UI: session save/resume controls + resync status (#8)
Add UI controls for the netplay session save/resume and resync indicator features: - netplay_create.slint: Add 'Resume Session...' button with file picker callback for .netplay-state files - netplay_wait.slint: Add 'Save Session' button (host only, gated by is_host property), add resyncing indicator badge - netplay_page.slint: Add resyncing property to NetplayData global - src/ui/netplay.rs: Wire on_netplay_resume_session callback (opens file picker, placeholder for #3 flow), on_netplay_save_session callback (placeholder for #3 flow), set is_host on wait window setup The save/resume callbacks show placeholder messages until #3 is implemented. The resync indicator shows during ResyncState != Idle. Closes #8
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@ -16,6 +16,7 @@ export component NetplayCreate inherits Page {
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title: @tr("Netplay: Create Session");
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callback select_rom(string);
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callback create_session(string, string, string, string, string, string, bool, bool);
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callback resume_session(string);
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callback close;
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VerticalBox {
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@ -113,6 +114,14 @@ export component NetplayCreate inherits Page {
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}
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}
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Button {
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text: @tr("Resume Session…");
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enabled: !NetplayData.pending_session;
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clicked => {
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resume_session(SettingsData.rom_dir);
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}
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}
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Button {
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text: @tr("Cancel");
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clicked => {
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@ -27,6 +27,7 @@ export global NetplayData {
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in-out property <bool> show_wait_session;
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in-out property <bool> show_create_session;
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in-out property <bool> show_join_session;
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in-out property <bool> resyncing;
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}
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export component Netplay inherits Page {
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@ -21,12 +21,15 @@ export global NetplayWaitData {
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in-out property <int> recommended_delay;
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in-out property <bool> game_pal;
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in-out property <int> connected_peers_count;
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in-out property <bool> is_host;
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in-out property <bool> resyncing;
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}
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export component NetplayWait inherits Page {
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title: @tr("Netplay: Waiting Room");
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callback send_chat_message(string);
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callback begin_game(int);
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callback save_session;
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callback close;
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VerticalBox {
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alignment: start;
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@ -143,6 +146,14 @@ export component NetplayWait inherits Page {
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}
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}
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if NetplayWaitData.is_host: Button {
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text: @tr("Save Session");
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enabled: NetplayWaitData.can_start;
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clicked => {
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save_session();
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}
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}
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Button {
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text: @tr("Cancel");
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clicked => {
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@ -150,6 +161,17 @@ export component NetplayWait inherits Page {
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}
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}
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}
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if NetplayWaitData.resyncing: Rectangle {
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background: #ffaa00;
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height: 24px;
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Text {
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text: @tr("Resyncing…");
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horizontal-alignment: center;
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vertical-alignment: center;
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color: white;
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}
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}
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}
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}
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}
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@ -271,6 +271,48 @@ fn setup_callbacks(
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app.on_netplay_feedback_button_clicked(move || {
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open_uri("https://github.com/gopher64/gopher64/discussions/453");
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});
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// Resume Session: open a file picker for .netplay-state files
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let weak_app = app.as_weak();
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app.on_netplay_resume_session(move |rom_dir| {
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let weak_app = weak_app.clone();
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tokio::spawn(async move {
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if let Some(file) = rfd::AsyncFilePicker::new()
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.add_filter("Netplay State", &["netplay-state"])
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.set_directory(rom_dir)
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.pick_file()
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.await
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{
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eprintln!("resume session from: {}", file.display());
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// TODO: #3 — load the netplay session state from the file and
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// re-establish the connection. For now, just show a message.
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weak_app
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.upgrade_in_event_loop(|handle| {
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ui::video::onscreen_message(
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"Resume session not yet implemented (#3)",
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ui::video::MESSAGE_LENGTH_MESSAGE_SHORT,
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);
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let _ = handle;
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})
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.ok();
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}
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});
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});
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// Save Session: host-only, triggers the save flow from #3
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let weak_app = app.as_weak();
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app.on_netplay_save_session(move || {
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eprintln!("save session requested");
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weak_app
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.upgrade_in_event_loop(|handle| {
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ui::video::onscreen_message(
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"Save session not yet implemented (#3)",
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ui::video::MESSAGE_LENGTH_MESSAGE_SHORT,
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);
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let _ = handle;
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})
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.ok();
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});
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}
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fn close_connections(
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@ -751,6 +793,12 @@ fn setup_wait_window(
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app.set_netplay_game_name(game_name);
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app.set_netplay_rom_path(rom_path);
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app.set_netplay_can_start(true);
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// Set is_host: the host is the first player (player_number == 0).
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// The player_name is set in NetplayData and the first player in the list
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// is the host. This is determined when the session is created.
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app.set_netplay_is_host(
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app.get_netplay_player_name() == app.get_netplay_players().iter().next().map(|s| s.to_string()).unwrap_or_default().as_str()
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);
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let request_update = NetplayLobbyMessage {
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message_type: MessageType::RequestUpdateSession,
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