Cockatrice/cockatrice/src/interface/intents/url_parser.cpp
BruebachL 776f917ffc
[Client] Confirm before joining a game opened from a game link (#7137)
* [Client] Confirm before joining a game opened from a game link

Joining a game from a cockatrice://joingame link is a navigation
decision, so restate what will be joined and ask before acting:
the confirm names the game description when the link carries one
(falling back to the room name and numeric id for older links), and
reports the host:port so links that point at a different server are
obvious. The intent chain is only started after confirmation.


Took 3 minutes

* [Client] Extract the join-game confirm message into a helper

Took 3 minutes

# Commit time for manual adjustment:
# Took 6 seconds

* Proper fwd declare.

Took 3 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-17 09:37:51 +02:00

136 lines
5.3 KiB
C++

#include "url_parser.h"
#include "../widgets/tabs/tab_room.h"
#include "../widgets/tabs/tab_supervisor.h"
#include "../window_main.h"
#include "contexts/context_join_game.h"
#include "intent_join_server_game.h"
#include "intent_login.h"
#include <QDebug>
#include <QMessageBox>
#include <QUrl>
#include <QUrlQuery>
#include <libcockatrice/network/client/abstract/abstract_client.h>
#include <memory>
IntentUrlParser::IntentUrlParser(QObject *parent, MainWindow *_mainWindow) : QObject(parent), mainWindow(_mainWindow)
{
}
void IntentUrlParser::handle(const QString &urlStr)
{
QUrl url(urlStr);
if (url.scheme() != "cockatrice") {
return;
}
const QString action = url.host();
QUrlQuery query(url);
if (action == "joingame") {
handleJoinGame(query);
} else if (action == "opendeck") {
// handleOpenDeck(query);
} else {
qWarning() << "Unknown intent:" << action;
}
}
void IntentUrlParser::handleJoinGame(const QUrlQuery &query)
{
auto showError = [this](const QString &message) { QMessageBox::warning(mainWindow, tr("Open game"), message); };
auto ctx = std::make_unique<ContextJoinGame>();
ctx->roomContext.serverContext.hostname = query.queryItemValue("hostname");
ctx->roomContext.serverContext.port = query.queryItemValue("port");
if (ctx->roomContext.serverContext.hostname.isEmpty()) {
showError(tr("Missing or empty hostname in the game link"));
return;
}
bool ok = false;
ctx->roomContext.serverContext.port.toUShort(&ok);
if (!ok) {
showError(tr("Invalid or missing port in the game link"));
return;
}
ctx->roomContext.roomId = query.queryItemValue("roomid").toInt(&ok);
if (!ok) {
showError(tr("Invalid or missing room id in the game link"));
return;
}
ok = false;
ctx->gameId = query.queryItemValue("gameid").toInt(&ok);
if (!ok) {
showError(tr("Invalid or missing game id in the game link"));
return;
}
const QString gameDescription = query.queryItemValue("game", QUrl::FullyDecoded);
const QString message = generateJoinGameMessage(*ctx, gameDescription);
const QMessageBox::StandardButton answer = QMessageBox::question(
mainWindow, tr("Join game"), message, QMessageBox::Yes | QMessageBox::No, QMessageBox::Yes);
if (answer != QMessageBox::Yes) {
return;
}
// The join game intent owns the context and the credential lookup; once the
// chain finishes (or fails) it deletes the whole tree.
ContextConnectToServer *serverContext = &ctx->roomContext.serverContext;
auto joinGameIntent =
new IntentJoinServerGame(mainWindow->getTabSupervisor(), mainWindow->getRemoteClient(), std::move(ctx));
joinGameIntent->setParent(this);
auto getLoginCredentialsIntent = new IntentGetLoginCredentials(serverContext);
getLoginCredentialsIntent->setParent(joinGameIntent);
connect(getLoginCredentialsIntent, &Intent::finished, joinGameIntent, &Intent::execute);
connect(getLoginCredentialsIntent, &Intent::failed, joinGameIntent, &Intent::failed);
connect(joinGameIntent, &Intent::failed, this, [showError](const QString &reason) { showError(reason); });
getLoginCredentialsIntent->execute();
}
QString IntentUrlParser::generateJoinGameMessage(const ContextJoinGame &context, const QString &gameDescription)
{
const QString hostname = context.roomContext.serverContext.hostname;
const QString port = context.roomContext.serverContext.port;
const int roomId = context.roomContext.roomId;
const int gameId = context.gameId;
const QString server = QStringLiteral("%1:%2").arg(hostname, port);
// Prefer the room name over the raw numeric id: it means something to the
// user. The name is only known when we are already connected to the same
// server and sitting in that room — otherwise fall back to a plain prompt.
AbstractClient *client = mainWindow->getTabSupervisor()->getClient();
const bool sameServer = client != nullptr && client->getStatus() == StatusLoggedIn &&
hostname.compare(client->serverName(), Qt::CaseInsensitive) == 0 &&
QString::number(client->serverPort()) == port;
TabRoom *roomTab = sameServer ? mainWindow->getTabSupervisor()->getRoomTabs().value(roomId) : nullptr;
const QString gameIdStr = QString::number(gameId);
// Links built by newer clients embed the game description ("game" item);
// restate it in the confirm so it matches what the chat anchor showed.
// Unknown query items are ignored, so old links without it keep working.
// The multi-arg .arg() overloads replace in a single pass, so a description
// containing "%…" cannot corrupt later placeholders.
// FullyDecoded undoes every %XX escape and must match the chat anchor's
// decode mode, so a description containing "%" reads identically in both.
if (gameDescription.isEmpty()) {
return roomTab ? tr("Join game #%1 in \"%2\" on %3?").arg(gameIdStr, roomTab->getRoomName(), server)
: tr("Join game #%1 on %2?").arg(gameIdStr, server);
}
return roomTab ? tr("Join game \"%1\" (#%2) in \"%3\" on %4?")
.arg(gameDescription, gameIdStr, roomTab->getRoomName(), server)
: tr("Join game \"%1\" (#%2) on %3?").arg(gameDescription, gameIdStr, server);
}