citra_qt: Update the multiplayer dialogs when game list is repopulated
The multiplayer state object and dialogs hold a (modified) game list model, but it isn't updated when the actual game list changes. This updates the multiplayer dialogs with the new game list when it got repopulated.
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4a9ea65e49
commit
40ad54c5c7
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@ -421,6 +421,8 @@ void GameList::DonePopulating(QStringList watch_list) {
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if (childrenTotal > 0) {
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if (childrenTotal > 0) {
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search_field->setFocus();
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search_field->setFocus();
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}
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}
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emit PopulatingCompleted();
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}
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}
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void GameList::PopupContextMenu(const QPoint& menu_location) {
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void GameList::PopupContextMenu(const QPoint& menu_location) {
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@ -76,6 +76,7 @@ signals:
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void OpenDirectory(QString directory);
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void OpenDirectory(QString directory);
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void AddDirectory();
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void AddDirectory();
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void ShowList(bool show);
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void ShowList(bool show);
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void PopulatingCompleted();
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private slots:
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private slots:
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void onItemExpanded(const QModelIndex& item);
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void onItemExpanded(const QModelIndex& item);
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@ -506,6 +506,8 @@ void GMainWindow::ConnectWidgetEvents() {
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connect(game_list_placeholder, &GameListPlaceholder::AddDirectory, this,
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connect(game_list_placeholder, &GameListPlaceholder::AddDirectory, this,
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&GMainWindow::OnGameListAddDirectory);
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&GMainWindow::OnGameListAddDirectory);
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connect(game_list, &GameList::ShowList, this, &GMainWindow::OnGameListShowList);
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connect(game_list, &GameList::ShowList, this, &GMainWindow::OnGameListShowList);
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connect(game_list, &GameList::PopulatingCompleted,
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[this] { multiplayer_state->UpdateGameList(game_list->GetModel()); });
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connect(this, &GMainWindow::EmulationStarting, render_window,
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connect(this, &GMainWindow::EmulationStarting, render_window,
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&GRenderWindow::OnEmulationStarting);
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&GRenderWindow::OnEmulationStarting);
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@ -41,13 +41,7 @@ HostRoomWindow::HostRoomWindow(QWidget* parent, QStandardItemModel* list,
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// Create a proxy to the game list to display the list of preferred games
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// Create a proxy to the game list to display the list of preferred games
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game_list = new QStandardItemModel;
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game_list = new QStandardItemModel;
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UpdateGameList(list);
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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 ComboBoxProxyModel;
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proxy = new ComboBoxProxyModel;
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proxy->setSourceModel(game_list);
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proxy->setSourceModel(game_list);
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@ -79,6 +73,16 @@ HostRoomWindow::HostRoomWindow(QWidget* parent, QStandardItemModel* list,
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HostRoomWindow::~HostRoomWindow() = default;
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HostRoomWindow::~HostRoomWindow() = default;
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void HostRoomWindow::UpdateGameList(QStandardItemModel* list) {
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game_list->clear();
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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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}
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void HostRoomWindow::RetranslateUi() {
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void HostRoomWindow::RetranslateUi() {
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ui->retranslateUi(this);
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ui->retranslateUi(this);
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}
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}
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@ -38,6 +38,11 @@ public:
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std::shared_ptr<Core::AnnounceMultiplayerSession> session);
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std::shared_ptr<Core::AnnounceMultiplayerSession> session);
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~HostRoomWindow();
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~HostRoomWindow();
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/**
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* Updates the dialog with a new game list model.
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* This model should be the original model of the game list.
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*/
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void UpdateGameList(QStandardItemModel* list);
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void RetranslateUi();
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void RetranslateUi();
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private:
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private:
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@ -35,13 +35,7 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
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// Create a proxy to the game list to get the list of games owned
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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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game_list = new QStandardItemModel;
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UpdateGameList(list);
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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 = new LobbyFilterProxyModel(this, game_list);
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proxy->setSourceModel(model);
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proxy->setSourceModel(model);
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@ -88,6 +82,18 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
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RefreshLobby();
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RefreshLobby();
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}
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}
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void Lobby::UpdateGameList(QStandardItemModel* list) {
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game_list->clear();
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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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if (proxy)
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proxy->UpdateGameList(game_list);
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}
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void Lobby::RetranslateUi() {
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void Lobby::RetranslateUi() {
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ui->retranslateUi(this);
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ui->retranslateUi(this);
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}
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}
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@ -260,6 +266,10 @@ void Lobby::OnRefreshLobby() {
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LobbyFilterProxyModel::LobbyFilterProxyModel(QWidget* parent, QStandardItemModel* list)
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LobbyFilterProxyModel::LobbyFilterProxyModel(QWidget* parent, QStandardItemModel* list)
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: QSortFilterProxyModel(parent), game_list(list) {}
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: QSortFilterProxyModel(parent), game_list(list) {}
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void LobbyFilterProxyModel::UpdateGameList(QStandardItemModel* list) {
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game_list = list;
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}
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bool LobbyFilterProxyModel::filterAcceptsRow(int sourceRow, const QModelIndex& sourceParent) const {
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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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// Prioritize filters by fastest to compute
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@ -30,6 +30,11 @@ public:
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std::shared_ptr<Core::AnnounceMultiplayerSession> session);
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std::shared_ptr<Core::AnnounceMultiplayerSession> session);
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~Lobby() = default;
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~Lobby() = default;
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/**
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* Updates the lobby with a new game list model.
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* This model should be the original model of the game list.
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*/
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void UpdateGameList(QStandardItemModel* list);
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void RetranslateUi();
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void RetranslateUi();
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public slots:
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public slots:
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@ -76,9 +81,9 @@ private:
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*/
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*/
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QString PasswordPrompt();
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QString PasswordPrompt();
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QStandardItemModel* model;
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QStandardItemModel* model{};
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QStandardItemModel* game_list;
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QStandardItemModel* game_list{};
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LobbyFilterProxyModel* proxy;
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LobbyFilterProxyModel* proxy{};
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QFutureWatcher<AnnounceMultiplayerRoom::RoomList> room_list_watcher;
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QFutureWatcher<AnnounceMultiplayerRoom::RoomList> room_list_watcher;
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std::weak_ptr<Core::AnnounceMultiplayerSession> announce_multiplayer_session;
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std::weak_ptr<Core::AnnounceMultiplayerSession> announce_multiplayer_session;
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@ -95,6 +100,13 @@ class LobbyFilterProxyModel : public QSortFilterProxyModel {
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public:
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public:
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explicit LobbyFilterProxyModel(QWidget* parent, QStandardItemModel* list);
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explicit LobbyFilterProxyModel(QWidget* parent, QStandardItemModel* list);
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/**
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* Updates the filter with a new game list model.
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* This model should be the processed one created by the Lobby.
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*/
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void UpdateGameList(QStandardItemModel* list);
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bool filterAcceptsRow(int sourceRow, const QModelIndex& sourceParent) const override;
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bool filterAcceptsRow(int sourceRow, const QModelIndex& sourceParent) const override;
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void sort(int column, Qt::SortOrder order) override;
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void sort(int column, Qt::SortOrder order) override;
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@ -286,3 +286,13 @@ bool MultiplayerState::IsHostingPublicRoom() const {
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void MultiplayerState::UpdateCredentials() {
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void MultiplayerState::UpdateCredentials() {
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announce_multiplayer_session->UpdateCredentials();
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announce_multiplayer_session->UpdateCredentials();
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}
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}
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void MultiplayerState::UpdateGameList(QStandardItemModel* game_list) {
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game_list_model = game_list;
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if (lobby) {
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lobby->UpdateGameList(game_list);
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}
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if (host_room) {
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host_room->UpdateGameList(game_list);
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}
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}
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@ -46,6 +46,12 @@ public:
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void UpdateCredentials();
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void UpdateCredentials();
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/**
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* Updates the multiplayer dialogs with a new game list model.
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* This model should be the original model of the game list.
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*/
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void UpdateGameList(QStandardItemModel* game_list);
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public slots:
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public slots:
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void OnNetworkStateChanged(const Network::RoomMember::State& state);
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void OnNetworkStateChanged(const Network::RoomMember::State& state);
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void OnNetworkError(const Network::RoomMember::Error& error);
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void OnNetworkError(const Network::RoomMember::Error& error);
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