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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>
This commit is contained in:
committed by
crueter
parent
7e13da47af
commit
76fa525592
@@ -1,6 +1,9 @@
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// SPDX-FileCopyrightText: Copyright 2017 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 <chrono>
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#include <future>
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#include <vector>
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@@ -19,8 +22,7 @@ namespace Core {
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// Time between room is announced to web_service
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static constexpr std::chrono::seconds announce_time_interval(15);
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AnnounceMultiplayerSession::AnnounceMultiplayerSession(Network::RoomNetwork& room_network_)
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: room_network{room_network_} {
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AnnounceMultiplayerSession::AnnounceMultiplayerSession() {
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#ifdef ENABLE_WEB_SERVICE
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backend = std::make_unique<WebService::RoomJson>(Settings::values.web_api_url.GetValue(),
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Settings::values.yuzu_username.GetValue(),
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@@ -31,7 +33,7 @@ AnnounceMultiplayerSession::AnnounceMultiplayerSession(Network::RoomNetwork& roo
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}
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WebService::WebResult AnnounceMultiplayerSession::Register() {
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auto room = room_network.GetRoom().lock();
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auto room = Network::GetRoom().lock();
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if (!room) {
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return WebService::WebResult{WebService::WebResult::Code::LibError,
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"Network is not initialized", ""};
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@@ -120,7 +122,7 @@ void AnnounceMultiplayerSession::AnnounceMultiplayerLoop() {
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std::future<WebService::WebResult> future;
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while (!shutdown_event.WaitUntil(update_time)) {
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update_time += announce_time_interval;
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auto room = room_network.GetRoom().lock();
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auto room = Network::GetRoom().lock();
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if (!room) {
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break;
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}
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