Improve reliability of exiting gameplay

This commit is contained in:
Dan Balasescu 2021-12-24 14:23:09 +09:00
parent 59124faa48
commit 727335dcad
4 changed files with 74 additions and 17 deletions

View File

@ -15,6 +15,26 @@ public class Multiplayer : OnlinePlayScreen
[Resolved]
private MultiplayerClient client { get; set; }
protected override void LoadComplete()
{
base.LoadComplete();
client.RoomUpdated += onRoomUpdated;
onRoomUpdated();
}
private void onRoomUpdated()
{
if (client.Room == null)
return;
Debug.Assert(client.LocalUser != null);
// If the user exits gameplay before score submission completes, we'll transition to idle when results has been prepared.
if (client.LocalUser.State == MultiplayerUserState.Results && this.IsCurrentScreen())
transitionFromResults();
}
public override void OnResuming(IScreen last)
{
base.OnResuming(last);
@ -22,23 +42,27 @@ public override void OnResuming(IScreen last)
if (client.Room == null)
return;
if (!(last is MultiplayerPlayerLoader playerLoader))
return;
// If gameplay wasn't finished, then we have a simple path back to the idle state by aborting gameplay.
if (!playerLoader.GameplayCompleted)
{
client.AbortGameplay();
return;
}
// If gameplay was completed and the user went all the way to results, we'll transition to idle here.
// Otherwise, the transition will happen in onRoomUpdated().
transitionFromResults();
}
private void transitionFromResults()
{
Debug.Assert(client.LocalUser != null);
switch (client.LocalUser.State)
{
case MultiplayerUserState.Spectating:
break;
case MultiplayerUserState.WaitingForLoad:
case MultiplayerUserState.Loaded:
case MultiplayerUserState.Playing:
client.AbortGameplay();
break;
default:
client.ChangeState(MultiplayerUserState.Idle);
break;
}
if (client.LocalUser.State == MultiplayerUserState.Results)
client.ChangeState(MultiplayerUserState.Idle);
}
protected override string ScreenTitle => "Multiplayer";

View File

@ -30,7 +30,6 @@
using osu.Game.Screens.OnlinePlay.Multiplayer.Match.Playlist;
using osu.Game.Screens.OnlinePlay.Multiplayer.Participants;
using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.HUD;
using osu.Game.Users;
using osuTK;
@ -478,7 +477,7 @@ protected override Screen CreateGameplayScreen()
return new MultiSpectatorScreen(users.Take(PlayerGrid.MAX_PLAYERS).ToArray());
default:
return new PlayerLoader(() => new MultiplayerPlayer(Room, SelectedItem.Value, users));
return new MultiplayerPlayerLoader(() => new MultiplayerPlayer(Room, SelectedItem.Value, users));
}
}

View File

@ -0,0 +1,27 @@
// 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;
using osu.Framework.Screens;
using osu.Game.Screens.Play;
namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
public class MultiplayerPlayerLoader : PlayerLoader
{
public bool GameplayCompleted => player?.GameplayCompleted == true;
private Player player;
public MultiplayerPlayerLoader(Func<Player> createPlayer)
: base(createPlayer)
{
}
public override void OnSuspending(IScreen next)
{
base.OnSuspending(next);
player = (Player)next;
}
}
}

View File

@ -66,6 +66,11 @@ public abstract class Player : ScreenWithBeatmapBackground, ISamplePlaybackDisab
/// </summary>
protected virtual bool PauseOnFocusLost => true;
/// <summary>
/// Whether gameplay has completed without the user having failed.
/// </summary>
public bool GameplayCompleted { get; private set; }
public Action RestartRequested;
public bool HasFailed { get; private set; }
@ -675,6 +680,8 @@ private void scoreCompletionChanged(ValueChangedEvent<bool> completed)
if (HealthProcessor.HasFailed)
return;
GameplayCompleted = true;
// Setting this early in the process means that even if something were to go wrong in the order of events following, there
// is no chance that a user could return to the (already completed) Player instance from a child screen.
ValidForResume = false;