mirror of https://github.com/ppy/osu
Improve reliability of exiting gameplay
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59124faa48
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@ -15,6 +15,26 @@ public class Multiplayer : OnlinePlayScreen
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[Resolved]
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private MultiplayerClient client { get; set; }
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protected override void LoadComplete()
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{
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base.LoadComplete();
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client.RoomUpdated += onRoomUpdated;
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onRoomUpdated();
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}
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private void onRoomUpdated()
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{
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if (client.Room == null)
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return;
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Debug.Assert(client.LocalUser != null);
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// If the user exits gameplay before score submission completes, we'll transition to idle when results has been prepared.
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if (client.LocalUser.State == MultiplayerUserState.Results && this.IsCurrentScreen())
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transitionFromResults();
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}
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public override void OnResuming(IScreen last)
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{
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base.OnResuming(last);
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@ -22,23 +42,27 @@ public override void OnResuming(IScreen last)
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if (client.Room == null)
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return;
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if (!(last is MultiplayerPlayerLoader playerLoader))
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return;
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// If gameplay wasn't finished, then we have a simple path back to the idle state by aborting gameplay.
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if (!playerLoader.GameplayCompleted)
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{
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client.AbortGameplay();
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return;
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}
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// If gameplay was completed and the user went all the way to results, we'll transition to idle here.
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// Otherwise, the transition will happen in onRoomUpdated().
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transitionFromResults();
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}
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private void transitionFromResults()
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{
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Debug.Assert(client.LocalUser != null);
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switch (client.LocalUser.State)
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{
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case MultiplayerUserState.Spectating:
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break;
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case MultiplayerUserState.WaitingForLoad:
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case MultiplayerUserState.Loaded:
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case MultiplayerUserState.Playing:
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client.AbortGameplay();
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break;
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default:
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client.ChangeState(MultiplayerUserState.Idle);
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break;
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}
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if (client.LocalUser.State == MultiplayerUserState.Results)
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client.ChangeState(MultiplayerUserState.Idle);
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}
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protected override string ScreenTitle => "Multiplayer";
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@ -30,7 +30,6 @@
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using osu.Game.Screens.OnlinePlay.Multiplayer.Match.Playlist;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Participants;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Users;
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using osuTK;
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@ -478,7 +477,7 @@ protected override Screen CreateGameplayScreen()
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return new MultiSpectatorScreen(users.Take(PlayerGrid.MAX_PLAYERS).ToArray());
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default:
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return new PlayerLoader(() => new MultiplayerPlayer(Room, SelectedItem.Value, users));
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return new MultiplayerPlayerLoader(() => new MultiplayerPlayer(Room, SelectedItem.Value, users));
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}
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}
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@ -0,0 +1,27 @@
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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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using System;
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using osu.Framework.Screens;
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using osu.Game.Screens.Play;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer
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{
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public class MultiplayerPlayerLoader : PlayerLoader
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{
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public bool GameplayCompleted => player?.GameplayCompleted == true;
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private Player player;
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public MultiplayerPlayerLoader(Func<Player> createPlayer)
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: base(createPlayer)
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{
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}
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public override void OnSuspending(IScreen next)
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{
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base.OnSuspending(next);
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player = (Player)next;
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}
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}
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}
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@ -66,6 +66,11 @@ public abstract class Player : ScreenWithBeatmapBackground, ISamplePlaybackDisab
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/// </summary>
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protected virtual bool PauseOnFocusLost => true;
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/// <summary>
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/// Whether gameplay has completed without the user having failed.
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/// </summary>
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public bool GameplayCompleted { get; private set; }
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public Action RestartRequested;
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public bool HasFailed { get; private set; }
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@ -675,6 +680,8 @@ private void scoreCompletionChanged(ValueChangedEvent<bool> completed)
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if (HealthProcessor.HasFailed)
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return;
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GameplayCompleted = true;
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// Setting this early in the process means that even if something were to go wrong in the order of events following, there
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// is no chance that a user could return to the (already completed) Player instance from a child screen.
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ValidForResume = false;
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