#include <QtConcurrent/QtConcurrentRun>
#include "citra_qt/game_list_p.h"
#include "citra_qt/main.h"
#include "citra_qt/multiplayer/client_room.h"
#include "citra_qt/multiplayer/lobby.h"
#include "citra_qt/multiplayer/lobby_p.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 "common/logging/log.h"
#include "core/settings.h"
#include "network/network.h"
Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
std::shared_ptr<Core::AnnounceMultiplayerSession> session)
: QDialog(parent, Qt::WindowTitleHint | Qt::WindowCloseButtonHint | Qt::WindowSystemMenuHint),
ui(std::make_unique<Ui::Lobby>()), announce_multiplayer_session(session), game_list(list) {
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ui->setupUi(this);
// setup the watcher for background connections
watcher = new QFutureWatcher<void>;
model = new QStandardItemModel(ui->room_list);
proxy = new LobbyFilterProxyModel(this, game_list);
proxy->setSourceModel(model);
proxy->setDynamicSortFilter(true);
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proxy->setFilterCaseSensitivity(Qt::CaseInsensitive);
proxy->setSortLocaleAware(true);
ui->room_list->setModel(proxy);
ui->room_list->header()->setSectionResizeMode(QHeaderView::Interactive);
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ui->room_list->header()->stretchLastSection();
ui->room_list->setAlternatingRowColors(true);
ui->room_list->setSelectionMode(QHeaderView::SingleSelection);
ui->room_list->setSelectionBehavior(QHeaderView::SelectRows);
ui->room_list->setVerticalScrollMode(QHeaderView::ScrollPerPixel);
ui->room_list->setHorizontalScrollMode(QHeaderView::ScrollPerPixel);
ui->room_list->setSortingEnabled(true);
ui->room_list->setEditTriggers(QHeaderView::NoEditTriggers);
ui->room_list->setExpandsOnDoubleClick(false);
ui->room_list->setContextMenuPolicy(Qt::CustomContextMenu);
ui->nickname->setValidator(validation.GetNickname());
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ui->nickname->setText(UISettings::values.nickname);
// UI Buttons
connect(ui->refresh_list, &QPushButton::pressed, this, &Lobby::RefreshLobby);
connect(ui->games_owned, &QCheckBox::stateChanged, proxy,
&LobbyFilterProxyModel::SetFilterOwned);
connect(ui->hide_full, &QCheckBox::stateChanged, proxy, &LobbyFilterProxyModel::SetFilterFull);
connect(ui->search, &QLineEdit::textChanged, proxy, &LobbyFilterProxyModel::SetFilterSearch);
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connect(ui->room_list, &QTreeView::doubleClicked, this, &Lobby::OnJoinRoom);
connect(ui->room_list, &QTreeView::clicked, this, &Lobby::OnExpandRoom);
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// Actions
connect(this, &Lobby::LobbyRefreshed, this, &Lobby::OnRefreshLobby);
// manually start a refresh when the window is opening
// TODO(jroweboy): if this refresh is slow for people with bad internet, then don't do it as
// part of the constructor, but offload the refresh until after the window shown. perhaps emit a
// refreshroomlist signal from places that open the lobby
RefreshLobby();
}
QString Lobby::PasswordPrompt() {
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bool ok;
const QString text =
QInputDialog::getText(this, tr("Password Required to Join"), tr("Password:"),
QLineEdit::Password, "", &ok);
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return ok ? text : QString();
}
void Lobby::OnExpandRoom(const QModelIndex& index) {
QModelIndex member_index = proxy->index(index.row(), Column::MEMBER);
auto member_list = proxy->data(member_index, LobbyItemMemberList::MemberListRole).toList();
}
void Lobby::OnJoinRoom(const QModelIndex& source) {
if (const auto member = 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->GetState() == Network::RoomMember::State::Joined) {
// And ask if they want to leave the room if they are already in one.
if (!NetworkMessage::WarnDisconnect()) {
return;
}
}
}
QModelIndex index = source;
// If the user double clicks on a child row (aka the player list) then use the parent instead
if (source.parent() != QModelIndex()) {
index = source.parent();
}
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if (!ui->nickname->hasAcceptableInput()) {
NetworkMessage::ShowError(NetworkMessage::USERNAME_NOT_VALID);
return;
}
// Get a password to pass if the room is password protected
QModelIndex password_index = proxy->index(index.row(), Column::ROOM_NAME);
bool has_password = proxy->data(password_index, LobbyItemName::PasswordRole).toBool();
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const std::string password = has_password ? PasswordPrompt().toStdString() : "";
if (has_password && password.empty()) {
return;
}
// attempt to connect in a different thread
QFuture<void> f = QtConcurrent::run([&, password] {
if (auto room_member = Network::GetRoomMember().lock()) {
QModelIndex connection_index = proxy->index(index.row(), Column::HOST);
const std::string nickname = ui->nickname->text().toStdString();
const std::string ip =
proxy->data(connection_index, LobbyItemHost::HostIPRole).toString().toStdString();
int port = proxy->data(connection_index, LobbyItemHost::HostPortRole).toInt();
room_member->Join(nickname, ip.c_str(), port, 0, Network::NoPreferredMac, password);
}
});
watcher->setFuture(f);
// and disable widgets and display a connecting while we wait
QModelIndex connection_index = proxy->index(index.row(), Column::HOST);
// Save settings
UISettings::values.nickname = ui->nickname->text();
UISettings::values.ip = proxy->data(connection_index, LobbyItemHost::HostIPRole).toString();
UISettings::values.port = proxy->data(connection_index, LobbyItemHost::HostPortRole).toString();
Settings::Apply();
}
void Lobby::ResetModel() {
model->clear();
model->insertColumns(0, Column::TOTAL);
model->setHeaderData(Column::EXPAND, Qt::Horizontal, "", Qt::DisplayRole);
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model->setHeaderData(Column::ROOM_NAME, Qt::Horizontal, tr("Room Name"), Qt::DisplayRole);
model->setHeaderData(Column::GAME_NAME, Qt::Horizontal, tr("Preferred Game"), Qt::DisplayRole);
model->setHeaderData(Column::HOST, Qt::Horizontal, tr("Host"), Qt::DisplayRole);
model->setHeaderData(Column::MEMBER, Qt::Horizontal, tr("Players"), Qt::DisplayRole);
}
void Lobby::RefreshLobby() {
if (auto session = announce_multiplayer_session.lock()) {
ResetModel();
room_list_future = session->GetRoomList([&]() { emit LobbyRefreshed(); });
ui->refresh_list->setEnabled(false);
ui->refresh_list->setText(tr("Refreshing"));
} else {
// TODO(jroweboy): Display an error box about announce couldn't be started
}
}
void Lobby::OnRefreshLobby() {
AnnounceMultiplayerRoom::RoomList new_room_list = room_list_future.get();
for (auto room : new_room_list) {
// find the icon for the game if this person owns that game.
QPixmap smdh_icon;
for (int r = 0; r < game_list->rowCount(); ++r) {
auto index = game_list->index(r, 0);
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auto game_id = game_list->data(index, GameListItemPath::ProgramIdRole).toULongLong();
if (game_id != 0 && room.preferred_game_id == game_id) {
smdh_icon = game_list->data(index, Qt::DecorationRole).value<QPixmap>();
}
}
QList<QVariant> members;
for (auto member : room.members) {
QVariant var;
var.setValue(LobbyMember{QString::fromStdString(member.name), member.game_id,
QString::fromStdString(member.game_name)});
members.append(var);
}
auto first_item = new LobbyItem();
auto row = QList<QStandardItem*>({
first_item,
new LobbyItemName(room.has_password, QString::fromStdString(room.name)),
new LobbyItemGame(room.preferred_game_id, QString::fromStdString(room.preferred_game),
smdh_icon),
new LobbyItemHost(QString::fromStdString(room.owner), QString::fromStdString(room.ip),
room.port),
new LobbyItemMemberList(members, room.max_player),
});
model->appendRow(row);
// To make the rows expandable, add the member data as a child of the first column of the
// rows with people in them and have qt set them to colspan after the model is finished
// resetting
if (room.members.size() > 0) {
first_item->appendRow(new LobbyItemExpandedMemberList(members));
}
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}
// Reenable the refresh button and resize the columns
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ui->refresh_list->setEnabled(true);
ui->refresh_list->setText(tr("Refresh List"));
ui->room_list->header()->stretchLastSection();
for (int i = 0; i < Column::TOTAL - 1; ++i) {
ui->room_list->resizeColumnToContents(i);
}
// Set the member list child items to span all columns
for (int i = 0; i < proxy->rowCount(); i++) {
auto parent = model->item(i, 0);
if (parent->hasChildren()) {
ui->room_list->setFirstColumnSpanned(0, proxy->index(i, 0), true);
}
}
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}
LobbyFilterProxyModel::LobbyFilterProxyModel(QWidget* parent, QStandardItemModel* list)
: QSortFilterProxyModel(parent), game_list(list) {}
bool LobbyFilterProxyModel::filterAcceptsRow(int sourceRow, const QModelIndex& sourceParent) const {
// Prioritize filters by fastest to compute
// pass over any child rows (aka row that shows the players in the room)
if (sourceParent != QModelIndex()) {
return true;
}
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// filter by filled rooms
if (filter_full) {
QModelIndex member_list = sourceModel()->index(sourceRow, Column::MEMBER, sourceParent);
int player_count =
sourceModel()->data(member_list, LobbyItemMemberList::MemberListRole).toList().size();
int max_players =
sourceModel()->data(member_list, LobbyItemMemberList::MaxPlayerRole).toInt();
if (player_count >= max_players) {
return false;
}
}
// filter by search parameters
if (!filter_search.isEmpty()) {
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QModelIndex game_name = sourceModel()->index(sourceRow, Column::GAME_NAME, sourceParent);
QModelIndex room_name = sourceModel()->index(sourceRow, Column::ROOM_NAME, sourceParent);
QModelIndex host_name = sourceModel()->index(sourceRow, Column::HOST, sourceParent);
bool preferred_game_match = sourceModel()
->data(game_name, LobbyItemGame::GameNameRole)
.toString()
.contains(filter_search, filterCaseSensitivity());
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bool room_name_match = sourceModel()
->data(room_name, LobbyItemName::NameRole)
.toString()
.contains(filter_search, filterCaseSensitivity());
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bool username_match = sourceModel()
->data(host_name, LobbyItemHost::HostUsernameRole)
.toString()
.contains(filter_search, filterCaseSensitivity());
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if (!preferred_game_match && !room_name_match && !username_match) {
return false;
}
}
// filter by game owned
if (filter_owned) {
QModelIndex game_name = sourceModel()->index(sourceRow, Column::GAME_NAME, sourceParent);
QList<QModelIndex> owned_games;
for (int r = 0; r < game_list->rowCount(); ++r) {
owned_games.append(QModelIndex(game_list->index(r, 0)));
}
auto current_id = sourceModel()->data(game_name, LobbyItemGame::TitleIDRole).toLongLong();
if (current_id == 0) {
// TODO(jroweboy): homebrew often doesn't have a game id and this hides them
return false;
}
bool owned = false;
for (const auto& game : owned_games) {
auto game_id = game_list->data(game, GameListItemPath::ProgramIdRole).toLongLong();
if (current_id == game_id) {
owned = true;
}
}
if (!owned) {
return false;
}
}
return true;
}
void LobbyFilterProxyModel::sort(int column, Qt::SortOrder order) {
sourceModel()->sort(column, order);
}
void LobbyFilterProxyModel::SetFilterOwned(bool filter) {
filter_owned = filter;
invalidate();
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}
void LobbyFilterProxyModel::SetFilterFull(bool filter) {
filter_full = filter;
invalidate();
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}
void LobbyFilterProxyModel::SetFilterSearch(const QString& filter) {
filter_search = filter;
invalidate();
}