Lime3DS/src/core/announce_multiplayer_session.cpp
zhupengfei 36051204cc core, web_service: Check for error when registering rooms
The `Register()` function can now handle error results and the error will be passed immediately to the Qt frontend, instead of being ignored silently and failing later with a "Room is not registered".
2019-04-20 12:50:14 +08:00

150 lines
5.1 KiB
C++

// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <chrono>
#include <vector>
#include "announce_multiplayer_session.h"
#include "common/announce_multiplayer_room.h"
#include "common/assert.h"
#include "core/settings.h"
#include "network/network.h"
#ifdef ENABLE_WEB_SERVICE
#include "web_service/announce_room_json.h"
#endif
namespace Core {
// Time between room is announced to web_service
static constexpr std::chrono::seconds announce_time_interval(15);
AnnounceMultiplayerSession::AnnounceMultiplayerSession() {
#ifdef ENABLE_WEB_SERVICE
backend = std::make_unique<WebService::RoomJson>(Settings::values.web_api_url,
Settings::values.citra_username,
Settings::values.citra_token);
#else
backend = std::make_unique<AnnounceMultiplayerRoom::NullBackend>();
#endif
}
Common::WebResult AnnounceMultiplayerSession::Register() {
std::shared_ptr<Network::Room> room = Network::GetRoom().lock();
if (!room) {
return Common::WebResult{Common::WebResult::Code::LibError, "Network is not initialized"};
}
if (room->GetState() != Network::Room::State::Open) {
return Common::WebResult{Common::WebResult::Code::LibError, "Room is not open"};
}
UpdateBackendData(room);
Common::WebResult result = backend->Register();
if (result.result_code != Common::WebResult::Code::Success) {
return result;
}
LOG_INFO(WebService, "Room has been registered");
room->SetVerifyUID(result.returned_data);
registered = true;
return Common::WebResult{Common::WebResult::Code::Success};
}
void AnnounceMultiplayerSession::Start() {
if (announce_multiplayer_thread) {
Stop();
}
shutdown_event.Reset();
announce_multiplayer_thread =
std::make_unique<std::thread>(&AnnounceMultiplayerSession::AnnounceMultiplayerLoop, this);
}
void AnnounceMultiplayerSession::Stop() {
if (announce_multiplayer_thread) {
shutdown_event.Set();
announce_multiplayer_thread->join();
announce_multiplayer_thread.reset();
backend->Delete();
registered = false;
}
}
AnnounceMultiplayerSession::CallbackHandle AnnounceMultiplayerSession::BindErrorCallback(
std::function<void(const Common::WebResult&)> function) {
std::lock_guard lock(callback_mutex);
auto handle = std::make_shared<std::function<void(const Common::WebResult&)>>(function);
error_callbacks.insert(handle);
return handle;
}
void AnnounceMultiplayerSession::UnbindErrorCallback(CallbackHandle handle) {
std::lock_guard lock(callback_mutex);
error_callbacks.erase(handle);
}
AnnounceMultiplayerSession::~AnnounceMultiplayerSession() {
Stop();
}
void AnnounceMultiplayerSession::UpdateBackendData(std::shared_ptr<Network::Room> room) {
Network::RoomInformation room_information = room->GetRoomInformation();
std::vector<Network::Room::Member> memberlist = room->GetRoomMemberList();
backend->SetRoomInformation(
room_information.name, room_information.description, room_information.port,
room_information.member_slots, Network::network_version, room->HasPassword(),
room_information.preferred_game, room_information.preferred_game_id);
backend->ClearPlayers();
for (const auto& member : memberlist) {
backend->AddPlayer(member.username, member.nickname, member.avatar_url, member.mac_address,
member.game_info.id, member.game_info.name);
}
}
void AnnounceMultiplayerSession::AnnounceMultiplayerLoop() {
// Invokes all current bound error callbacks.
const auto ErrorCallback = [this](Common::WebResult result) {
std::lock_guard<std::mutex> lock(callback_mutex);
for (auto callback : error_callbacks) {
(*callback)(result);
}
};
if (!registered) {
Common::WebResult result = Register();
if (result.result_code != Common::WebResult::Code::Success) {
ErrorCallback(result);
return;
}
}
auto update_time = std::chrono::steady_clock::now();
std::future<Common::WebResult> future;
while (!shutdown_event.WaitUntil(update_time)) {
update_time += announce_time_interval;
std::shared_ptr<Network::Room> room = Network::GetRoom().lock();
if (!room) {
break;
}
if (room->GetState() != Network::Room::State::Open) {
break;
}
UpdateBackendData(room);
Common::WebResult result = backend->Update();
if (result.result_code != Common::WebResult::Code::Success) {
ErrorCallback(result);
}
if (result.result_string == "404") {
registered = false;
// Needs to register the room again
Common::WebResult result = Register();
if (result.result_code != Common::WebResult::Code::Success) {
ErrorCallback(result);
}
}
}
}
AnnounceMultiplayerRoom::RoomList AnnounceMultiplayerSession::GetRoomList() {
return backend->GetRoomList();
}
} // namespace Core