dolphin/Source/Core/DolphinQt/NetPlay/NetPlayDialog.h
Techjar d94922002b NetPlay: Implement chunked data transfer
This sends arbitrary packets in chunks to be reassembled at the other
end, allowing large data transfers to be speed-limited and interleaved
with other packets being sent. It also enables tracking the progress of
large data transfers.
2018-11-19 06:37:09 -05:00

144 lines
4.1 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <QDialog>
#include "Common/Lazy.h"
#include "Core/NetPlayClient.h"
#include "VideoCommon/OnScreenDisplay.h"
class ChunkedProgressDialog;
class MD5Dialog;
class GameListModel;
class PadMappingDialog;
class QCheckBox;
class QComboBox;
class QGridLayout;
class QGroupBox;
class QLabel;
class QLineEdit;
class QPushButton;
class QSpinBox;
class QSplitter;
class QTableWidget;
class QTextEdit;
class QToolButton;
class NetPlayDialog : public QDialog, public NetPlay::NetPlayUI
{
Q_OBJECT
public:
explicit NetPlayDialog(QWidget* parent = nullptr);
~NetPlayDialog();
void show(std::string nickname, bool use_traversal);
void reject() override;
// NetPlayUI methods
void BootGame(const std::string& filename) override;
void StopGame() override;
bool IsHosting() const override;
void Update() override;
void AppendChat(const std::string& msg) override;
void OnMsgChangeGame(const std::string& filename) override;
void OnMsgStartGame() override;
void OnMsgStopGame() override;
void OnMsgPowerButton() override;
void OnPadBufferChanged(u32 buffer) override;
void OnHostInputAuthorityChanged(bool enabled) override;
void OnDesync(u32 frame, const std::string& player) override;
void OnConnectionLost() override;
void OnConnectionError(const std::string& message) override;
void OnTraversalError(TraversalClient::FailureReason error) override;
void OnTraversalStateChanged(TraversalClient::State state) override;
void OnSaveDataSyncFailure() override;
bool IsRecording() override;
std::string FindGame(const std::string& game) override;
std::shared_ptr<const UICommon::GameFile> FindGameFile(const std::string& game) override;
void SaveSettings();
void ShowMD5Dialog(const std::string& file_identifier) override;
void SetMD5Progress(int pid, int progress) override;
void SetMD5Result(int pid, const std::string& result) override;
void AbortMD5() override;
void ShowChunkedProgressDialog(const std::string& title, u64 data_size,
const std::vector<int>& players) override;
void HideChunkedProgressDialog() override;
void SetChunkedProgress(int pid, u64 progress) override;
signals:
void Boot(const QString& filename);
void Stop();
private:
void CreateChatLayout();
void CreatePlayersLayout();
void CreateMainLayout();
void ConnectWidgets();
void OnChat();
void OnStart();
void DisplayMessage(const QString& msg, const std::string& color,
int duration = OSD::Duration::NORMAL);
void ResetExternalIP();
void UpdateDiscordPresence();
void UpdateGUI();
void GameStatusChanged(bool running);
void SetOptionsEnabled(bool enabled);
void SetGame(const QString& game_path);
// Chat
QGroupBox* m_chat_box;
QTextEdit* m_chat_edit;
QLineEdit* m_chat_type_edit;
QPushButton* m_chat_send_button;
// Players
QGroupBox* m_players_box;
QComboBox* m_room_box;
QLabel* m_hostcode_label;
QPushButton* m_hostcode_action_button;
QTableWidget* m_players_list;
QPushButton* m_kick_button;
QPushButton* m_assign_ports_button;
// Other
QPushButton* m_game_button;
QToolButton* m_md5_button;
QPushButton* m_start_button;
QLabel* m_buffer_label;
QSpinBox* m_buffer_size_box;
QCheckBox* m_save_sd_box;
QCheckBox* m_load_wii_box;
QCheckBox* m_sync_save_data_box;
QCheckBox* m_sync_codes_box;
QCheckBox* m_record_input_box;
QCheckBox* m_reduce_polling_rate_box;
QCheckBox* m_strict_settings_sync_box;
QCheckBox* m_host_input_authority_box;
QPushButton* m_quit_button;
QSplitter* m_splitter;
QGridLayout* m_main_layout;
MD5Dialog* m_md5_dialog;
ChunkedProgressDialog* m_chunked_progress_dialog;
PadMappingDialog* m_pad_mapping;
std::string m_current_game;
Common::Lazy<std::string> m_external_ip_address;
std::string m_nickname;
GameListModel* m_game_list_model = nullptr;
bool m_use_traversal = false;
bool m_is_copy_button_retry = false;
bool m_got_stop_request = true;
int m_buffer_size = 0;
int m_player_count = 0;
int m_old_player_count = 0;
bool m_host_input_authority = false;
};