Example #1
0
void MainWindow::updateInstance(InstancePtr instance, AuthSessionPtr session, BaseProfilerFactory *profiler)
{
	auto updateTask = instance->doUpdate();
	if (!updateTask)
	{
		launchInstance(instance, session, profiler);
		return;
	}
	ProgressDialog tDialog(this);
	connect(updateTask.get(), &Task::succeeded, [this, instance, session, profiler]
	{ launchInstance(instance, session, profiler); });
	connect(updateTask.get(), SIGNAL(failed(QString)), SLOT(onGameUpdateError(QString)));
	tDialog.exec(updateTask.get());
}
Example #2
0
void MainWindow::updateInstance(BaseInstance *instance, MojangAccountPtr account)
{
	bool only_prepare = account->accountStatus() != Online;
	auto updateTask = instance->doUpdate(only_prepare);
	if (!updateTask)
	{
		launchInstance(instance, account);
		return;
	}
	ProgressDialog tDialog(this);
	connect(updateTask.get(), &Task::succeeded, [this, instance, account]
	{ launchInstance(instance, account); });
	connect(updateTask.get(), SIGNAL(failed(QString)), SLOT(onGameUpdateError(QString)));
	tDialog.exec(updateTask.get());
}
Example #3
0
void MainWindow::doLaunch(bool online, BaseProfilerFactory *profiler)
{
	if (!m_selectedInstance)
		return;

	// Find an account to use.
	std::shared_ptr<MojangAccountList> accounts = MMC->accounts();
	MojangAccountPtr account = accounts->activeAccount();
	if (accounts->count() <= 0)
	{
		// Tell the user they need to log in at least one account in order to play.
		auto reply = CustomMessageBox::selectable(
			this, tr("No Accounts"),
			tr("In order to play Minecraft, you must have at least one Mojang or Minecraft "
			   "account logged in to MultiMC."
			   "Would you like to open the account manager to add an account now?"),
			QMessageBox::Information, QMessageBox::Yes | QMessageBox::No)->exec();

		if (reply == QMessageBox::Yes)
		{
			// Open the account manager.
			on_actionManageAccounts_triggered();
		}
	}
	else if (account.get() == nullptr)
	{
		// If no default account is set, ask the user which one to use.
		AccountSelectDialog selectDialog(tr("Which account would you like to use?"),
										 AccountSelectDialog::GlobalDefaultCheckbox, this);

		selectDialog.exec();

		// Launch the instance with the selected account.
		account = selectDialog.selectedAccount();

		// If the user said to use the account as default, do that.
		if (selectDialog.useAsGlobalDefault() && account.get() != nullptr)
			accounts->setActiveAccount(account->username());
	}

	// if no account is selected, we bail
	if (!account.get())
		return;

	// we try empty password first :)
	QString password;
	// we loop until the user succeeds in logging in or gives up
	bool tryagain = true;
	// the failure. the default failure.
	QString failReason = tr("Your account is currently not logged in. Please enter "
							"your password to log in again.");

	while (tryagain)
	{
		AuthSessionPtr session(new AuthSession());
		session->wants_online = online;
		auto task = account->login(session, password);
		if (task)
		{
			// We'll need to validate the access token to make sure the account
			// is still logged in.
			ProgressDialog progDialog(this);
			if (online)
				progDialog.setSkipButton(true, tr("Play Offline"));
			progDialog.exec(task.get());
			if (!task->successful())
			{
				failReason = task->failReason();
			}
		}
		switch (session->status)
		{
		case AuthSession::Undetermined:
		{
			QLOG_ERROR() << "Received undetermined session status during login. Bye.";
			tryagain = false;
			break;
		}
		case AuthSession::RequiresPassword:
		{
			EditAccountDialog passDialog(failReason, this, EditAccountDialog::PasswordField);
			if (passDialog.exec() == QDialog::Accepted)
			{
				password = passDialog.password();
			}
			else
			{
				tryagain = false;
			}
			break;
		}
		case AuthSession::PlayableOffline:
		{
			// we ask the user for a player name
			bool ok = false;
			QString usedname = session->player_name;
			QString name = QInputDialog::getText(this, tr("Player name"),
												 tr("Choose your offline mode player name."),
												 QLineEdit::Normal, session->player_name, &ok);
			if (!ok)
			{
				tryagain = false;
				break;
			}
			if (name.length())
			{
				usedname = name;
			}
			session->MakeOffline(usedname);
			// offline flavored game from here :3
		}
		case AuthSession::PlayableOnline:
		{
			// update first if the server actually responded
			if (session->auth_server_online)
			{
				updateInstance(m_selectedInstance, session, profiler);
			}
			else
			{
				launchInstance(m_selectedInstance, session, profiler);
			}
			tryagain = false;
		}
		}
	}
}