fix(multiplayer): Overlay Cleanup

Forgor to implement necessary components for proper cleanup after exiting game/fix multiple redundant calls to overlay/chatroom.

Signed-off-by: Collecting <collecting@noreply.localhost>
This commit is contained in:
Collecting
2026-01-12 08:04:44 +00:00
parent 9dcc9e3e51
commit 92ad4057e7

View File

@@ -199,15 +199,26 @@ void MultiplayerRoomOverlay::ConnectToRoom() {
if (!main_window) return;
multiplayer_state = main_window->GetMultiplayerState();
if (!multiplayer_state) return;
if (multiplayer_state->IsClientRoomVisible()) {
chat_room_widget->setEnabled(false);
chat_room_widget->Clear();
chat_room_widget->AppendStatusMessage(tr("Please close the Multiplayer Room Window to use the Overlay."));
return;
}
chat_room_widget->setEnabled(true);
auto& room_network = multiplayer_state->GetRoomNetwork();
room_member = room_network.GetRoomMember().lock();
auto current_member = room_network.GetRoomMember().lock();
if (current_member != room_member) {
if (is_chat_initialized && chat_room_widget) {
chat_room_widget->Shutdown();
}
is_chat_initialized = false;
room_member = current_member;
}
if (room_member) {
if (!is_chat_initialized) {
chat_room_widget->Initialize(&room_network);
@@ -233,9 +244,17 @@ void MultiplayerRoomOverlay::ClearUI() {
}
void MultiplayerRoomOverlay::UpdateRoomData() {
if (!multiplayer_state) { ConnectToRoom(); return; }
if (multiplayer_state->IsClientRoomVisible()) { chat_room_widget->setEnabled(false); return; }
if (!chat_room_widget->isEnabled()) ConnectToRoom();
if (!multiplayer_state) {
ConnectToRoom();
return;
}
if (multiplayer_state->IsClientRoomVisible()) {
chat_room_widget->setEnabled(false);
return;
}
if (!chat_room_widget->isEnabled()) {
ConnectToRoom();
}
if (room_member && room_member->GetState() >= Network::RoomMember::State::Joined) {
const auto& members = room_member->GetMemberInformation();
@@ -290,6 +309,12 @@ void MultiplayerRoomOverlay::UpdateRoomData() {
}
players_online_label->setText(label_text);
if (chat_room_widget->isEnabled()) chat_room_widget->SetPlayerList(members);
} else {
ClearUI();
// Refresh the member pointer if we lost connection
auto& room_network = multiplayer_state->GetRoomNetwork();
room_member = room_network.GetRoomMember().lock();
}
}