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https://git.eden-emu.dev/archive/citron
synced 2026-03-22 17:46:08 -04:00
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>
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@@ -199,15 +199,26 @@ void MultiplayerRoomOverlay::ConnectToRoom() {
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if (!main_window) return;
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multiplayer_state = main_window->GetMultiplayerState();
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if (!multiplayer_state) return;
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if (multiplayer_state->IsClientRoomVisible()) {
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chat_room_widget->setEnabled(false);
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chat_room_widget->Clear();
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chat_room_widget->AppendStatusMessage(tr("Please close the Multiplayer Room Window to use the Overlay."));
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return;
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}
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chat_room_widget->setEnabled(true);
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auto& room_network = multiplayer_state->GetRoomNetwork();
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room_member = room_network.GetRoomMember().lock();
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auto current_member = room_network.GetRoomMember().lock();
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if (current_member != room_member) {
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if (is_chat_initialized && chat_room_widget) {
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chat_room_widget->Shutdown();
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}
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is_chat_initialized = false;
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room_member = current_member;
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}
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if (room_member) {
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if (!is_chat_initialized) {
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chat_room_widget->Initialize(&room_network);
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@@ -233,9 +244,17 @@ void MultiplayerRoomOverlay::ClearUI() {
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}
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void MultiplayerRoomOverlay::UpdateRoomData() {
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if (!multiplayer_state) { ConnectToRoom(); return; }
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if (multiplayer_state->IsClientRoomVisible()) { chat_room_widget->setEnabled(false); return; }
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if (!chat_room_widget->isEnabled()) ConnectToRoom();
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if (!multiplayer_state) {
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ConnectToRoom();
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return;
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}
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if (multiplayer_state->IsClientRoomVisible()) {
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chat_room_widget->setEnabled(false);
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return;
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}
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if (!chat_room_widget->isEnabled()) {
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ConnectToRoom();
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}
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if (room_member && room_member->GetState() >= Network::RoomMember::State::Joined) {
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const auto& members = room_member->GetMemberInformation();
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@@ -290,6 +309,12 @@ void MultiplayerRoomOverlay::UpdateRoomData() {
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}
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players_online_label->setText(label_text);
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if (chat_room_widget->isEnabled()) chat_room_widget->SetPlayerList(members);
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} else {
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ClearUI();
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// Refresh the member pointer if we lost connection
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auto& room_network = multiplayer_state->GetRoomNetwork();
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room_member = room_network.GetRoomMember().lock();
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}
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}
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