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
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@ -26,7 +26,7 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
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// setup the watcher for background connections
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// setup the watcher for background connections
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watcher = new QFutureWatcher<void>;
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watcher = new QFutureWatcher<void>;
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connect(watcher, &QFutureWatcher<void>::finished, this, &Lobby::OnConnection);
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connect(watcher, &QFutureWatcher<void>::finished, [&] { joining = false; });
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model = new QStandardItemModel(ui->room_list);
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model = new QStandardItemModel(ui->room_list);
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proxy = new LobbyFilterProxyModel(this, game_list);
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proxy = new LobbyFilterProxyModel(this, game_list);
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@ -62,8 +62,6 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
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// Actions
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// Actions
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connect(this, &Lobby::LobbyRefreshed, this, &Lobby::OnRefreshLobby);
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connect(this, &Lobby::LobbyRefreshed, this, &Lobby::OnRefreshLobby);
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// TODO(jroweboy): change this slot to OnConnected?
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connect(this, &Lobby::Connected, p, &MultiplayerState::OnOpenNetworkRoom);
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// manually start a refresh when the window is opening
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// manually start a refresh when the window is opening
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// TODO(jroweboy): if this refresh is slow for people with bad internet, then don't do it as
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// TODO(jroweboy): if this refresh is slow for people with bad internet, then don't do it as
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@ -86,6 +84,10 @@ void Lobby::OnExpandRoom(const QModelIndex& index) {
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}
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}
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void Lobby::OnJoinRoom(const QModelIndex& source) {
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void Lobby::OnJoinRoom(const QModelIndex& source) {
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if (joining) {
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return;
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}
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joining = true;
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QModelIndex index = source;
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QModelIndex index = source;
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// If the user double clicks on a child row (aka the player list) then use the parent instead
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// If the user double clicks on a child row (aka the player list) then use the parent instead
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if (source.parent() != QModelIndex()) {
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if (source.parent() != QModelIndex()) {
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@ -301,24 +303,3 @@ void LobbyFilterProxyModel::SetFilterSearch(const QString& filter) {
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filter_search = filter;
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filter_search = filter;
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invalidate();
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invalidate();
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}
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}
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void Lobby::OnConnection() {
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if (auto room_member = Network::GetRoomMember().lock()) {
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switch (room_member->GetState()) {
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case Network::RoomMember::State::CouldNotConnect:
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ShowError(NetworkMessage::UNABLE_TO_CONNECT);
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break;
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case Network::RoomMember::State::NameCollision:
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ShowError(NetworkMessage::USERNAME_IN_USE);
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break;
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case Network::RoomMember::State::Error:
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ShowError(NetworkMessage::UNABLE_TO_CONNECT);
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break;
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case Network::RoomMember::State::Joining:
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auto parent = static_cast<MultiplayerState*>(parentWidget());
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parent->OnOpenNetworkRoom();
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close();
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break;
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}
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}
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}
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@ -60,29 +60,12 @@ private slots:
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*/
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*/
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void OnJoinRoom(const QModelIndex&);
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void OnJoinRoom(const QModelIndex&);
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/**
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* Handler for connection status changes. Launches the client room window if successful or
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* displays an error
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*/
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void OnConnection();
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signals:
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signals:
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/**
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/**
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* Signalled when the latest lobby data is retrieved.
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* Signalled when the latest lobby data is retrieved.
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*/
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*/
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void LobbyRefreshed();
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void LobbyRefreshed();
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/**
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* Signalled when the status for room connection changes.
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*/
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void Connected();
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/**
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* Signalled by this widget when it is closing itself and destroying any state such as
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* connections that it might have.
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*/
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void Closed();
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void StateChanged(const Network::RoomMember::State&);
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void StateChanged(const Network::RoomMember::State&);
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private:
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private:
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@ -106,6 +89,7 @@ private:
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std::unique_ptr<Ui::Lobby> ui;
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std::unique_ptr<Ui::Lobby> ui;
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QFutureWatcher<void>* watcher;
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QFutureWatcher<void>* watcher;
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Validation validation;
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Validation validation;
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bool joining = false;
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};
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};
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/**
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/**
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@ -66,45 +66,31 @@ void MultiplayerState::Close() {
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}
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}
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void MultiplayerState::OnNetworkStateChanged(const Network::RoomMember::State& state) {
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void MultiplayerState::OnNetworkStateChanged(const Network::RoomMember::State& state) {
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NGLOG_DEBUG(Frontend, "Network state change");
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NGLOG_DEBUG(Frontend, "Network State: {}", Network::GetStateStr(state));
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bool is_connected = false;
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bool is_connected = false;
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switch (state) {
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switch (state) {
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case Network::RoomMember::State::Idle:
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NGLOG_DEBUG(Network, "State: Idle");
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break;
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case Network::RoomMember::State::Joining:
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NGLOG_DEBUG(Network, "State: Joining");
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break;
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case Network::RoomMember::State::LostConnection:
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case Network::RoomMember::State::LostConnection:
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NetworkMessage::ShowError(NetworkMessage::LOST_CONNECTION);
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NetworkMessage::ShowError(NetworkMessage::LOST_CONNECTION);
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NGLOG_DEBUG(Network, "State: LostConnection");
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break;
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break;
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case Network::RoomMember::State::CouldNotConnect:
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case Network::RoomMember::State::CouldNotConnect:
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NetworkMessage::ShowError(NetworkMessage::UNABLE_TO_CONNECT);
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NetworkMessage::ShowError(NetworkMessage::UNABLE_TO_CONNECT);
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NGLOG_DEBUG(Network, "State: CouldNotConnect");
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break;
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break;
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case Network::RoomMember::State::NameCollision:
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case Network::RoomMember::State::NameCollision:
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NetworkMessage::ShowError(NetworkMessage::USERNAME_IN_USE);
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NetworkMessage::ShowError(NetworkMessage::USERNAME_IN_USE);
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NGLOG_DEBUG(Network, "State: NameCollision");
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break;
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break;
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case Network::RoomMember::State::MacCollision:
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case Network::RoomMember::State::MacCollision:
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NetworkMessage::ShowError(NetworkMessage::MAC_COLLISION);
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NetworkMessage::ShowError(NetworkMessage::MAC_COLLISION);
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NGLOG_DEBUG(Network, "State: MacCollision");
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break;
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break;
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case Network::RoomMember::State::WrongPassword:
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case Network::RoomMember::State::WrongPassword:
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NetworkMessage::ShowError(NetworkMessage::WRONG_PASSWORD);
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NetworkMessage::ShowError(NetworkMessage::WRONG_PASSWORD);
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NGLOG_DEBUG(Network, "State: WrongPassword");
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break;
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break;
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case Network::RoomMember::State::WrongVersion:
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case Network::RoomMember::State::WrongVersion:
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NetworkMessage::ShowError(NetworkMessage::WRONG_VERSION);
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NetworkMessage::ShowError(NetworkMessage::WRONG_VERSION);
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NGLOG_DEBUG(Network, "State: WrongVersion");
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break;
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break;
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case Network::RoomMember::State::Error:
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case Network::RoomMember::State::Error:
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NetworkMessage::ShowError(NetworkMessage::UNABLE_TO_CONNECT);
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NetworkMessage::ShowError(NetworkMessage::UNABLE_TO_CONNECT);
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NGLOG_DEBUG(Network, "State: GenericError");
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break;
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break;
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case Network::RoomMember::State::Joined:
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case Network::RoomMember::State::Joined:
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NGLOG_DEBUG(Network, "State: Joined");
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is_connected = true;
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is_connected = true;
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OnOpenNetworkRoom();
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OnOpenNetworkRoom();
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break;
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break;
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@ -406,6 +406,8 @@ void RoomMember::Join(const std::string& nick, const char* server_addr, u16 serv
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ASSERT_MSG(room_member_impl->client != nullptr, "Could not create client");
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ASSERT_MSG(room_member_impl->client != nullptr, "Could not create client");
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}
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}
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room_member_impl->SetState(State::Joining);
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ENetAddress address{};
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ENetAddress address{};
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enet_address_set_host(&address, server_addr);
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enet_address_set_host(&address, server_addr);
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address.port = server_port;
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address.port = server_port;
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@ -421,7 +423,6 @@ void RoomMember::Join(const std::string& nick, const char* server_addr, u16 serv
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int net = enet_host_service(room_member_impl->client, &event, ConnectionTimeoutMs);
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int net = enet_host_service(room_member_impl->client, &event, ConnectionTimeoutMs);
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if (net > 0 && event.type == ENET_EVENT_TYPE_CONNECT) {
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if (net > 0 && event.type == ENET_EVENT_TYPE_CONNECT) {
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room_member_impl->nickname = nick;
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room_member_impl->nickname = nick;
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room_member_impl->SetState(State::Joining);
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room_member_impl->StartLoop();
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room_member_impl->StartLoop();
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room_member_impl->SendJoinRequest(nick, preferred_mac, password);
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room_member_impl->SendJoinRequest(nick, preferred_mac, password);
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SendGameInfo(room_member_impl->current_game_info);
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SendGameInfo(room_member_impl->current_game_info);
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@ -187,4 +187,30 @@ private:
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std::unique_ptr<RoomMemberImpl> room_member_impl;
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std::unique_ptr<RoomMemberImpl> room_member_impl;
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};
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};
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static const char* GetStateStr(const RoomMember::State& s) {
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switch (s) {
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case RoomMember::State::Idle:
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return "Idle";
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case RoomMember::State::Error:
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return "Error";
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case RoomMember::State::Joining:
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return "Joining";
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case RoomMember::State::Joined:
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return "Joined";
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case RoomMember::State::LostConnection:
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return "LostConnection";
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case RoomMember::State::NameCollision:
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return "NameCollision";
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case RoomMember::State::MacCollision:
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return "MacCollision";
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case RoomMember::State::WrongVersion:
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return "WrongVersion";
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case RoomMember::State::WrongPassword:
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return "WrongPassword";
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case RoomMember::State::CouldNotConnect:
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return "CouldNotConnect";
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}
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return "Unknown";
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}
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} // namespace Network
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} // namespace Network
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