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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>
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99 changed files with 1470 additions and 498 deletions
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@ -1,6 +1,9 @@
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// SPDX-FileCopyrightText: Copyright 2018 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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#include <QAction>
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#include <QApplication>
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#include <QIcon>
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@ -22,8 +25,8 @@
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MultiplayerState::MultiplayerState(QWidget* parent, QStandardItemModel* game_list_model_,
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QAction* leave_room_, QAction* show_room_, Core::System& system_)
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: QWidget(parent), game_list_model(game_list_model_), leave_room(leave_room_),
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show_room(show_room_), system{system_}, room_network{system.GetRoomNetwork()} {
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if (auto member = room_network.GetRoomMember().lock()) {
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show_room(show_room_), system{system_} {
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if (auto member = Network::GetRoomMember().lock()) {
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// register the network structs to use in slots and signals
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state_callback_handle = member->BindOnStateChanged(
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[this](const Network::RoomMember::State& state) { emit NetworkStateChanged(state); });
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@ -37,7 +40,7 @@ MultiplayerState::MultiplayerState(QWidget* parent, QStandardItemModel* game_lis
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qRegisterMetaType<Network::RoomMember::State>();
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qRegisterMetaType<Network::RoomMember::Error>();
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qRegisterMetaType<WebService::WebResult>();
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announce_multiplayer_session = std::make_shared<Core::AnnounceMultiplayerSession>(room_network);
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announce_multiplayer_session = std::make_shared<Core::AnnounceMultiplayerSession>();
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announce_multiplayer_session->BindErrorCallback(
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[this](const WebService::WebResult& result) { emit AnnounceFailed(result); });
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connect(this, &MultiplayerState::AnnounceFailed, this, &MultiplayerState::OnAnnounceFailed);
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@ -62,13 +65,13 @@ MultiplayerState::~MultiplayerState() = default;
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void MultiplayerState::Close() {
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if (state_callback_handle) {
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if (auto member = room_network.GetRoomMember().lock()) {
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if (auto member = Network::GetRoomMember().lock()) {
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member->Unbind(state_callback_handle);
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}
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}
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if (error_callback_handle) {
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if (auto member = room_network.GetRoomMember().lock()) {
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if (auto member = Network::GetRoomMember().lock()) {
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member->Unbind(error_callback_handle);
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}
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}
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@ -256,9 +259,9 @@ void MultiplayerState::OnCreateRoom() {
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bool MultiplayerState::OnCloseRoom() {
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if (!NetworkMessage::WarnCloseRoom())
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return false;
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if (auto room = room_network.GetRoom().lock()) {
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if (auto room = Network::GetRoom().lock()) {
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// if you are in a room, leave it
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if (auto member = room_network.GetRoomMember().lock()) {
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if (auto member = Network::GetRoomMember().lock()) {
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member->Leave();
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LOG_DEBUG(Frontend, "Left the room (as a client)");
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}
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@ -292,10 +295,10 @@ void MultiplayerState::HideNotification() {
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}
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void MultiplayerState::OnOpenNetworkRoom() {
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if (auto member = room_network.GetRoomMember().lock()) {
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if (auto member = Network::GetRoomMember().lock()) {
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if (member->IsConnected()) {
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if (client_room == nullptr) {
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client_room = new ClientRoomWindow(this, room_network);
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client_room = new ClientRoomWindow(this);
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connect(client_room, &ClientRoomWindow::ShowNotification, this,
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&MultiplayerState::ShowNotification);
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}
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