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>
This commit is contained in:
Aleksandr Popovich 2025-06-05 18:59:47 +00:00 committed by crueter
parent 7e13da47af
commit 76fa525592
99 changed files with 1470 additions and 498 deletions

View file

@ -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);
}