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yuzu/multiplayer: Warn when game is running or no network interface is selected

This commit is contained in:
FearlessTobi 2022-08-27 03:41:19 +02:00
parent 339758c9fc
commit 2b6ac4463c
11 changed files with 81 additions and 19 deletions

View File

@ -860,7 +860,7 @@ void GMainWindow::InitializeWidgets() {
}); });
multiplayer_state = new MultiplayerState(this, game_list->GetModel(), ui->action_Leave_Room, multiplayer_state = new MultiplayerState(this, game_list->GetModel(), ui->action_Leave_Room,
ui->action_Show_Room, system->GetRoomNetwork()); ui->action_Show_Room, *system);
multiplayer_state->setVisible(false); multiplayer_state->setVisible(false);
// Create status bar // Create status bar

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@ -8,6 +8,7 @@
#include <QString> #include <QString>
#include <QtConcurrent/QtConcurrentRun> #include <QtConcurrent/QtConcurrentRun>
#include "common/settings.h" #include "common/settings.h"
#include "core/internal_network/network_interface.h"
#include "network/network.h" #include "network/network.h"
#include "ui_direct_connect.h" #include "ui_direct_connect.h"
#include "yuzu/main.h" #include "yuzu/main.h"
@ -20,9 +21,10 @@
enum class ConnectionType : u8 { TraversalServer, IP }; enum class ConnectionType : u8 { TraversalServer, IP };
DirectConnectWindow::DirectConnectWindow(Network::RoomNetwork& room_network_, QWidget* parent) DirectConnectWindow::DirectConnectWindow(Core::System& system_, QWidget* parent)
: QDialog(parent, Qt::WindowTitleHint | Qt::WindowCloseButtonHint | Qt::WindowSystemMenuHint), : QDialog(parent, Qt::WindowTitleHint | Qt::WindowCloseButtonHint | Qt::WindowSystemMenuHint),
ui(std::make_unique<Ui::DirectConnect>()), room_network{room_network_} { ui(std::make_unique<Ui::DirectConnect>()), system{system_}, room_network{
system.GetRoomNetwork()} {
ui->setupUi(this); ui->setupUi(this);
@ -53,10 +55,20 @@ void DirectConnectWindow::RetranslateUi() {
} }
void DirectConnectWindow::Connect() { void DirectConnectWindow::Connect() {
if (!Network::GetSelectedNetworkInterface()) {
NetworkMessage::ErrorManager::ShowError(
NetworkMessage::ErrorManager::NO_INTERFACE_SELECTED);
return;
}
if (!ui->nickname->hasAcceptableInput()) { if (!ui->nickname->hasAcceptableInput()) {
NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::USERNAME_NOT_VALID); NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::USERNAME_NOT_VALID);
return; return;
} }
if (system.IsPoweredOn()) {
if (!NetworkMessage::WarnGameRunning()) {
return;
}
}
if (const auto member = room_network.GetRoomMember().lock()) { if (const auto member = room_network.GetRoomMember().lock()) {
// Prevent the user from trying to join a room while they are already joining. // Prevent the user from trying to join a room while they are already joining.
if (member->GetState() == Network::RoomMember::State::Joining) { if (member->GetState() == Network::RoomMember::State::Joining) {

View File

@ -6,6 +6,7 @@
#include <memory> #include <memory>
#include <QDialog> #include <QDialog>
#include <QFutureWatcher> #include <QFutureWatcher>
#include "core/core.h"
#include "yuzu/multiplayer/validation.h" #include "yuzu/multiplayer/validation.h"
namespace Ui { namespace Ui {
@ -16,7 +17,7 @@ class DirectConnectWindow : public QDialog {
Q_OBJECT Q_OBJECT
public: public:
explicit DirectConnectWindow(Network::RoomNetwork& room_network_, QWidget* parent = nullptr); explicit DirectConnectWindow(Core::System& system_, QWidget* parent = nullptr);
~DirectConnectWindow(); ~DirectConnectWindow();
void RetranslateUi(); void RetranslateUi();
@ -39,5 +40,6 @@ private:
QFutureWatcher<void>* watcher; QFutureWatcher<void>* watcher;
std::unique_ptr<Ui::DirectConnect> ui; std::unique_ptr<Ui::DirectConnect> ui;
Validation validation; Validation validation;
Core::System& system;
Network::RoomNetwork& room_network; Network::RoomNetwork& room_network;
}; };

View File

@ -12,6 +12,7 @@
#include <QtConcurrent/QtConcurrentRun> #include <QtConcurrent/QtConcurrentRun>
#include "common/logging/log.h" #include "common/logging/log.h"
#include "common/settings.h" #include "common/settings.h"
#include "core/internal_network/network_interface.h"
#include "network/announce_multiplayer_session.h" #include "network/announce_multiplayer_session.h"
#include "ui_host_room.h" #include "ui_host_room.h"
#include "yuzu/game_list_p.h" #include "yuzu/game_list_p.h"
@ -27,10 +28,11 @@
HostRoomWindow::HostRoomWindow(QWidget* parent, QStandardItemModel* list, HostRoomWindow::HostRoomWindow(QWidget* parent, QStandardItemModel* list,
std::shared_ptr<Core::AnnounceMultiplayerSession> session, std::shared_ptr<Core::AnnounceMultiplayerSession> session,
Network::RoomNetwork& room_network_) Core::System& system_)
: QDialog(parent, Qt::WindowTitleHint | Qt::WindowCloseButtonHint | Qt::WindowSystemMenuHint), : QDialog(parent, Qt::WindowTitleHint | Qt::WindowCloseButtonHint | Qt::WindowSystemMenuHint),
ui(std::make_unique<Ui::HostRoom>()), ui(std::make_unique<Ui::HostRoom>()),
announce_multiplayer_session(session), room_network{room_network_} { announce_multiplayer_session(session), system{system_}, room_network{
system.GetRoomNetwork()} {
ui->setupUi(this); ui->setupUi(this);
// set up validation for all of the fields // set up validation for all of the fields
@ -105,6 +107,11 @@ std::unique_ptr<Network::VerifyUser::Backend> HostRoomWindow::CreateVerifyBacken
} }
void HostRoomWindow::Host() { void HostRoomWindow::Host() {
if (!Network::GetSelectedNetworkInterface()) {
NetworkMessage::ErrorManager::ShowError(
NetworkMessage::ErrorManager::NO_INTERFACE_SELECTED);
return;
}
if (!ui->username->hasAcceptableInput()) { if (!ui->username->hasAcceptableInput()) {
NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::USERNAME_NOT_VALID); NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::USERNAME_NOT_VALID);
return; return;
@ -121,6 +128,11 @@ void HostRoomWindow::Host() {
NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::GAME_NOT_SELECTED); NetworkMessage::ErrorManager::ShowError(NetworkMessage::ErrorManager::GAME_NOT_SELECTED);
return; return;
} }
if (system.IsPoweredOn()) {
if (!NetworkMessage::WarnGameRunning()) {
return;
}
}
if (auto member = room_network.GetRoomMember().lock()) { if (auto member = room_network.GetRoomMember().lock()) {
if (member->GetState() == Network::RoomMember::State::Joining) { if (member->GetState() == Network::RoomMember::State::Joining) {
return; return;

View File

@ -8,6 +8,7 @@
#include <QSortFilterProxyModel> #include <QSortFilterProxyModel>
#include <QStandardItemModel> #include <QStandardItemModel>
#include <QVariant> #include <QVariant>
#include "core/core.h"
#include "network/network.h" #include "network/network.h"
#include "yuzu/multiplayer/chat_room.h" #include "yuzu/multiplayer/chat_room.h"
#include "yuzu/multiplayer/validation.h" #include "yuzu/multiplayer/validation.h"
@ -35,7 +36,7 @@ class HostRoomWindow : public QDialog {
public: public:
explicit HostRoomWindow(QWidget* parent, QStandardItemModel* list, explicit HostRoomWindow(QWidget* parent, QStandardItemModel* list,
std::shared_ptr<Core::AnnounceMultiplayerSession> session, std::shared_ptr<Core::AnnounceMultiplayerSession> session,
Network::RoomNetwork& room_network_); Core::System& system_);
~HostRoomWindow(); ~HostRoomWindow();
/** /**
@ -54,6 +55,7 @@ private:
QStandardItemModel* game_list; QStandardItemModel* game_list;
ComboBoxProxyModel* proxy; ComboBoxProxyModel* proxy;
Validation validation; Validation validation;
Core::System& system;
Network::RoomNetwork& room_network; Network::RoomNetwork& room_network;
}; };

View File

@ -6,6 +6,7 @@
#include <QtConcurrent/QtConcurrentRun> #include <QtConcurrent/QtConcurrentRun>
#include "common/logging/log.h" #include "common/logging/log.h"
#include "common/settings.h" #include "common/settings.h"
#include "core/internal_network/network_interface.h"
#include "network/network.h" #include "network/network.h"
#include "ui_lobby.h" #include "ui_lobby.h"
#include "yuzu/game_list_p.h" #include "yuzu/game_list_p.h"
@ -22,11 +23,11 @@
#endif #endif
Lobby::Lobby(QWidget* parent, QStandardItemModel* list, Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
std::shared_ptr<Core::AnnounceMultiplayerSession> session, std::shared_ptr<Core::AnnounceMultiplayerSession> session, Core::System& system_)
Network::RoomNetwork& room_network_)
: QDialog(parent, Qt::WindowTitleHint | Qt::WindowCloseButtonHint | Qt::WindowSystemMenuHint), : QDialog(parent, Qt::WindowTitleHint | Qt::WindowCloseButtonHint | Qt::WindowSystemMenuHint),
ui(std::make_unique<Ui::Lobby>()), ui(std::make_unique<Ui::Lobby>()),
announce_multiplayer_session(session), room_network{room_network_} { announce_multiplayer_session(session), system{system_}, room_network{
system.GetRoomNetwork()} {
ui->setupUi(this); ui->setupUi(this);
// setup the watcher for background connections // setup the watcher for background connections
@ -114,6 +115,18 @@ void Lobby::OnExpandRoom(const QModelIndex& index) {
} }
void Lobby::OnJoinRoom(const QModelIndex& source) { void Lobby::OnJoinRoom(const QModelIndex& source) {
if (!Network::GetSelectedNetworkInterface()) {
NetworkMessage::ErrorManager::ShowError(
NetworkMessage::ErrorManager::NO_INTERFACE_SELECTED);
return;
}
if (system.IsPoweredOn()) {
if (!NetworkMessage::WarnGameRunning()) {
return;
}
}
if (const auto member = room_network.GetRoomMember().lock()) { if (const auto member = room_network.GetRoomMember().lock()) {
// Prevent the user from trying to join a room while they are already joining. // Prevent the user from trying to join a room while they are already joining.
if (member->GetState() == Network::RoomMember::State::Joining) { if (member->GetState() == Network::RoomMember::State::Joining) {

View File

@ -9,6 +9,7 @@
#include <QSortFilterProxyModel> #include <QSortFilterProxyModel>
#include <QStandardItemModel> #include <QStandardItemModel>
#include "common/announce_multiplayer_room.h" #include "common/announce_multiplayer_room.h"
#include "core/core.h"
#include "network/announce_multiplayer_session.h" #include "network/announce_multiplayer_session.h"
#include "network/network.h" #include "network/network.h"
#include "yuzu/multiplayer/validation.h" #include "yuzu/multiplayer/validation.h"
@ -30,7 +31,7 @@ class Lobby : public QDialog {
public: public:
explicit Lobby(QWidget* parent, QStandardItemModel* list, explicit Lobby(QWidget* parent, QStandardItemModel* list,
std::shared_ptr<Core::AnnounceMultiplayerSession> session, std::shared_ptr<Core::AnnounceMultiplayerSession> session,
Network::RoomNetwork& room_network_); Core::System& system_);
~Lobby() override; ~Lobby() override;
/** /**
@ -94,6 +95,7 @@ private:
std::weak_ptr<Core::AnnounceMultiplayerSession> announce_multiplayer_session; std::weak_ptr<Core::AnnounceMultiplayerSession> announce_multiplayer_session;
QFutureWatcher<void>* watcher; QFutureWatcher<void>* watcher;
Validation validation; Validation validation;
Core::System& system;
Network::RoomNetwork& room_network; Network::RoomNetwork& room_network;
}; };

View File

@ -49,6 +49,9 @@ const ConnectionError ErrorManager::PERMISSION_DENIED(
QT_TR_NOOP("You do not have enough permission to perform this action.")); QT_TR_NOOP("You do not have enough permission to perform this action."));
const ConnectionError ErrorManager::NO_SUCH_USER(QT_TR_NOOP( const ConnectionError ErrorManager::NO_SUCH_USER(QT_TR_NOOP(
"The user you are trying to kick/ban could not be found.\nThey may have left the room.")); "The user you are trying to kick/ban could not be found.\nThey may have left the room."));
const ConnectionError ErrorManager::NO_INTERFACE_SELECTED(
QT_TR_NOOP("No network interface is selected.\nPlease go to Configure -> System -> Network and "
"make a selection."));
static bool WarnMessage(const std::string& title, const std::string& text) { static bool WarnMessage(const std::string& title, const std::string& text) {
return QMessageBox::Ok == QMessageBox::warning(nullptr, QObject::tr(title.c_str()), return QMessageBox::Ok == QMessageBox::warning(nullptr, QObject::tr(title.c_str()),
@ -60,6 +63,13 @@ void ErrorManager::ShowError(const ConnectionError& e) {
QMessageBox::critical(nullptr, tr("Error"), tr(e.GetString().c_str())); QMessageBox::critical(nullptr, tr("Error"), tr(e.GetString().c_str()));
} }
bool WarnGameRunning() {
return WarnMessage(
QT_TR_NOOP("Game already running"),
QT_TR_NOOP("Joining a room when the game is already running is discouraged "
"and can cause the room feature not to work correctly.\nProceed anyway?"));
}
bool WarnCloseRoom() { bool WarnCloseRoom() {
return WarnMessage( return WarnMessage(
QT_TR_NOOP("Leave Room"), QT_TR_NOOP("Leave Room"),

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@ -43,11 +43,20 @@ public:
static const ConnectionError IP_COLLISION; static const ConnectionError IP_COLLISION;
static const ConnectionError PERMISSION_DENIED; static const ConnectionError PERMISSION_DENIED;
static const ConnectionError NO_SUCH_USER; static const ConnectionError NO_SUCH_USER;
static const ConnectionError NO_INTERFACE_SELECTED;
/** /**
* Shows a standard QMessageBox with a error message * Shows a standard QMessageBox with a error message
*/ */
static void ShowError(const ConnectionError& e); static void ShowError(const ConnectionError& e);
}; };
/**
* Show a standard QMessageBox with a warning message about joining a room when
* the game is already running
* return true if the user wants to close the network connection
*/
bool WarnGameRunning();
/** /**
* Show a standard QMessageBox with a warning message about leaving the room * Show a standard QMessageBox with a warning message about leaving the room
* return true if the user wants to close the network connection * return true if the user wants to close the network connection

View File

@ -19,10 +19,9 @@
#include "yuzu/util/clickable_label.h" #include "yuzu/util/clickable_label.h"
MultiplayerState::MultiplayerState(QWidget* parent, QStandardItemModel* game_list_model_, MultiplayerState::MultiplayerState(QWidget* parent, QStandardItemModel* game_list_model_,
QAction* leave_room_, QAction* show_room_, QAction* leave_room_, QAction* show_room_, Core::System& system_)
Network::RoomNetwork& room_network_)
: QWidget(parent), game_list_model(game_list_model_), leave_room(leave_room_), : QWidget(parent), game_list_model(game_list_model_), leave_room(leave_room_),
show_room(show_room_), room_network{room_network_} { show_room(show_room_), system{system_}, room_network{system.GetRoomNetwork()} {
if (auto member = room_network.GetRoomMember().lock()) { if (auto member = room_network.GetRoomMember().lock()) {
// register the network structs to use in slots and signals // register the network structs to use in slots and signals
state_callback_handle = member->BindOnStateChanged( state_callback_handle = member->BindOnStateChanged(
@ -208,15 +207,14 @@ static void BringWidgetToFront(QWidget* widget) {
void MultiplayerState::OnViewLobby() { void MultiplayerState::OnViewLobby() {
if (lobby == nullptr) { if (lobby == nullptr) {
lobby = new Lobby(this, game_list_model, announce_multiplayer_session, room_network); lobby = new Lobby(this, game_list_model, announce_multiplayer_session, system);
} }
BringWidgetToFront(lobby); BringWidgetToFront(lobby);
} }
void MultiplayerState::OnCreateRoom() { void MultiplayerState::OnCreateRoom() {
if (host_room == nullptr) { if (host_room == nullptr) {
host_room = host_room = new HostRoomWindow(this, game_list_model, announce_multiplayer_session, system);
new HostRoomWindow(this, game_list_model, announce_multiplayer_session, room_network);
} }
BringWidgetToFront(host_room); BringWidgetToFront(host_room);
} }
@ -279,7 +277,7 @@ void MultiplayerState::OnOpenNetworkRoom() {
void MultiplayerState::OnDirectConnectToRoom() { void MultiplayerState::OnDirectConnectToRoom() {
if (direct_connect == nullptr) { if (direct_connect == nullptr) {
direct_connect = new DirectConnectWindow(room_network, this); direct_connect = new DirectConnectWindow(system, this);
} }
BringWidgetToFront(direct_connect); BringWidgetToFront(direct_connect);
} }

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@ -4,6 +4,7 @@
#pragma once #pragma once
#include <QWidget> #include <QWidget>
#include "core/core.h"
#include "network/announce_multiplayer_session.h" #include "network/announce_multiplayer_session.h"
#include "network/network.h" #include "network/network.h"
@ -19,7 +20,7 @@ class MultiplayerState : public QWidget {
public: public:
explicit MultiplayerState(QWidget* parent, QStandardItemModel* game_list, QAction* leave_room, explicit MultiplayerState(QWidget* parent, QStandardItemModel* game_list, QAction* leave_room,
QAction* show_room, Network::RoomNetwork& room_network_); QAction* show_room, Core::System& system_);
~MultiplayerState(); ~MultiplayerState();
/** /**
@ -86,6 +87,7 @@ private:
Network::RoomMember::CallbackHandle<Network::RoomMember::Error> error_callback_handle; Network::RoomMember::CallbackHandle<Network::RoomMember::Error> error_callback_handle;
bool show_notification = false; bool show_notification = false;
Core::System& system;
Network::RoomNetwork& room_network; Network::RoomNetwork& room_network;
}; };