mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-11-27 12:04:16 +01:00
Frontend: Prevent connecting to another room when already joining
This commit is contained in:
parent
c8d4ca8915
commit
5fef22fc52
@ -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())) {
|
||||
|
@ -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();
|
||||
|
@ -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) {
|
||||
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);
|
||||
|
@ -89,7 +89,6 @@ private:
|
||||
std::unique_ptr<Ui::Lobby> ui;
|
||||
QFutureWatcher<void>* watcher;
|
||||
Validation validation;
|
||||
bool joining = false;
|
||||
};
|
||||
|
||||
/**
|
||||
|
Loading…
Reference in New Issue
Block a user