Refactor `SoloGameplayLeaderboard` to not read scores via DI

Also allows updating scores if they arrive late.
This commit is contained in:
Dean Herbert 2022-09-13 17:07:13 +09:00
parent d2b80645ab
commit 70e6b595f1
1 changed files with 26 additions and 15 deletions

View File

@ -1,32 +1,43 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Online.Leaderboards;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Users;
namespace osu.Game.Screens.Play.HUD
{
public class SoloGameplayLeaderboard : GameplayLeaderboard
{
[BackgroundDependencyLoader]
private void load(Player player, ScoreProcessor processor, ILeaderboard leaderboard)
private readonly IUser trackingUser;
[Resolved]
private ScoreProcessor scoreProcessor { get; set; } = null!;
public SoloGameplayLeaderboard(IUser trackingUser)
{
ILeaderboardScore local = Add(player.Score.ScoreInfo.User, true);
this.trackingUser = trackingUser;
}
local.TotalScore.BindTarget = processor.TotalScore;
local.Accuracy.BindTarget = processor.Accuracy;
local.Combo.BindTarget = processor.Combo;
public void ShowScores(IEnumerable<IScoreInfo> scores)
{
Clear();
foreach (var s in leaderboard.Scores)
if (!scores.Any())
return;
ILeaderboardScore local = Add(trackingUser, true);
local.TotalScore.BindTarget = scoreProcessor.TotalScore;
local.Accuracy.BindTarget = scoreProcessor.Accuracy;
local.Combo.BindTarget = scoreProcessor.Combo;
foreach (var s in scores)
{
// todo: APIUser is pain for IScoreInfo.
var score = Add(new APIUser
{
Id = s.User.OnlineID,
Username = s.User.Username,
}, false);
var score = Add(s.User, false);
score.TotalScore.Value = s.TotalScore;
score.Accuracy.Value = s.Accuracy;