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Add automatic downloading support when spectating a multiplayer room
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@ -3,12 +3,19 @@
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#nullable disable
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using System.Linq;
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using System.Threading;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Graphics;
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using osu.Game.Graphics.UserInterfaceV2;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osuTK;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
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@ -46,10 +53,11 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
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}
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[BackgroundDependencyLoader]
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private void load()
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private void load(OsuConfigManager config)
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{
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operationInProgress = ongoingOperationTracker.InProgress.GetBoundCopy();
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operationInProgress.BindValueChanged(_ => updateState());
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automaticallyDownload = config.GetBindable<bool>(OsuSetting.AutomaticallyDownloadMissingBeatmaps);
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}
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protected override void OnRoomUpdated()
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@ -77,6 +85,70 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
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button.Enabled.Value = Client.Room != null
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&& Client.Room.State != MultiplayerRoomState.Closed
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&& !operationInProgress.Value;
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Scheduler.AddOnce(checkForAutomaticDownload);
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}
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#region Automatic download handling
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[Resolved]
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private BeatmapLookupCache beatmapLookupCache { get; set; }
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[Resolved]
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private BeatmapModelDownloader beatmapDownloader { get; set; } = null!;
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[Resolved]
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private BeatmapManager beatmaps { get; set; }
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private CancellationTokenSource downloadCheckCancellation;
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private Bindable<bool> automaticallyDownload;
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protected override void PlaylistItemChanged(MultiplayerPlaylistItem item)
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{
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base.PlaylistItemChanged(item);
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Scheduler.AddOnce(checkForAutomaticDownload);
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}
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private void checkForAutomaticDownload()
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{
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MultiplayerPlaylistItem item = Client.Room?.Playlist.FirstOrDefault(i => !i.Expired);
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downloadCheckCancellation?.Cancel();
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if (item == null)
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return;
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if (!automaticallyDownload.Value)
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return;
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// While we can support automatic downloads when not spectating, there are some usability concerns.
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// - In host rotate mode, this could potentially be unwanted by some users (even though they want automatic downloads everywhere else).
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// - When first joining a room, the expectation should be that the user is checking out the room, and they may not immediately want to download the selected beatmap.
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//
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// Rather than over-complicating this flow, let's only auto-download when spectating for the time being.
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// A potential path forward would be to have a local auto-download checkbox above the playlist item list area.
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if (Client.LocalUser?.State != MultiplayerUserState.Spectating)
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return;
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// In a perfect world we'd use BeatmapAvailability, but there's no event-driven flow for when a selection changes.
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// ie. if selection changes from "not downloaded" to another "not downloaded" we wouldn't get a value changed raised.
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beatmapLookupCache
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.GetBeatmapAsync(item.BeatmapID, (downloadCheckCancellation = new CancellationTokenSource()).Token)
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.ContinueWith(resolved => Schedule(() =>
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{
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var beatmapSet = resolved.GetResultSafely()?.BeatmapSet;
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if (beatmapSet == null)
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return;
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if (beatmaps.IsAvailableLocally(new BeatmapSetInfo { OnlineID = beatmapSet.OnlineID }))
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return;
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beatmapDownloader.Download(beatmapSet);
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}));
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}
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#endregion
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}
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}
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