Move almost all state change tracking to MultiplayerState

Each window can still watch for state changes to update the ui or to
close the window as appropriate, but for any error announcements, they
all belong in Multiplayer state now.
This commit is contained in:
James Rowe 2018-04-19 00:47:11 -06:00
parent a5c8e07f46
commit 1f6791431d
7 changed files with 55 additions and 88 deletions

View file

@ -67,17 +67,59 @@ void MultiplayerState::Close() {
void MultiplayerState::OnNetworkStateChanged(const Network::RoomMember::State& state) {
NGLOG_DEBUG(Frontend, "Network state change");
if (state == Network::RoomMember::State::Joined) {
bool is_connected = false;
switch (state) {
case Network::RoomMember::State::Idle:
NGLOG_DEBUG(Network, "State: Idle");
break;
case Network::RoomMember::State::Joining:
NGLOG_DEBUG(Network, "State: Joining");
break;
case Network::RoomMember::State::LostConnection:
NetworkMessage::ShowError(NetworkMessage::LOST_CONNECTION);
NGLOG_DEBUG(Network, "State: LostConnection");
break;
case Network::RoomMember::State::CouldNotConnect:
NetworkMessage::ShowError(NetworkMessage::UNABLE_TO_CONNECT);
NGLOG_DEBUG(Network, "State: CouldNotConnect");
break;
case Network::RoomMember::State::NameCollision:
NetworkMessage::ShowError(NetworkMessage::USERNAME_IN_USE);
NGLOG_DEBUG(Network, "State: NameCollision");
break;
case Network::RoomMember::State::MacCollision:
NetworkMessage::ShowError(NetworkMessage::MAC_COLLISION);
NGLOG_DEBUG(Network, "State: MacCollision");
break;
case Network::RoomMember::State::WrongPassword:
NetworkMessage::ShowError(NetworkMessage::WRONG_PASSWORD);
NGLOG_DEBUG(Network, "State: WrongPassword");
break;
case Network::RoomMember::State::WrongVersion:
NetworkMessage::ShowError(NetworkMessage::WRONG_VERSION);
NGLOG_DEBUG(Network, "State: WrongVersion");
break;
case Network::RoomMember::State::Error:
NetworkMessage::ShowError(NetworkMessage::UNABLE_TO_CONNECT);
NGLOG_DEBUG(Network, "State: GenericError");
break;
case Network::RoomMember::State::Joined:
NGLOG_DEBUG(Network, "State: Joined");
is_connected = true;
OnOpenNetworkRoom();
break;
}
if (is_connected) {
status_icon->setPixmap(QIcon::fromTheme("connected").pixmap(16));
status_text->setText(tr("Connected"));
leave_room->setEnabled(true);
show_room->setEnabled(true);
return;
} else {
status_icon->setPixmap(QIcon::fromTheme("disconnected").pixmap(16));
status_text->setText(tr("Not Connected"));
leave_room->setEnabled(false);
show_room->setEnabled(false);
}
status_icon->setPixmap(QIcon::fromTheme("disconnected").pixmap(16));
status_text->setText(tr("Not Connected"));
leave_room->setEnabled(false);
show_room->setEnabled(false);
}
void MultiplayerState::OnAnnounceFailed(const Common::WebResult& result) {