mirror of
https://github.com/Cockatrice/Cockatrice.git
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- Serialized url-chain dispatcher in IntentUrlParser; queue-drained urlChainFinished(bool) drives the startup auto-connect fallback - Open-shared-deck intent with sequential download state machine, 15s per-item timeout, partial-success offer, livable Cancel via ApplicationModal dlg_login_prompt interactive fallback - Preview dialog: download progress label, share vocab sweep, palette-highlight selection frame, Space/Enter keyboard toggle, NoFocus checkbox, double-click tile opens immediately - Confirm-before-server-migration with one-shot restore to the previous server on failed/cancelled chains (statusChanged settle deferral), hostname-only identity comparisons - Skip credential link when already connected; arrow-key navigation in FlowWidget; card glows use palette highlight - Address code-review M1-M4 and UI/UX QA blockers 1-2
388 lines
16 KiB
C++
388 lines
16 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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QList<Intent *> 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, QList<Intent *> &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.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 = new IntentGetLoginCredentials(serverContext);
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getLoginCredentialsIntent->setParent(joinGameIntent);
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chain.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, QList<Intent *> &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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// When the link would move us away from a live session, ask first — the
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// open deck download needs the connection the user already has. Remember
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// the current session so a failed or cancelled chain can restore it.
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const bool migrating =
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client->getStatus() == StatusLoggedIn && !isConnectedTo(ctx->serverContext.hostname, ctx->serverContext.port);
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if (migrating) {
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const QString target = QStringLiteral("%1:%2").arg(ctx->serverContext.hostname, ctx->serverContext.port);
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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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migrationTargetHost = ctx->serverContext.hostname;
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migrationTargetPort = ctx->serverContext.port;
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previousServerHost = client->serverName();
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previousServerPort = QString::number(client->serverPort());
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pendingRestore = true;
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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.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 = new IntentGetLoginCredentials(serverContext);
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getLoginCredentialsIntent->setParent(openDeckIntent);
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chain.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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Q_UNUSED(port);
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// Deliberately hostname-only (no port): the intents' preconditions apply the
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// same rule, so a link to the same host on another port still connects
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// rather than silently reusing an existing session on a different server.
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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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}
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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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currentChainSucceeded = false;
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const QList<Intent *> chain = pendingChains.takeFirst();
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if (chain.isEmpty()) {
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chainRunning = false;
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return;
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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.last();
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connect(finalIntent, &Intent::finished, this, [this]() {
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currentChainSucceeded = true;
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chainEnded();
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});
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connect(finalIntent, &Intent::failed, this, &IntentUrlParser::chainEnded);
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connect(finalIntent, &Intent::cancelled, this, &IntentUrlParser::chainEnded);
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chain.first()->execute();
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}
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void IntentUrlParser::chainEnded()
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{
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chainRunning = false;
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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 (pendingRestore && !currentChainSucceeded) {
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restorePreviousServer();
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}
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pendingRestore = false;
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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::restorePreviousServer()
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{
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if (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();
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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, 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();
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}
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});
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}
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void IntentUrlParser::restoreToPreviousServer()
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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(previousServerHost, Qt::CaseInsensitive) == 0 &&
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QString::number(client->serverPort()) == 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 = client->serverName().compare(migrationTargetHost, Qt::CaseInsensitive) == 0 &&
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QString::number(client->serverPort()) == 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(previousServerHost, previousServerPort);
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if (index >= 0 && servers.hasLoginData(previousServerHost, 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(previousServerHost, 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(previousServerHost, previousServerPort);
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if (index >= 0 && servers.hasLoginData(previousServerHost, 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(previousServerHost, previousServerPort.toUInt(), username, password);
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}
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}
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