mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-15 13:52:28 +00:00
167 lines
4.5 KiB
C++
167 lines
4.5 KiB
C++
#include "computermodel.h"
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#include <QThreadPool>
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ComputerModel::ComputerModel(QObject* object)
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: QAbstractListModel(object) {}
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void ComputerModel::initialize(ComputerManager* computerManager)
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{
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m_ComputerManager = computerManager;
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connect(m_ComputerManager, &ComputerManager::computerStateChanged,
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this, &ComputerModel::handleComputerStateChanged);
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connect(m_ComputerManager, &ComputerManager::pairingCompleted,
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this, &ComputerModel::handlePairingCompleted);
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m_Computers = m_ComputerManager->getComputers();
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}
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QVariant ComputerModel::data(const QModelIndex& index, int role) const
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{
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if (!index.isValid()) {
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return QVariant();
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}
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Q_ASSERT(index.row() < m_Computers.count());
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NvComputer* computer = m_Computers[index.row()];
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QReadLocker lock(&computer->lock);
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switch (role) {
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case NameRole:
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return computer->name;
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case OnlineRole:
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return computer->state == NvComputer::CS_ONLINE;
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case PairedRole:
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return computer->pairState == NvComputer::PS_PAIRED;
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case BusyRole:
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return computer->currentGameId != 0;
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case WakeableRole:
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return !computer->macAddress.isEmpty();
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case StatusUnknownRole:
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return computer->state == NvComputer::CS_UNKNOWN;
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default:
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return QVariant();
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}
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}
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int ComputerModel::rowCount(const QModelIndex& parent) const
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{
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// We should not return a count for valid index values,
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// only the parent (which will not have a "valid" index).
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if (parent.isValid()) {
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return 0;
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}
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return m_Computers.count();
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}
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QHash<int, QByteArray> ComputerModel::roleNames() const
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{
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QHash<int, QByteArray> names;
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names[NameRole] = "name";
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names[OnlineRole] = "online";
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names[PairedRole] = "paired";
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names[BusyRole] = "busy";
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names[WakeableRole] = "wakeable";
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names[StatusUnknownRole] = "statusUnknown";
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return names;
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}
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Session* ComputerModel::createSessionForCurrentGame(int computerIndex)
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{
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Q_ASSERT(computerIndex < m_Computers.count());
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NvComputer* computer = m_Computers[computerIndex];
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// We must currently be streaming a game to use this function
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Q_ASSERT(computer->currentGameId != 0);
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for (NvApp& app : computer->appList) {
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if (app.id == computer->currentGameId) {
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return new Session(computer, app);
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}
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}
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// We have a current running app but it's not in our app list
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Q_ASSERT(false);
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return nullptr;
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}
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void ComputerModel::deleteComputer(int computerIndex)
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{
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Q_ASSERT(computerIndex < m_Computers.count());
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beginRemoveRows(QModelIndex(), computerIndex, computerIndex);
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// m_Computer[computerIndex] will be deleted by this call
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m_ComputerManager->deleteHost(m_Computers[computerIndex]);
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// Remove the now invalid item
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m_Computers.removeAt(computerIndex);
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endRemoveRows();
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}
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class DeferredWakeHostTask : public QRunnable
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{
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public:
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DeferredWakeHostTask(NvComputer* computer)
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: m_Computer(computer) {}
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void run()
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{
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m_Computer->wake();
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}
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private:
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NvComputer* m_Computer;
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};
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void ComputerModel::wakeComputer(int computerIndex)
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{
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Q_ASSERT(computerIndex < m_Computers.count());
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DeferredWakeHostTask* wakeTask = new DeferredWakeHostTask(m_Computers[computerIndex]);
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QThreadPool::globalInstance()->start(wakeTask);
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}
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void ComputerModel::renameComputer(int computerIndex, QString name)
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{
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Q_ASSERT(computerIndex < m_Computers.count());
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m_ComputerManager->renameHost(m_Computers[computerIndex], name);
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}
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void ComputerModel::pairComputer(int computerIndex, QString pin)
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{
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Q_ASSERT(computerIndex < m_Computers.count());
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m_ComputerManager->pairHost(m_Computers[computerIndex], pin);
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}
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void ComputerModel::handlePairingCompleted(NvComputer*, QString error)
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{
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emit pairingCompleted(error.isEmpty() ? QVariant() : error);
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}
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void ComputerModel::handleComputerStateChanged(NvComputer* computer)
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{
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// If this is an existing computer, we can report the data changed
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int index = m_Computers.indexOf(computer);
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if (index >= 0) {
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// Let the view know that this specific computer changed
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emit dataChanged(createIndex(index, 0), createIndex(index, 0));
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}
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else {
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// This is a new PC which may be inserted at an arbitrary point
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// in our computer list (since it comes from CM's QMap). Reload
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// the whole model state to ensure it stays consistent.
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beginResetModel();
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m_Computers = m_ComputerManager->getComputers();
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endResetModel();
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}
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}
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