Frontend: Prevent connecting to another room when already joining

master
James Rowe 2018-04-20 00:14:44 +07:00
parent c8d4ca8915
commit 5fef22fc52
4 changed files with 20 additions and 15 deletions

@ -51,8 +51,14 @@ void DirectConnectWindow::Connect() {
return;
}
if (const auto member = Network::GetRoomMember().lock()) {
if (member->IsConnected() && !NetworkMessage::WarnDisconnect()) {
// Prevent the user from trying to join a room while they are already joining.
if (member->GetState() == Network::RoomMember::State::Joining) {
return;
} else if (member->GetState() == Network::RoomMember::State::Joined) {
// And ask if they want to leave the room if they are already in one.
if (!NetworkMessage::WarnDisconnect()) {
return;
}
}
}
switch (static_cast<ConnectionType>(ui->connection_type->currentIndex())) {

@ -74,7 +74,9 @@ void HostRoomWindow::Host() {
return;
}
if (auto member = Network::GetRoomMember().lock()) {
if (member->IsConnected()) {
if (member->GetState() == Network::RoomMember::State::Joining) {
return;
} else if (member->GetState() == Network::RoomMember::State::Joined) {
auto parent = static_cast<MultiplayerState*>(parentWidget());
if (!parent->OnCloseRoom()) {
close();

@ -26,7 +26,6 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
// setup the watcher for background connections
watcher = new QFutureWatcher<void>;
connect(watcher, &QFutureWatcher<void>::finished, [&] { joining = false; });
model = new QStandardItemModel(ui->room_list);
proxy = new LobbyFilterProxyModel(this, game_list);
@ -51,7 +50,6 @@ Lobby::Lobby(QWidget* parent, QStandardItemModel* list,
ui->nickname->setText(UISettings::values.nickname);
// UI Buttons
MultiplayerState* p = reinterpret_cast<MultiplayerState*>(parent);
connect(ui->refresh_list, &QPushButton::pressed, this, &Lobby::RefreshLobby);
connect(ui->games_owned, &QCheckBox::stateChanged, proxy,
&LobbyFilterProxyModel::SetFilterOwned);
@ -84,10 +82,17 @@ void Lobby::OnExpandRoom(const QModelIndex& index) {
}
void Lobby::OnJoinRoom(const QModelIndex& source) {
if (joining) {
return;
if (const auto member = Network::GetRoomMember().lock()) {
// Prevent the user from trying to join a room while they are already joining.
if (member->GetState() == Network::RoomMember::State::Joining) {
return;
} else if (member->GetState() == Network::RoomMember::State::Joined) {
// And ask if they want to leave the room if they are already in one.
if (!NetworkMessage::WarnDisconnect()) {
return;
}
}
}
joining = true;
QModelIndex index = source;
// If the user double clicks on a child row (aka the player list) then use the parent instead
if (source.parent() != QModelIndex()) {
@ -97,13 +102,6 @@ void Lobby::OnJoinRoom(const QModelIndex& source) {
NetworkMessage::ShowError(NetworkMessage::USERNAME_NOT_VALID);
return;
}
if (const auto member = Network::GetRoomMember().lock()) {
if (member->IsConnected()) {
if (!NetworkMessage::WarnDisconnect()) {
return;
}
}
}
// Get a password to pass if the room is password protected
QModelIndex password_index = proxy->index(index.row(), Column::ROOM_NAME);

@ -89,7 +89,6 @@ private:
std::unique_ptr<Ui::Lobby> ui;
QFutureWatcher<void>* watcher;
Validation validation;
bool joining = false;
};
/**