dolphin/Source/Core/UICommon/NetPlayIndex.h

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// Copyright 2019 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <functional>
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#include <map>
#include <optional>
#include <string>
#include <thread>
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#include <utility>
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#include <vector>
#include "Common/Event.h"
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struct NetPlaySession
{
std::string name;
std::string region;
std::string method;
std::string server_id;
std::string game_id;
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std::string version;
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int player_count;
int port;
bool has_password;
bool in_game;
bool EncryptID(const std::string& password);
std::optional<std::string> DecryptID(const std::string& password) const;
};
class NetPlayIndex
{
public:
explicit NetPlayIndex();
~NetPlayIndex();
std::optional<std::vector<NetPlaySession>>
List(const std::map<std::string, std::string>& filters = {});
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static std::vector<std::pair<std::string, std::string>> GetRegions();
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bool Add(const NetPlaySession& session);
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void Remove();
bool HasActiveSession() const;
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void SetPlayerCount(int player_count);
void SetInGame(bool in_game);
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void SetGame(std::string game);
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const std::string& GetLastError() const;
void SetErrorCallback(std::function<void()> callback);
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private:
void NotificationLoop();
std::string m_secret;
std::string m_game;
int m_player_count = 0;
bool m_in_game = false;
std::string m_last_error;
std::thread m_session_thread;
Common::Event m_session_thread_exit_event;
std::function<void()> m_error_callback = nullptr;
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};