diff options
| author | Aleksandr Popovich <alekpopo@pm.me> | 2025-06-05 18:59:47 +0000 |
|---|---|---|
| committer | crueter <crueter@noreply.localhost> | 2025-06-05 18:59:47 +0000 |
| commit | 76fa5255926da8f6339e7be5bf106646acedf78a (patch) | |
| tree | 8ea533a7d748a9a5404e15a1063b11a832b2f007 /src/yuzu/multiplayer/state.cpp | |
| parent | 7e13da47af71814d612c6c060be68e8ba84271ff (diff) | |
Added the public lobby to android. (#125)
This is adapted from kleidis old PR to Azahar. Changes from it:
- Fixed inconsistent button styling in the dialog for connection
- Allowed to hide both empty and full rooms.
- Proper serving of preferred games
- Enables web service for android by default
- Better implementation of multiplayer.cpp that works with oop
Also fixes the room network class and turns it into a static namespace
in network
Signed-off-by: Aleksandr Popovich <alekpopo@pm.me>
Co-authored-by: swurl <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/125
Co-authored-by: Aleksandr Popovich <alekpopo@pm.me>
Co-committed-by: Aleksandr Popovich <alekpopo@pm.me>
Diffstat (limited to 'src/yuzu/multiplayer/state.cpp')
| -rw-r--r-- | src/yuzu/multiplayer/state.cpp | 21 |
1 files changed, 12 insertions, 9 deletions
diff --git a/src/yuzu/multiplayer/state.cpp b/src/yuzu/multiplayer/state.cpp index d82ca9aee5..d5529712b0 100644 --- a/src/yuzu/multiplayer/state.cpp +++ b/src/yuzu/multiplayer/state.cpp @@ -1,6 +1,9 @@ // SPDX-FileCopyrightText: Copyright 2018 Citra Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later +// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project +// SPDX-License-Identifier: GPL-3.0-or-later + #include <QAction> #include <QApplication> #include <QIcon> @@ -22,8 +25,8 @@ MultiplayerState::MultiplayerState(QWidget* parent, QStandardItemModel* game_list_model_, QAction* leave_room_, QAction* show_room_, Core::System& system_) : QWidget(parent), game_list_model(game_list_model_), leave_room(leave_room_), - show_room(show_room_), system{system_}, room_network{system.GetRoomNetwork()} { - if (auto member = room_network.GetRoomMember().lock()) { + show_room(show_room_), system{system_} { + if (auto member = 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 +40,7 @@ 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>(room_network); + announce_multiplayer_session = std::make_shared<Core::AnnounceMultiplayerSession>(); announce_multiplayer_session->BindErrorCallback( [this](const WebService::WebResult& result) { emit AnnounceFailed(result); }); connect(this, &MultiplayerState::AnnounceFailed, this, &MultiplayerState::OnAnnounceFailed); @@ -62,13 +65,13 @@ MultiplayerState::~MultiplayerState() = default; void MultiplayerState::Close() { if (state_callback_handle) { - if (auto member = room_network.GetRoomMember().lock()) { + if (auto member = Network::GetRoomMember().lock()) { member->Unbind(state_callback_handle); } } if (error_callback_handle) { - if (auto member = room_network.GetRoomMember().lock()) { + if (auto member = Network::GetRoomMember().lock()) { member->Unbind(error_callback_handle); } } @@ -256,9 +259,9 @@ void MultiplayerState::OnCreateRoom() { bool MultiplayerState::OnCloseRoom() { if (!NetworkMessage::WarnCloseRoom()) return false; - if (auto room = room_network.GetRoom().lock()) { + if (auto room = Network::GetRoom().lock()) { // if you are in a room, leave it - if (auto member = room_network.GetRoomMember().lock()) { + if (auto member = Network::GetRoomMember().lock()) { member->Leave(); LOG_DEBUG(Frontend, "Left the room (as a client)"); } @@ -292,10 +295,10 @@ void MultiplayerState::HideNotification() { } void MultiplayerState::OnOpenNetworkRoom() { - if (auto member = room_network.GetRoomMember().lock()) { + if (auto member = Network::GetRoomMember().lock()) { if (member->IsConnected()) { if (client_room == nullptr) { - client_room = new ClientRoomWindow(this, room_network); + client_room = new ClientRoomWindow(this); connect(client_room, &ClientRoomWindow::ShowNotification, this, &MultiplayerState::ShowNotification); } |
