mirror of
https://github.com/Cockatrice/Cockatrice.git
synced 2026-09-21 09:05:10 -07:00
Second-pass review notes for the shared-deck link flow (Cockatrice#7244): - FlowWidget arrow-key navigation is opt-in via addNavigableWidget, so combo/spin controls on the analytics flows keep their own arrow keys - isConnectedTo and the open-deck/join-game preconditions compare the configured server port alongside the host, so a same-host/different-port link cannot resolve its share token or game id on the wrong instance - the link sign-in dialog reuses an existing server entry's saved name instead of renaming it to the raw hostname - skipStartupAutoConnect is cleared once the launch chain connects, so a later mid-session declined link cannot fire the startup fallback - the plain-launch path of SingleInstanceManager no longer blocks on the primary's ACK - link- and server-supplied text is html-escaped in the confirm prompts and shared-deck preview so markup cannot spoof the shown messages
438 lines
19 KiB
C++
438 lines
19 KiB
C++
#include "url_parser.h"
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#include "../../client/settings/cache_settings.h"
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#include "../widgets/tabs/tab_room.h"
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#include "../widgets/tabs/tab_supervisor.h"
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#include "../window_main.h"
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#include "contexts/context_join_game.h"
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#include "contexts/context_open_deck.h"
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#include "intent.h"
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#include "intent_join_server_game.h"
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#include "intent_login.h"
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#include "intent_open_shared_deck.h"
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#include <QDebug>
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#include <QLoggingCategory>
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#include <QMessageBox>
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#include <QUrl>
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#include <QUrlQuery>
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#include <libcockatrice/card/database/card_database_manager.h>
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#include <libcockatrice/network/client/abstract/abstract_client.h>
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#include <libcockatrice/settings/servers_settings.h>
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#include <memory>
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inline Q_LOGGING_CATEGORY(UrlParserLog, "url_parser");
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IntentUrlParser::IntentUrlParser(QObject *parent, MainWindow *_mainWindow) : QObject(parent), mainWindow(_mainWindow)
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{
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}
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void IntentUrlParser::handle(const QString &urlStr)
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{
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QUrl url(urlStr);
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if (url.scheme() != "cockatrice") {
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return;
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}
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const QString action = url.host();
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QUrlQuery query(url);
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qCDebug(UrlParserLog) << "Parsing intent URL, action:" << action;
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PendingIntentChain chain;
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Intent *firstIntent = nullptr;
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if (action == "joingame") {
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firstIntent = createJoinGameIntent(query, chain);
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} else if (action == "opendeck") {
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firstIntent = createOpenDeckIntent(query, chain);
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} else {
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qWarning() << "Unknown intent:" << action;
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}
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if (firstIntent == nullptr) {
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// The link was invalid or the user declined the confirm: nothing runs.
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// Report the idle state when no other chain is queued so that a startup
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// launch (which skipped its own connection for this URL) falls back to it.
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if (!chainRunning && pendingChains.isEmpty()) {
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emit urlChainFinished(mainWindow->getRemoteClient()->getStatus() == StatusLoggedIn);
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}
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return;
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}
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pendingChains.append(chain);
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startNextChain();
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}
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Intent *IntentUrlParser::createJoinGameIntent(const QUrlQuery &query, PendingIntentChain &chain)
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{
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auto showError = [this](const QString &message) { QMessageBox::warning(mainWindow, tr("Open game"), message); };
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auto ctx = std::make_unique<ContextJoinGame>();
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ctx->roomContext.serverContext.hostname = query.queryItemValue("hostname");
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ctx->roomContext.serverContext.port = query.queryItemValue("port");
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if (ctx->roomContext.serverContext.hostname.isEmpty()) {
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showError(tr("Missing or empty hostname in the game link"));
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return nullptr;
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}
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bool ok = false;
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ctx->roomContext.serverContext.port.toUShort(&ok);
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if (!ok) {
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showError(tr("Invalid or missing port in the game link"));
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return nullptr;
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}
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ctx->roomContext.roomId = query.queryItemValue("roomid").toInt(&ok);
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if (!ok) {
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showError(tr("Invalid or missing room id in the game link"));
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return nullptr;
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}
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ok = false;
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ctx->gameId = query.queryItemValue("gameid").toInt(&ok);
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if (!ok) {
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showError(tr("Invalid or missing game id in the game link"));
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return nullptr;
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}
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const QString gameDescription = query.queryItemValue("game", QUrl::FullyDecoded);
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const QString message = generateJoinGameMessage(*ctx, gameDescription);
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const QMessageBox::StandardButton answer = QMessageBox::question(
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mainWindow, tr("Join game"), message, QMessageBox::Yes | QMessageBox::No, QMessageBox::Yes);
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if (answer != QMessageBox::Yes) {
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return nullptr;
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}
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RemoteClient *client = mainWindow->getRemoteClient();
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ContextConnectToServer *serverContext = &ctx->roomContext.serverContext;
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// The join game intent owns the context and the credential lookup; once the
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// chain finishes (or fails) it deletes the whole tree.
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auto joinGameIntent = new IntentJoinServerGame(mainWindow->getTabSupervisor(), client, std::move(ctx));
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joinGameIntent->setParent(this);
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chain.intents.append(joinGameIntent);
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connect(joinGameIntent, &Intent::failed, this, [showError](const QString &reason) { showError(reason); });
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Intent *firstIntent = joinGameIntent;
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if (!isConnectedTo(serverContext->hostname, serverContext->port)) {
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auto getLoginCredentialsIntent =
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new IntentGetLoginCredentials(serverContext, /*promptForMissingCredentials=*/true);
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getLoginCredentialsIntent->setParent(joinGameIntent);
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chain.intents.insert(0, getLoginCredentialsIntent);
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connect(getLoginCredentialsIntent, &Intent::finished, joinGameIntent, &Intent::execute);
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connect(getLoginCredentialsIntent, &Intent::failed, joinGameIntent, &Intent::failed);
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connect(getLoginCredentialsIntent, &Intent::cancelled, joinGameIntent, &Intent::cancelled);
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firstIntent = getLoginCredentialsIntent;
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}
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return firstIntent;
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}
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QString IntentUrlParser::generateJoinGameMessage(const ContextJoinGame &context, const QString &gameDescription)
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{
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const QString hostname = context.roomContext.serverContext.hostname;
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const QString port = context.roomContext.serverContext.port;
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const int roomId = context.roomContext.roomId;
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const int gameId = context.gameId;
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const QString server = QStringLiteral("%1:%2").arg(hostname, port);
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// Prefer the room name over the raw numeric id: it means something to the
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// user. The name is only known when we are already connected to the same
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// server and sitting in that room — otherwise fall back to a plain prompt.
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AbstractClient *client = mainWindow->getTabSupervisor()->getClient();
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const bool sameServer = client != nullptr && client->getStatus() == StatusLoggedIn &&
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hostname.compare(client->serverName(), Qt::CaseInsensitive) == 0 &&
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QString::number(client->serverPort()) == port;
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TabRoom *roomTab = sameServer ? mainWindow->getTabSupervisor()->getRoomTabs().value(roomId) : nullptr;
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const QString gameIdStr = QString::number(gameId);
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// Links built by newer clients embed the game description ("game" item);
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// restate it in the confirm so it matches what the chat anchor showed.
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// Unknown query items are ignored, so old links without it keep working.
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// The multi-arg .arg() overloads replace in a single pass, so a description
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// containing "%…" cannot corrupt later placeholders.
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// FullyDecoded undoes every %XX escape and must match the chat anchor's
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// decode mode, so a description containing "%" reads identically in both.
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if (gameDescription.isEmpty()) {
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return roomTab ? tr("Join game #%1 in \"%2\" on %3?").arg(gameIdStr, roomTab->getRoomName(), server)
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: tr("Join game #%1 on %2?").arg(gameIdStr, server);
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}
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return roomTab ? tr("Join game \"%1\" (#%2) in \"%3\" on %4?")
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.arg(gameDescription, gameIdStr, roomTab->getRoomName(), server)
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: tr("Join game \"%1\" (#%2) on %3?").arg(gameDescription, gameIdStr, server);
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}
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Intent *IntentUrlParser::createOpenDeckIntent(const QUrlQuery &query, PendingIntentChain &chain)
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{
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auto showError = [this](const QString &message) {
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QMessageBox::warning(mainWindow, tr("Open shared deck"), message);
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};
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auto ctx = std::make_unique<ContextOpenDeck>();
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ctx->serverContext.hostname = query.queryItemValue("hostname");
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ctx->serverContext.port = query.queryItemValue("port");
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ctx->shareToken = query.queryItemValue("share");
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qCDebug(UrlParserLog) << "Open-deck intent: host" << ctx->serverContext.hostname << "port"
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<< ctx->serverContext.port << "token length" << ctx->shareToken.length();
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if (ctx->serverContext.hostname.isEmpty()) {
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showError(tr("Missing or empty hostname in the share link"));
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return nullptr;
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}
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bool ok = false;
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const quint16 port = ctx->serverContext.port.toUShort(&ok);
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if (!ok || port == 0) {
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showError(tr("Invalid or missing port in the share link"));
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return nullptr;
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}
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if (ctx->shareToken.isEmpty()) {
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showError(tr("Missing or empty share value in the share link"));
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return nullptr;
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}
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RemoteClient *client = mainWindow->getRemoteClient();
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// The open deck download needs a connection to the link's server. Ask before
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// taking the session anywhere it isn't already, naming the host we would
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// connect to. Remember the link's target when it moves us away from a live
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// session so a failed or cancelled chain can restore the session it left.
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// The hostname is link-supplied and percent-decoded, so escape it: QMessageBox
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// renders AutoText, and markup in a hostname would otherwise flip the whole
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// prompt to rich text and let a link pad the message the user is shown.
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const bool alreadyConnected = isConnectedTo(ctx->serverContext.hostname, ctx->serverContext.port);
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if (!alreadyConnected) {
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const QString target =
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QStringLiteral("%1:%2").arg(ctx->serverContext.hostname.toHtmlEscaped(), ctx->serverContext.port);
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if (client->getStatus() == StatusLoggedIn) {
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const QString current =
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QStringLiteral("%1:%2").arg(client->serverName(), QString::number(client->serverPort()));
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const QMessageBox::StandardButton answer = QMessageBox::question(
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mainWindow, tr("Open shared deck"),
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tr("Opening this share link connects you to %1 instead of %2.\n\nContinue?").arg(target, current),
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QMessageBox::Yes | QMessageBox::No, QMessageBox::Yes);
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if (answer != QMessageBox::Yes) {
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return nullptr;
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}
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chain.migrationTargetHost = ctx->serverContext.hostname;
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chain.migrationTargetPort = ctx->serverContext.port;
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chain.pendingRestore = true;
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} else {
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// Fresh connection is harmless to wander away from, but a server the
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// client has never been configured for deserves a harder warning (no
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// by default) so a stray link cannot silently steer the client there.
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const bool knownHost = SettingsCache::instance().servers().findHostIndex(ctx->serverContext.hostname) >= 0;
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const QMessageBox::StandardButton answer =
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knownHost
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? QMessageBox::question(mainWindow, tr("Open shared deck"),
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tr("Opening this share link connects you to %1.\n\nContinue?").arg(target))
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: QMessageBox::warning(mainWindow, tr("Open shared deck"),
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tr("Opening this share link connects you to %1, a server you have "
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"never connected to before.\n\nContinue?")
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.arg(target),
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QMessageBox::Yes | QMessageBox::No, QMessageBox::No);
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if (answer != QMessageBox::Yes) {
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return nullptr;
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}
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}
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}
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ContextConnectToServer *serverContext = &ctx->serverContext;
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// The open deck intent owns the context and the credential lookup; once
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// the chain finishes (or fails) it deletes the whole tree.
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auto openDeckIntent =
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new IntentOpenSharedDeck(mainWindow->getTabSupervisor(), client, CardDatabaseManager::query(), std::move(ctx));
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openDeckIntent->setParent(this);
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chain.intents.append(openDeckIntent);
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connect(openDeckIntent, &Intent::failed, this, [showError](const QString &reason) { showError(reason); });
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Intent *firstIntent = openDeckIntent;
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if (!isConnectedTo(serverContext->hostname, serverContext->port)) {
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auto getLoginCredentialsIntent =
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new IntentGetLoginCredentials(serverContext, /*promptForMissingCredentials=*/true);
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getLoginCredentialsIntent->setParent(openDeckIntent);
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chain.intents.insert(0, getLoginCredentialsIntent);
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connect(getLoginCredentialsIntent, &Intent::finished, openDeckIntent, &Intent::execute);
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connect(getLoginCredentialsIntent, &Intent::failed, openDeckIntent, &Intent::failed);
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connect(getLoginCredentialsIntent, &Intent::cancelled, openDeckIntent, &Intent::cancelled);
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firstIntent = getLoginCredentialsIntent;
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}
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return firstIntent;
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}
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bool IntentUrlParser::isConnectedTo(const QString &hostname, const QString &port) const
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{
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// serverName() reflects the server the client was configured to connect to,
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// which may differ from the actual TCP peer (e.g. when connecting through a
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// proxy), so compare the configured host and port — exactly what a link
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// names. A link to the same host on another port is a different server and
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// must not silently reuse an existing session there.
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RemoteClient *client = mainWindow->getRemoteClient();
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return client->getStatus() == StatusLoggedIn && client->serverName().compare(hostname, Qt::CaseInsensitive) == 0 &&
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QString::number(client->serverPort()) == port;
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}
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void IntentUrlParser::startNextChain()
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{
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if (chainRunning || pendingChains.isEmpty()) {
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return;
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}
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chainRunning = true;
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PendingIntentChain &chain = pendingChains.first();
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if (chain.intents.isEmpty()) {
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pendingChains.removeFirst();
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chainRunning = false;
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startNextChain();
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return;
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}
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// Snapshot the session this chain moves away from now that it actually
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// runs. Chains are parsed while earlier ones are still queued, so a capture
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// at parse time would follow whichever server the chain before it settled
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// on, not the one the user is really on when this link is handled.
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if (chain.pendingRestore) {
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RemoteClient *client = mainWindow->getRemoteClient();
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chain.previousServerHost = client->serverName();
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chain.previousServerPort = QString::number(client->serverPort());
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}
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// Only the last intent completes the chain; its terminal signal ends the
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// whole run. Cancellation of an intermediate intent (e.g. declined login
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// prompt) is forwarded onto the last intent in the chain builders above.
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Intent *finalIntent = chain.intents.last();
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connect(finalIntent, &Intent::finished, this, [this]() { chainEnded(true); });
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connect(finalIntent, &Intent::failed, this, [this]() { chainEnded(false); });
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connect(finalIntent, &Intent::cancelled, this, [this]() { chainEnded(false); });
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// Backstop: if the final intent is destroyed without emitting a terminal
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// signal (e.g. a network error dropped it while running), end the chain so
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// later links are not queued and dropped for the rest of the session.
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chainBackstopConnection = connect(finalIntent, &QObject::destroyed, this, &IntentUrlParser::onChainIntentDestroyed);
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chain.intents.first()->execute();
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}
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void IntentUrlParser::chainEnded(bool chainSucceeded)
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{
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chainRunning = false;
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QObject::disconnect(chainBackstopConnection);
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const PendingIntentChain chain = pendingChains.takeFirst();
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// Only a failed or cancelled chain restores the session the link migrated
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// away from; a successful one leaves the user where they are.
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if (chain.pendingRestore && !chainSucceeded) {
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restorePreviousServer(chain);
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}
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startNextChain();
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// Only report the terminal state once the queue has fully drained, so a
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// queued follow-up link keeps the startup fallback out of the picture.
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if (!chainRunning && pendingChains.isEmpty()) {
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emit urlChainFinished(mainWindow->getRemoteClient()->getStatus() == StatusLoggedIn);
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}
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}
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void IntentUrlParser::onChainIntentDestroyed()
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{
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if (!chainRunning) {
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return;
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}
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qCWarning(UrlParserLog) << "Share-link intent destroyed without a terminal signal; ending its chain";
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chainEnded(false);
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}
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void IntentUrlParser::restorePreviousServer(const PendingIntentChain &chain)
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{
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if (chain.previousServerHost.isEmpty()) {
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return;
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}
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RemoteClient *client = mainWindow->getRemoteClient();
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const ClientStatus status = client->getStatus();
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// A failed/cancelled chain can fire while the client is still settling the
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// in-flight connection attempt (wrong password, connect timeout). Only
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// decide once the client has settled into logged-in or disconnected;
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// deciding mid-connect would strand the user offline from their previous
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// server.
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if (status == StatusDisconnected || status == StatusLoggedIn) {
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restoreToPreviousServer(chain);
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return;
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}
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auto waitConnection = std::make_shared<QMetaObject::Connection>();
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*waitConnection = connect(client, &RemoteClient::statusChanged, this, [this, chain, client, waitConnection]() {
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const ClientStatus settled = client->getStatus();
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if (settled == StatusDisconnected || settled == StatusLoggedIn) {
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QObject::disconnect(*waitConnection);
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restoreToPreviousServer(chain);
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}
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});
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}
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void IntentUrlParser::restoreToPreviousServer(const PendingIntentChain &chain)
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{
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RemoteClient *client = mainWindow->getRemoteClient();
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// Back on the previous server already → nothing to undo.
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if (client->serverName().compare(chain.previousServerHost, Qt::CaseInsensitive) == 0 &&
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QString::number(client->serverPort()) == chain.previousServerPort) {
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return;
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}
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// When logged in somewhere, only intervene if that somewhere is the server
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// the link moved us to; if the user went elsewhere on their own, leave them.
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if (client->getStatus() == StatusLoggedIn) {
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const bool onMigrationTarget =
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client->serverName().compare(chain.migrationTargetHost, Qt::CaseInsensitive) == 0 &&
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QString::number(client->serverPort()) == chain.migrationTargetPort;
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if (!onMigrationTarget) {
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return;
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}
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ServersSettings &servers = SettingsCache::instance().servers();
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const int index = servers.findServerIndex(chain.previousServerHost, chain.previousServerPort);
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if (index >= 0 && servers.hasLoginData(chain.previousServerHost, chain.previousServerPort)) {
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const QString username =
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servers.getValue(QString("username%1").arg(index), "server", "server_details").toString();
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const QString password =
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servers.getValue(QString("password%1").arg(index), "server", "server_details").toString();
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client->connectToServer(chain.previousServerHost, chain.previousServerPort.toUInt(), username, password);
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return;
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}
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client->disconnectFromServer();
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return;
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}
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if (client->getStatus() != StatusDisconnected) {
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return;
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}
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// The link's connection attempt failed: reconnect to the previous server
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// when credentials are saved, otherwise stay offline.
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ServersSettings &servers = SettingsCache::instance().servers();
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const int index = servers.findServerIndex(chain.previousServerHost, chain.previousServerPort);
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if (index >= 0 && servers.hasLoginData(chain.previousServerHost, chain.previousServerPort)) {
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const QString username =
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servers.getValue(QString("username%1").arg(index), "server", "server_details").toString();
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const QString password =
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servers.getValue(QString("password%1").arg(index), "server", "server_details").toString();
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client->connectToServer(chain.previousServerHost, chain.previousServerPort.toUInt(), username, password);
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}
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}
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