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https://github.com/PabloMK7/citra.git
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325 lines
13 KiB
C++
325 lines
13 KiB
C++
// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <QInputDialog>
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#include <QList>
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#include <QtConcurrent/QtConcurrentRun>
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#include "citra_qt/game_list_p.h"
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#include "citra_qt/main.h"
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#include "citra_qt/multiplayer/client_room.h"
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#include "citra_qt/multiplayer/lobby.h"
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#include "citra_qt/multiplayer/lobby_p.h"
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#include "citra_qt/multiplayer/message.h"
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#include "citra_qt/multiplayer/state.h"
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#include "citra_qt/multiplayer/validation.h"
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#include "citra_qt/ui_settings.h"
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#include "common/logging/log.h"
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#include "core/settings.h"
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#include "network/network.h"
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Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
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std::shared_ptr<Core::AnnounceMultiplayerSession> session)
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: QDialog(parent, Qt::WindowTitleHint | Qt::WindowCloseButtonHint | Qt::WindowSystemMenuHint),
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ui(std::make_unique<Ui::Lobby>()), announce_multiplayer_session(session) {
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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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model = new QStandardItemModel(ui->room_list);
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// Create a proxy to the game list to get the list of games owned
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game_list = new QStandardItemModel;
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for (int i = 0; i < list->rowCount(); i++) {
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auto parent = list->item(i, 0);
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for (int j = 0; j < parent->rowCount(); j++) {
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game_list->appendRow(parent->child(j)->clone());
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}
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}
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proxy = new LobbyFilterProxyModel(this, game_list);
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proxy->setSourceModel(model);
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proxy->setDynamicSortFilter(true);
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proxy->setFilterCaseSensitivity(Qt::CaseInsensitive);
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proxy->setSortLocaleAware(true);
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ui->room_list->setModel(proxy);
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ui->room_list->header()->setSectionResizeMode(QHeaderView::Interactive);
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ui->room_list->header()->stretchLastSection();
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ui->room_list->setAlternatingRowColors(true);
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ui->room_list->setSelectionMode(QHeaderView::SingleSelection);
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ui->room_list->setSelectionBehavior(QHeaderView::SelectRows);
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ui->room_list->setVerticalScrollMode(QHeaderView::ScrollPerPixel);
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ui->room_list->setHorizontalScrollMode(QHeaderView::ScrollPerPixel);
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ui->room_list->setSortingEnabled(true);
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ui->room_list->setEditTriggers(QHeaderView::NoEditTriggers);
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ui->room_list->setExpandsOnDoubleClick(false);
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ui->room_list->setContextMenuPolicy(Qt::CustomContextMenu);
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ui->nickname->setValidator(validation.GetNickname());
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ui->nickname->setText(UISettings::values.nickname);
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if (ui->nickname->text().isEmpty() && !Settings::values.citra_username.empty()) {
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// Use Citra Web Service user name as nickname by default
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ui->nickname->setText(QString::fromStdString(Settings::values.citra_username));
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}
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// UI Buttons
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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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connect(ui->hide_full, &QCheckBox::stateChanged, proxy, &LobbyFilterProxyModel::SetFilterFull);
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connect(ui->search, &QLineEdit::textChanged, proxy, &LobbyFilterProxyModel::SetFilterSearch);
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connect(ui->room_list, &QTreeView::doubleClicked, this, &Lobby::OnJoinRoom);
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connect(ui->room_list, &QTreeView::clicked, this, &Lobby::OnExpandRoom);
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// Actions
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connect(&room_list_watcher, &QFutureWatcher<AnnounceMultiplayerRoom::RoomList>::finished, this,
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&Lobby::OnRefreshLobby);
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// manually start a refresh when the window is opening
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// TODO(jroweboy): if this refresh is slow for people with bad internet, then don't do it as
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// part of the constructor, but offload the refresh until after the window shown. perhaps emit a
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// refreshroomlist signal from places that open the lobby
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RefreshLobby();
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}
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void Lobby::RetranslateUi() {
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ui->retranslateUi(this);
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}
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QString Lobby::PasswordPrompt() {
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bool ok;
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const QString text = QInputDialog::getText(this, tr("Password Required to Join"),
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tr("Password:"), QLineEdit::Password, "", &ok);
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return ok ? text : QString();
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}
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void Lobby::OnExpandRoom(const QModelIndex& index) {
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QModelIndex member_index = proxy->index(index.row(), Column::MEMBER);
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auto member_list = proxy->data(member_index, LobbyItemMemberList::MemberListRole).toList();
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}
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void Lobby::OnJoinRoom(const QModelIndex& source) {
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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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}
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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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index = source.parent();
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}
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if (!ui->nickname->hasAcceptableInput()) {
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NetworkMessage::ShowError(NetworkMessage::USERNAME_NOT_VALID);
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return;
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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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bool has_password = proxy->data(password_index, LobbyItemName::PasswordRole).toBool();
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const std::string password = has_password ? PasswordPrompt().toStdString() : "";
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if (has_password && password.empty()) {
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return;
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}
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QModelIndex connection_index = proxy->index(index.row(), Column::HOST);
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const std::string nickname = ui->nickname->text().toStdString();
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const std::string ip =
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proxy->data(connection_index, LobbyItemHost::HostIPRole).toString().toStdString();
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int port = proxy->data(connection_index, LobbyItemHost::HostPortRole).toInt();
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// attempt to connect in a different thread
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QFuture<void> f = QtConcurrent::run([nickname, ip, port, password] {
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if (auto room_member = Network::GetRoomMember().lock()) {
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room_member->Join(nickname, ip.c_str(), port, 0, Network::NoPreferredMac, password);
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}
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});
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watcher->setFuture(f);
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// TODO(jroweboy): disable widgets and display a connecting while we wait
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// Save settings
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UISettings::values.nickname = ui->nickname->text();
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UISettings::values.ip = proxy->data(connection_index, LobbyItemHost::HostIPRole).toString();
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UISettings::values.port = proxy->data(connection_index, LobbyItemHost::HostPortRole).toString();
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Settings::Apply();
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}
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void Lobby::ResetModel() {
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model->clear();
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model->insertColumns(0, Column::TOTAL);
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model->setHeaderData(Column::EXPAND, Qt::Horizontal, "", Qt::DisplayRole);
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model->setHeaderData(Column::ROOM_NAME, Qt::Horizontal, tr("Room Name"), Qt::DisplayRole);
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model->setHeaderData(Column::GAME_NAME, Qt::Horizontal, tr("Preferred Game"), Qt::DisplayRole);
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model->setHeaderData(Column::HOST, Qt::Horizontal, tr("Host"), Qt::DisplayRole);
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model->setHeaderData(Column::MEMBER, Qt::Horizontal, tr("Players"), Qt::DisplayRole);
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}
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void Lobby::RefreshLobby() {
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if (auto session = announce_multiplayer_session.lock()) {
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ResetModel();
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ui->refresh_list->setEnabled(false);
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ui->refresh_list->setText(tr("Refreshing"));
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room_list_watcher.setFuture(
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QtConcurrent::run([session]() { return session->GetRoomList(); }));
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} else {
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// TODO(jroweboy): Display an error box about announce couldn't be started
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}
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}
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void Lobby::OnRefreshLobby() {
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AnnounceMultiplayerRoom::RoomList new_room_list = room_list_watcher.result();
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for (auto room : new_room_list) {
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// find the icon for the game if this person owns that game.
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QPixmap smdh_icon;
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for (int r = 0; r < game_list->rowCount(); ++r) {
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auto index = game_list->index(r, 0);
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auto game_id = game_list->data(index, GameListItemPath::ProgramIdRole).toULongLong();
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if (game_id != 0 && room.preferred_game_id == game_id) {
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smdh_icon = game_list->data(index, Qt::DecorationRole).value<QPixmap>();
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}
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}
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QList<QVariant> members;
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for (auto member : room.members) {
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QVariant var;
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var.setValue(LobbyMember{QString::fromStdString(member.name), member.game_id,
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QString::fromStdString(member.game_name)});
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members.append(var);
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}
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auto first_item = new LobbyItem();
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auto row = QList<QStandardItem*>({
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first_item,
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new LobbyItemName(room.has_password, QString::fromStdString(room.name)),
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new LobbyItemGame(room.preferred_game_id, QString::fromStdString(room.preferred_game),
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smdh_icon),
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new LobbyItemHost(QString::fromStdString(room.owner), QString::fromStdString(room.ip),
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room.port),
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new LobbyItemMemberList(members, room.max_player),
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});
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model->appendRow(row);
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// To make the rows expandable, add the member data as a child of the first column of the
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// rows with people in them and have qt set them to colspan after the model is finished
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// resetting
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if (room.members.size() > 0) {
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first_item->appendRow(new LobbyItemExpandedMemberList(members));
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}
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}
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// Reenable the refresh button and resize the columns
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ui->refresh_list->setEnabled(true);
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ui->refresh_list->setText(tr("Refresh List"));
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ui->room_list->header()->stretchLastSection();
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for (int i = 0; i < Column::TOTAL - 1; ++i) {
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ui->room_list->resizeColumnToContents(i);
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}
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// Set the member list child items to span all columns
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for (int i = 0; i < proxy->rowCount(); i++) {
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auto parent = model->item(i, 0);
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if (parent->hasChildren()) {
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ui->room_list->setFirstColumnSpanned(0, proxy->index(i, 0), true);
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}
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}
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}
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LobbyFilterProxyModel::LobbyFilterProxyModel(QWidget* parent, QStandardItemModel* list)
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: QSortFilterProxyModel(parent), game_list(list) {}
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bool LobbyFilterProxyModel::filterAcceptsRow(int sourceRow, const QModelIndex& sourceParent) const {
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// Prioritize filters by fastest to compute
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// pass over any child rows (aka row that shows the players in the room)
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if (sourceParent != QModelIndex()) {
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return true;
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}
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// filter by filled rooms
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if (filter_full) {
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QModelIndex member_list = sourceModel()->index(sourceRow, Column::MEMBER, sourceParent);
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int player_count =
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sourceModel()->data(member_list, LobbyItemMemberList::MemberListRole).toList().size();
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int max_players =
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sourceModel()->data(member_list, LobbyItemMemberList::MaxPlayerRole).toInt();
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if (player_count >= max_players) {
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return false;
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}
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}
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// filter by search parameters
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if (!filter_search.isEmpty()) {
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QModelIndex game_name = sourceModel()->index(sourceRow, Column::GAME_NAME, sourceParent);
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QModelIndex room_name = sourceModel()->index(sourceRow, Column::ROOM_NAME, sourceParent);
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QModelIndex host_name = sourceModel()->index(sourceRow, Column::HOST, sourceParent);
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bool preferred_game_match = sourceModel()
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->data(game_name, LobbyItemGame::GameNameRole)
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.toString()
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.contains(filter_search, filterCaseSensitivity());
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bool room_name_match = sourceModel()
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->data(room_name, LobbyItemName::NameRole)
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.toString()
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.contains(filter_search, filterCaseSensitivity());
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bool username_match = sourceModel()
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->data(host_name, LobbyItemHost::HostUsernameRole)
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.toString()
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.contains(filter_search, filterCaseSensitivity());
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if (!preferred_game_match && !room_name_match && !username_match) {
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return false;
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}
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}
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// filter by game owned
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if (filter_owned) {
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QModelIndex game_name = sourceModel()->index(sourceRow, Column::GAME_NAME, sourceParent);
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QList<QModelIndex> owned_games;
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for (int r = 0; r < game_list->rowCount(); ++r) {
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owned_games.append(QModelIndex(game_list->index(r, 0)));
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}
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auto current_id = sourceModel()->data(game_name, LobbyItemGame::TitleIDRole).toLongLong();
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if (current_id == 0) {
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// TODO(jroweboy): homebrew often doesn't have a game id and this hides them
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return false;
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}
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bool owned = false;
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for (const auto& game : owned_games) {
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auto game_id = game_list->data(game, GameListItemPath::ProgramIdRole).toLongLong();
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if (current_id == game_id) {
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owned = true;
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}
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}
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if (!owned) {
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return false;
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}
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}
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return true;
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}
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void LobbyFilterProxyModel::sort(int column, Qt::SortOrder order) {
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sourceModel()->sort(column, order);
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}
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void LobbyFilterProxyModel::SetFilterOwned(bool filter) {
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filter_owned = filter;
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invalidate();
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}
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void LobbyFilterProxyModel::SetFilterFull(bool filter) {
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filter_full = filter;
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invalidate();
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}
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void LobbyFilterProxyModel::SetFilterSearch(const QString& filter) {
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filter_search = filter;
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invalidate();
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}
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