Merge pull request #3676 from jroweboy/minor-mp-ui-fix

Minor multiplayer ui fixes
This commit is contained in:
James Rowe 2018-04-27 10:00:21 -06:00 committed by GitHub
commit 252e5f173d
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7 changed files with 26 additions and 23 deletions

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@ -13,6 +13,7 @@
#include "citra_qt/game_list_p.h"
#include "citra_qt/multiplayer/client_room.h"
#include "citra_qt/multiplayer/message.h"
#include "citra_qt/multiplayer/state.h"
#include "common/logging/log.h"
#include "core/announce_multiplayer_session.h"
#include "ui_client_room.h"
@ -57,11 +58,8 @@ void ClientRoomWindow::OnStateChange(const Network::RoomMember::State& state) {
}
void ClientRoomWindow::Disconnect() {
if (!NetworkMessage::WarnDisconnect()) {
return;
}
if (auto member = Network::GetRoomMember().lock()) {
member->Leave();
auto parent = static_cast<MultiplayerState*>(parentWidget());
if (parent->OnCloseRoom()) {
ui->chat->AppendStatusMessage(tr("Disconnected"));
close();
}

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@ -51,8 +51,14 @@ void DirectConnectWindow::Connect() {
return;
}
if (const auto member = Network::GetRoomMember().lock()) {
if (member->IsConnected() && !NetworkMessage::WarnDisconnect()) {
// 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;
}
}
}
switch (static_cast<ConnectionType>(ui->connection_type->currentIndex())) {

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@ -74,7 +74,9 @@ void HostRoomWindow::Host() {
return;
}
if (auto member = Network::GetRoomMember().lock()) {
if (member->IsConnected()) {
if (member->GetState() == Network::RoomMember::State::Joining) {
return;
} else if (member->GetState() == Network::RoomMember::State::Joined) {
auto parent = static_cast<MultiplayerState*>(parentWidget());
if (!parent->OnCloseRoom()) {
close();

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@ -26,7 +26,6 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
// setup the watcher for background connections
watcher = new QFutureWatcher<void>;
connect(watcher, &QFutureWatcher<void>::finished, [&] { joining = false; });
model = new QStandardItemModel(ui->room_list);
proxy = new LobbyFilterProxyModel(this, game_list);
@ -51,7 +50,6 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
ui->nickname->setText(UISettings::values.nickname);
// UI Buttons
MultiplayerState* p = reinterpret_cast<MultiplayerState*>(parent);
connect(ui->refresh_list, &QPushButton::pressed, this, &Lobby::RefreshLobby);
connect(ui->games_owned, &QCheckBox::stateChanged, proxy,
&LobbyFilterProxyModel::SetFilterOwned);
@ -84,10 +82,17 @@ void Lobby::OnExpandRoom(const QModelIndex& index) {
}
void Lobby::OnJoinRoom(const QModelIndex& source) {
if (joining) {
return;
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;
}
}
}
joining = true;
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()) {
@ -97,13 +102,6 @@ void Lobby::OnJoinRoom(const QModelIndex& source) {
NetworkMessage::ShowError(NetworkMessage::USERNAME_NOT_VALID);
return;
}
if (const auto member = Network::GetRoomMember().lock()) {
if (member->IsConnected()) {
if (!NetworkMessage::WarnDisconnect()) {
return;
}
}
}
// Get a password to pass if the room is password protected
QModelIndex password_index = proxy->index(index.row(), Column::ROOM_NAME);

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@ -89,7 +89,6 @@ private:
std::unique_ptr<Ui::Lobby> ui;
QFutureWatcher<void>* watcher;
Validation validation;
bool joining = false;
};
/**

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@ -147,6 +147,7 @@ bool MultiplayerState::OnCloseRoom() {
// if you are in a room, leave it
if (auto member = Network::GetRoomMember().lock()) {
member->Leave();
NGLOG_DEBUG(Frontend, "Left the room (as a client)");
}
// if you are hosting a room, also stop hosting
@ -155,6 +156,7 @@ bool MultiplayerState::OnCloseRoom() {
}
room->Destroy();
announce_multiplayer_session->Stop();
NGLOG_DEBUG(Frontend, "Closed the room (as a server)");
}
return true;
}

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@ -5,6 +5,7 @@
#pragma once
#include <QWidget>
#include "core/announce_multiplayer_session.h"
#include "network/network.h"
class QStandardItemModel;
@ -13,9 +14,6 @@ class HostRoomWindow;
class ClientRoomWindow;
class DirectConnectWindow;
class ClickableLabel;
namespace Core {
class AnnounceMultiplayerSession;
}
class MultiplayerState : public QWidget {
Q_OBJECT;