network: Move global state into a seperate class

Co-Authored-By: Narr the Reg <5944268+german77@users.noreply.github.com>
This commit is contained in:
FearlessTobi
2022-07-22 16:31:13 +02:00
parent 899c8bb330
commit 7d82e57b91
21 changed files with 152 additions and 98 deletions

View File

@ -20,10 +20,11 @@
#include "yuzu/util/clickable_label.h"
MultiplayerState::MultiplayerState(QWidget* parent, QStandardItemModel* game_list_model_,
QAction* leave_room_, QAction* show_room_)
QAction* leave_room_, QAction* show_room_,
Network::RoomNetwork& room_network_)
: QWidget(parent), game_list_model(game_list_model_), leave_room(leave_room_),
show_room(show_room_) {
if (auto member = Network::GetRoomMember().lock()) {
show_room(show_room_), room_network{room_network_} {
if (auto member = room_network.GetRoomMember().lock()) {
// register the network structs to use in slots and signals
state_callback_handle = member->BindOnStateChanged(
[this](const Network::RoomMember::State& state) { emit NetworkStateChanged(state); });
@ -37,7 +38,7 @@ MultiplayerState::MultiplayerState(QWidget* parent, QStandardItemModel* game_lis
qRegisterMetaType<Network::RoomMember::State>();
qRegisterMetaType<Network::RoomMember::Error>();
qRegisterMetaType<WebService::WebResult>();
announce_multiplayer_session = std::make_shared<Core::AnnounceMultiplayerSession>();
announce_multiplayer_session = std::make_shared<Core::AnnounceMultiplayerSession>(room_network);
announce_multiplayer_session->BindErrorCallback(
[this](const WebService::WebResult& result) { emit AnnounceFailed(result); });
connect(this, &MultiplayerState::AnnounceFailed, this, &MultiplayerState::OnAnnounceFailed);
@ -61,13 +62,13 @@ MultiplayerState::MultiplayerState(QWidget* parent, QStandardItemModel* game_lis
MultiplayerState::~MultiplayerState() {
if (state_callback_handle) {
if (auto member = Network::GetRoomMember().lock()) {
if (auto member = room_network.GetRoomMember().lock()) {
member->Unbind(state_callback_handle);
}
}
if (error_callback_handle) {
if (auto member = Network::GetRoomMember().lock()) {
if (auto member = room_network.GetRoomMember().lock()) {
member->Unbind(error_callback_handle);
}
}
@ -205,14 +206,15 @@ static void BringWidgetToFront(QWidget* widget) {
void MultiplayerState::OnViewLobby() {
if (lobby == nullptr) {
lobby = new Lobby(this, game_list_model, announce_multiplayer_session);
lobby = new Lobby(this, game_list_model, announce_multiplayer_session, room_network);
}
BringWidgetToFront(lobby);
}
void MultiplayerState::OnCreateRoom() {
if (host_room == nullptr) {
host_room = new HostRoomWindow(this, game_list_model, announce_multiplayer_session);
host_room =
new HostRoomWindow(this, game_list_model, announce_multiplayer_session, room_network);
}
BringWidgetToFront(host_room);
}
@ -220,9 +222,9 @@ void MultiplayerState::OnCreateRoom() {
bool MultiplayerState::OnCloseRoom() {
if (!NetworkMessage::WarnCloseRoom())
return false;
if (auto room = Network::GetRoom().lock()) {
if (auto room = room_network.GetRoom().lock()) {
// if you are in a room, leave it
if (auto member = Network::GetRoomMember().lock()) {
if (auto member = room_network.GetRoomMember().lock()) {
member->Leave();
LOG_DEBUG(Frontend, "Left the room (as a client)");
}
@ -257,10 +259,10 @@ void MultiplayerState::HideNotification() {
}
void MultiplayerState::OnOpenNetworkRoom() {
if (auto member = Network::GetRoomMember().lock()) {
if (auto member = room_network.GetRoomMember().lock()) {
if (member->IsConnected()) {
if (client_room == nullptr) {
client_room = new ClientRoomWindow(this);
client_room = new ClientRoomWindow(this, room_network);
connect(client_room, &ClientRoomWindow::ShowNotification, this,
&MultiplayerState::ShowNotification);
}
@ -275,7 +277,7 @@ void MultiplayerState::OnOpenNetworkRoom() {
void MultiplayerState::OnDirectConnectToRoom() {
if (direct_connect == nullptr) {
direct_connect = new DirectConnectWindow(this);
direct_connect = new DirectConnectWindow(room_network, this);
}
BringWidgetToFront(direct_connect);
}