mirror of
https://github.com/Lime3DS/Lime3DS.git
synced 2024-12-24 00:41:49 +01:00
More minor issue fixes
* Move Joining state change sooner in the code to prevent an issue where failing to connect multiple times in a row doesn't change the state (as it goes from CouldNotConnect -> CouldNotConnect which doesn't trigger a state changed callback) * Prevent double clicking too fast on a room in the lobby from causing issues * Lobby no longer closes when joining a room
This commit is contained in:
parent
62257e0d79
commit
d35693bbbc
@ -26,7 +26,7 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
|
||||
|
||||
// setup the watcher for background connections
|
||||
watcher = new QFutureWatcher<void>;
|
||||
connect(watcher, &QFutureWatcher<void>::finished, this, &Lobby::OnConnection);
|
||||
connect(watcher, &QFutureWatcher<void>::finished, [&] { joining = false; });
|
||||
|
||||
model = new QStandardItemModel(ui->room_list);
|
||||
proxy = new LobbyFilterProxyModel(this, game_list);
|
||||
@ -62,8 +62,6 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
|
||||
|
||||
// Actions
|
||||
connect(this, &Lobby::LobbyRefreshed, this, &Lobby::OnRefreshLobby);
|
||||
// TODO(jroweboy): change this slot to OnConnected?
|
||||
connect(this, &Lobby::Connected, p, &MultiplayerState::OnOpenNetworkRoom);
|
||||
|
||||
// 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
|
||||
@ -86,6 +84,10 @@ void Lobby::OnExpandRoom(const QModelIndex& index) {
|
||||
}
|
||||
|
||||
void Lobby::OnJoinRoom(const QModelIndex& source) {
|
||||
if (joining) {
|
||||
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()) {
|
||||
@ -301,24 +303,3 @@ void LobbyFilterProxyModel::SetFilterSearch(const QString& filter) {
|
||||
filter_search = filter;
|
||||
invalidate();
|
||||
}
|
||||
|
||||
void Lobby::OnConnection() {
|
||||
if (auto room_member = Network::GetRoomMember().lock()) {
|
||||
switch (room_member->GetState()) {
|
||||
case Network::RoomMember::State::CouldNotConnect:
|
||||
ShowError(NetworkMessage::UNABLE_TO_CONNECT);
|
||||
break;
|
||||
case Network::RoomMember::State::NameCollision:
|
||||
ShowError(NetworkMessage::USERNAME_IN_USE);
|
||||
break;
|
||||
case Network::RoomMember::State::Error:
|
||||
ShowError(NetworkMessage::UNABLE_TO_CONNECT);
|
||||
break;
|
||||
case Network::RoomMember::State::Joining:
|
||||
auto parent = static_cast<MultiplayerState*>(parentWidget());
|
||||
parent->OnOpenNetworkRoom();
|
||||
close();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -60,29 +60,12 @@ private slots:
|
||||
*/
|
||||
void OnJoinRoom(const QModelIndex&);
|
||||
|
||||
/**
|
||||
* Handler for connection status changes. Launches the client room window if successful or
|
||||
* displays an error
|
||||
*/
|
||||
void OnConnection();
|
||||
|
||||
signals:
|
||||
/**
|
||||
* Signalled when the latest lobby data is retrieved.
|
||||
*/
|
||||
void LobbyRefreshed();
|
||||
|
||||
/**
|
||||
* Signalled when the status for room connection changes.
|
||||
*/
|
||||
void Connected();
|
||||
|
||||
/**
|
||||
* Signalled by this widget when it is closing itself and destroying any state such as
|
||||
* connections that it might have.
|
||||
*/
|
||||
void Closed();
|
||||
|
||||
void StateChanged(const Network::RoomMember::State&);
|
||||
|
||||
private:
|
||||
@ -106,6 +89,7 @@ private:
|
||||
std::unique_ptr<Ui::Lobby> ui;
|
||||
QFutureWatcher<void>* watcher;
|
||||
Validation validation;
|
||||
bool joining = false;
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -66,45 +66,31 @@ void MultiplayerState::Close() {
|
||||
}
|
||||
|
||||
void MultiplayerState::OnNetworkStateChanged(const Network::RoomMember::State& state) {
|
||||
NGLOG_DEBUG(Frontend, "Network state change");
|
||||
NGLOG_DEBUG(Frontend, "Network State: {}", Network::GetStateStr(state));
|
||||
bool is_connected = false;
|
||||
switch (state) {
|
||||
case Network::RoomMember::State::Idle:
|
||||
NGLOG_DEBUG(Network, "State: Idle");
|
||||
break;
|
||||
case Network::RoomMember::State::Joining:
|
||||
NGLOG_DEBUG(Network, "State: Joining");
|
||||
break;
|
||||
case Network::RoomMember::State::LostConnection:
|
||||
NetworkMessage::ShowError(NetworkMessage::LOST_CONNECTION);
|
||||
NGLOG_DEBUG(Network, "State: LostConnection");
|
||||
break;
|
||||
case Network::RoomMember::State::CouldNotConnect:
|
||||
NetworkMessage::ShowError(NetworkMessage::UNABLE_TO_CONNECT);
|
||||
NGLOG_DEBUG(Network, "State: CouldNotConnect");
|
||||
break;
|
||||
case Network::RoomMember::State::NameCollision:
|
||||
NetworkMessage::ShowError(NetworkMessage::USERNAME_IN_USE);
|
||||
NGLOG_DEBUG(Network, "State: NameCollision");
|
||||
break;
|
||||
case Network::RoomMember::State::MacCollision:
|
||||
NetworkMessage::ShowError(NetworkMessage::MAC_COLLISION);
|
||||
NGLOG_DEBUG(Network, "State: MacCollision");
|
||||
break;
|
||||
case Network::RoomMember::State::WrongPassword:
|
||||
NetworkMessage::ShowError(NetworkMessage::WRONG_PASSWORD);
|
||||
NGLOG_DEBUG(Network, "State: WrongPassword");
|
||||
break;
|
||||
case Network::RoomMember::State::WrongVersion:
|
||||
NetworkMessage::ShowError(NetworkMessage::WRONG_VERSION);
|
||||
NGLOG_DEBUG(Network, "State: WrongVersion");
|
||||
break;
|
||||
case Network::RoomMember::State::Error:
|
||||
NetworkMessage::ShowError(NetworkMessage::UNABLE_TO_CONNECT);
|
||||
NGLOG_DEBUG(Network, "State: GenericError");
|
||||
break;
|
||||
case Network::RoomMember::State::Joined:
|
||||
NGLOG_DEBUG(Network, "State: Joined");
|
||||
is_connected = true;
|
||||
OnOpenNetworkRoom();
|
||||
break;
|
||||
|
@ -406,6 +406,8 @@ void RoomMember::Join(const std::string& nick, const char* server_addr, u16 serv
|
||||
ASSERT_MSG(room_member_impl->client != nullptr, "Could not create client");
|
||||
}
|
||||
|
||||
room_member_impl->SetState(State::Joining);
|
||||
|
||||
ENetAddress address{};
|
||||
enet_address_set_host(&address, server_addr);
|
||||
address.port = server_port;
|
||||
@ -421,7 +423,6 @@ void RoomMember::Join(const std::string& nick, const char* server_addr, u16 serv
|
||||
int net = enet_host_service(room_member_impl->client, &event, ConnectionTimeoutMs);
|
||||
if (net > 0 && event.type == ENET_EVENT_TYPE_CONNECT) {
|
||||
room_member_impl->nickname = nick;
|
||||
room_member_impl->SetState(State::Joining);
|
||||
room_member_impl->StartLoop();
|
||||
room_member_impl->SendJoinRequest(nick, preferred_mac, password);
|
||||
SendGameInfo(room_member_impl->current_game_info);
|
||||
|
@ -187,4 +187,30 @@ private:
|
||||
std::unique_ptr<RoomMemberImpl> room_member_impl;
|
||||
};
|
||||
|
||||
static const char* GetStateStr(const RoomMember::State& s) {
|
||||
switch (s) {
|
||||
case RoomMember::State::Idle:
|
||||
return "Idle";
|
||||
case RoomMember::State::Error:
|
||||
return "Error";
|
||||
case RoomMember::State::Joining:
|
||||
return "Joining";
|
||||
case RoomMember::State::Joined:
|
||||
return "Joined";
|
||||
case RoomMember::State::LostConnection:
|
||||
return "LostConnection";
|
||||
case RoomMember::State::NameCollision:
|
||||
return "NameCollision";
|
||||
case RoomMember::State::MacCollision:
|
||||
return "MacCollision";
|
||||
case RoomMember::State::WrongVersion:
|
||||
return "WrongVersion";
|
||||
case RoomMember::State::WrongPassword:
|
||||
return "WrongPassword";
|
||||
case RoomMember::State::CouldNotConnect:
|
||||
return "CouldNotConnect";
|
||||
}
|
||||
return "Unknown";
|
||||
}
|
||||
|
||||
} // namespace Network
|
||||
|
Loading…
Reference in New Issue
Block a user