2020-12-20 15:04:06 +00:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2020-12-20 15:13:05 +00:00
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using System;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.RealtimeMultiplayer;
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using osu.Game.Scoring;
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using osu.Game.Screens.Multi.Play;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Screens.Ranking;
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using osuTK;
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namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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{
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// Todo: The "room" part of TimeshiftPlayer should be split out into an abstract player class to be inherited instead.
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public class RealtimePlayer : TimeshiftPlayer
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{
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protected override bool PauseOnFocusLost => false;
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// Disallow fails in multiplayer for now.
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protected override bool CheckModsAllowFailure() => false;
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[Resolved]
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private StatefulMultiplayerClient client { get; set; }
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private readonly TaskCompletionSource<bool> resultsReady = new TaskCompletionSource<bool>();
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private readonly ManualResetEventSlim startedEvent = new ManualResetEventSlim();
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[CanBeNull]
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private MultiplayerGameplayLeaderboard leaderboard;
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public RealtimePlayer(PlaylistItem playlistItem)
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: base(playlistItem, false)
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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if (Token == null)
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return; // Todo: Somehow handle token retrieval failure.
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client.MatchStarted += onMatchStarted;
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client.ResultsReady += onResultsReady;
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client.ChangeState(MultiplayerUserState.Loaded);
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if (!startedEvent.Wait(TimeSpan.FromSeconds(30)))
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{
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Logger.Log("Failed to start the multiplayer match in time.", LoggingTarget.Runtime, LogLevel.Important);
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Schedule(() =>
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{
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ValidForResume = false;
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this.Exit();
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});
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}
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Debug.Assert(client.Room != null);
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int[] userIds = client.Room.Users.Where(u => u.State >= MultiplayerUserState.WaitingForLoad).Select(u => u.UserID).ToArray();
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// todo: this should be implemented via a custom HUD implementation, and correctly masked to the main content area.
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LoadComponentAsync(leaderboard = new MultiplayerGameplayLeaderboard(ScoreProcessor, userIds), HUDOverlay.Add);
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}
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protected override void Update()
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{
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base.Update();
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adjustLeaderboardPosition();
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}
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private void adjustLeaderboardPosition()
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{
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if (leaderboard == null)
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return;
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const float padding = 44; // enough margin to avoid the hit error display.
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leaderboard.Position = new Vector2(
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padding,
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padding + HUDOverlay.TopScoringElementsHeight);
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}
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private void onMatchStarted() => startedEvent.Set();
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private void onResultsReady() => resultsReady.SetResult(true);
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protected override async Task SubmitScore(Score score)
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{
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await base.SubmitScore(score);
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await client.ChangeState(MultiplayerUserState.FinishedPlay);
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// Await up to 30 seconds for results to become available (3 api request timeouts).
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// This is arbitrary just to not leave the player in an essentially deadlocked state if any connection issues occur.
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await Task.WhenAny(resultsReady.Task, Task.Delay(TimeSpan.FromSeconds(30)));
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}
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protected override ResultsScreen CreateResults(ScoreInfo score)
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{
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Debug.Assert(RoomId.Value != null);
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return new RealtimeResultsScreen(score, RoomId.Value.Value, PlaylistItem);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (client != null)
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{
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client.MatchStarted -= onMatchStarted;
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client.ResultsReady -= onResultsReady;
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}
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}
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}
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}
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