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