Properly implement launching and downloading
Also added a system to select an active account to log in with.
This commit is contained in:
@ -85,11 +85,6 @@ MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent), ui(new Ui::MainWi
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ui->setupUi(this);
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setWindowTitle(QString("MultiMC %1").arg(MMC->version().toString()));
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// Set the selected instance to null
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m_selectedInstance = nullptr;
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// Set active instance to null.
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m_activeInst = nullptr;
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// OSX magic.
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setUnifiedTitleAndToolBarOnMac(true);
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@ -563,7 +558,7 @@ void MainWindow::doLogin(const QString &errorMsg)
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// Find an account to use.
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std::shared_ptr<MojangAccountList> accounts = MMC->accounts();
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MojangAccountPtr account;
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MojangAccountPtr account = accounts->activeAccount();
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if (accounts->count() <= 0)
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{
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// Tell the user they need to log in at least one account in order to play.
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@ -577,44 +572,90 @@ void MainWindow::doLogin(const QString &errorMsg)
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// Open the account manager.
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on_actionManageAccounts_triggered();
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}
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return;
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}
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else if (account.get() == nullptr)
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{
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// Tell the user they need to log in at least one account in order to play.
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auto reply = CustomMessageBox::selectable(this, tr("No Account Selected"),
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tr("You don't have an account selected as an active account."
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"Would you like to open the account manager to select one now?"),
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QMessageBox::Information, QMessageBox::Yes | QMessageBox::No)->exec();
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if (reply == QMessageBox::Yes)
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{
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// Open the account manager.
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on_actionManageAccounts_triggered();
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}
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}
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else
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{
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// TODO: Allow user to select different accounts.
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// For now, we'll just use the first one in the list until I get arround to implementing that.
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account = accounts->at(0);
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// We'll need to validate the access token to make sure the account is still logged in.
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// TODO: Do that ^
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prepareLaunch(m_selectedInstance, account);
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}
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}
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// We'll need to validate the access token to make sure the account is still logged in.
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// TODO: Do that ^
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launchInstance(m_selectedInstance, account);
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/*
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LoginDialog *loginDlg = new LoginDialog(this, errorMsg);
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if (!m_selectedInstance->lastLaunch())
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loginDlg->forceOnline();
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loginDlg->exec();
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if (loginDlg->result() == QDialog::Accepted)
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void MainWindow::prepareLaunch(BaseInstance* instance, MojangAccountPtr account)
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{
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BaseUpdate *updateTask = instance->doUpdate();
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if (!updateTask)
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{
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if (loginDlg->isOnline())
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{
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m_activeInst = m_selectedInstance;
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doLogin(loginDlg->getUsername(), loginDlg->getPassword());
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}
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else
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{
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QString user = loginDlg->getUsername();
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if (user.length() == 0)
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user = QString("Player");
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m_activeLogin = {user, QString("Offline"), user, QString()};
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m_activeInst = m_selectedInstance;
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launchInstance(m_activeInst, m_activeLogin);
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}
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launchInstance(instance, account);
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}
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else
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{
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ProgressDialog tDialog(this);
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connect(updateTask, &BaseUpdate::succeeded, [this, instance, account] { launchInstance(instance, account); });
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connect(updateTask, SIGNAL(failed(QString)), SLOT(onGameUpdateError(QString)));
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tDialog.exec(updateTask);
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delete updateTask;
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}
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QString playerName = account->currentProfile()->name();
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auto job = new NetJob("Player skin: " + playerName);
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auto meta = MMC->metacache()->resolveEntry("skins", playerName + ".png");
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auto action = CacheDownload::make(
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QUrl("http://skins.minecraft.net/MinecraftSkins/" + playerName + ".png"),
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meta);
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job->addNetAction(action);
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meta->stale = true;
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job->start();
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auto filename = MMC->metacache()->resolveEntry("skins", "skins.json")->getFullPath();
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QFile listFile(filename);
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// Add skin mapping
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QByteArray data;
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{
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if (!listFile.open(QIODevice::ReadWrite))
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{
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QLOG_ERROR() << "Failed to open/make skins list JSON";
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return;
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}
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data = listFile.readAll();
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}
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QJsonParseError jsonError;
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QJsonDocument jsonDoc = QJsonDocument::fromJson(data, &jsonError);
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QJsonObject root = jsonDoc.object();
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QJsonObject mappings = root.value("mappings").toObject();
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QJsonArray usernames = mappings.value(account->username()).toArray();
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if (!usernames.contains(playerName))
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{
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usernames.prepend(playerName);
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mappings[account->username()] = usernames;
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root["mappings"] = mappings;
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jsonDoc.setObject(root);
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// QJson hack - shouldn't have to clear the file every time a save happens
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listFile.resize(0);
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listFile.write(jsonDoc.toJson());
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}
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*/
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}
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void MainWindow::launchInstance(BaseInstance *instance, MojangAccountPtr account)
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@ -652,76 +693,6 @@ void MainWindow::launchInstance(BaseInstance *instance, MojangAccountPtr account
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proc->launch();
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}
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void MainWindow::onLoginComplete()
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{
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if (!m_activeInst)
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return;
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LoginTask *task = (LoginTask *)QObject::sender();
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m_activeLogin = task->getResult();
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BaseUpdate *updateTask = m_activeInst->doUpdate();
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if (!updateTask)
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{
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//launchInstance(m_activeInst, m_activeLogin);
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}
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else
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{
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ProgressDialog tDialog(this);
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connect(updateTask, SIGNAL(succeeded()), SLOT(onGameUpdateComplete()));
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connect(updateTask, SIGNAL(failed(QString)), SLOT(onGameUpdateError(QString)));
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tDialog.exec(updateTask);
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delete updateTask;
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}
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auto job = new NetJob("Player skin: " + m_activeLogin.player_name);
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auto meta = MMC->metacache()->resolveEntry("skins", m_activeLogin.player_name + ".png");
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auto action = CacheDownload::make(
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QUrl("http://skins.minecraft.net/MinecraftSkins/" + m_activeLogin.player_name + ".png"),
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meta);
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job->addNetAction(action);
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meta->stale = true;
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job->start();
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auto filename = MMC->metacache()->resolveEntry("skins", "skins.json")->getFullPath();
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QFile listFile(filename);
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// Add skin mapping
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QByteArray data;
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{
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if (!listFile.open(QIODevice::ReadWrite))
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{
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QLOG_ERROR() << "Failed to open/make skins list JSON";
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return;
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}
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data = listFile.readAll();
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}
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QJsonParseError jsonError;
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QJsonDocument jsonDoc = QJsonDocument::fromJson(data, &jsonError);
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QJsonObject root = jsonDoc.object();
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QJsonObject mappings = root.value("mappings").toObject();
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QJsonArray usernames = mappings.value(m_activeLogin.username).toArray();
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if (!usernames.contains(m_activeLogin.player_name))
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{
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usernames.prepend(m_activeLogin.player_name);
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mappings[m_activeLogin.username] = usernames;
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root["mappings"] = mappings;
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jsonDoc.setObject(root);
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// QJson hack - shouldn't have to clear the file every time a save happens
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listFile.resize(0);
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listFile.write(jsonDoc.toJson());
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}
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}
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void MainWindow::onGameUpdateComplete()
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{
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//launchInstance(m_activeInst, m_activeLogin);
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}
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void MainWindow::onGameUpdateError(QString error)
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{
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CustomMessageBox::selectable(this, tr("Error updating instance"), error,
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