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Implement MultiplayerComposite, replaces RoomBindings
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osu.Game/Screens/Multi/MultiplayerComposite.cs
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89
osu.Game/Screens/Multi/MultiplayerComposite.cs
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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 System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Users;
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namespace osu.Game.Screens.Multi
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{
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public class MultiplayerComposite : CompositeDrawable
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{
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[Resolved]
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public Room Room { get; private set; }
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[Resolved(typeof(Room))]
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public Bindable<int?> RoomID { get; private set; }
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[Resolved(typeof(Room))]
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public Bindable<string> Name { get; private set; }
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[Resolved(typeof(Room))]
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public Bindable<User> Host { get; private set; }
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[Resolved(typeof(Room))]
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public Bindable<RoomStatus> Status { get; private set; }
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[Resolved(typeof(Room))]
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public Bindable<GameType> Type { get; private set; }
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[Resolved(typeof(Room))]
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public BindableList<PlaylistItem> Playlist { get; private set; }
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[Resolved(typeof(Room))]
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public Bindable<IEnumerable<User>> Participants { get; private set; }
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[Resolved(typeof(Room))]
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public Bindable<int> ParticipantCount { get; private set; }
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[Resolved(typeof(Room))]
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public Bindable<int?> MaxParticipants { get; private set; }
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[Resolved(typeof(Room))]
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public Bindable<DateTimeOffset> EndDate { get; private set; }
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[Resolved(typeof(Room))]
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public Bindable<RoomAvailability> Availability { get; private set; }
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[Resolved(typeof(Room))]
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public Bindable<TimeSpan> Duration { get; private set; }
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private readonly Bindable<BeatmapInfo> currentBeatmap = new Bindable<BeatmapInfo>();
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public IBindable<BeatmapInfo> CurrentBeatmap => currentBeatmap;
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private readonly Bindable<IEnumerable<Mod>> currentMods = new Bindable<IEnumerable<Mod>>();
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public IBindable<IEnumerable<Mod>> CurrentMods => currentMods;
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private readonly Bindable<RulesetInfo> currentRuleset = new Bindable<RulesetInfo>();
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public IBindable<RulesetInfo> CurrentRuleset => currentRuleset;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Playlist.ItemsAdded += _ => updatePlaylist();
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Playlist.ItemsRemoved += _ => updatePlaylist();
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updatePlaylist();
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}
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private void updatePlaylist()
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{
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// Todo: We only ever have one playlist item for now. In the future, this will be user-settable
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var playlistItem = Playlist.FirstOrDefault();
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currentBeatmap.Value = playlistItem?.Beatmap;
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currentMods.Value = playlistItem?.RequiredMods ?? Enumerable.Empty<Mod>();
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currentRuleset.Value = playlistItem?.Ruleset;
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}
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}
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}
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