mirror of https://github.com/ppy/osu
Don't begin gameplay until all users are in a completely prepared state
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parent
b29a5e2073
commit
e86e9bfae6
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@ -3,12 +3,12 @@
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using System;
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using System.Diagnostics;
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using System.Threading;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Logging;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.RealtimeMultiplayer;
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using osu.Game.Scoring;
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@ -33,13 +33,14 @@ public class RealtimePlayer : TimeshiftPlayer
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private IBindable<bool> isConnected;
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private readonly TaskCompletionSource<bool> resultsReady = new TaskCompletionSource<bool>();
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private readonly ManualResetEventSlim startedEvent = new ManualResetEventSlim();
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[CanBeNull]
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private MultiplayerGameplayLeaderboard leaderboard;
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private readonly int[] userIds;
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private LoadingLayer loadingDisplay;
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/// <summary>
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/// Construct a multiplayer player.
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/// </summary>
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@ -60,6 +61,12 @@ private void load()
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client.MatchStarted += onMatchStarted;
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client.ResultsReady += onResultsReady;
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ScoreProcessor.HasCompleted.BindValueChanged(completed =>
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{
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// wait for server to tell us that results are ready (see SubmitScore implementation)
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loadingDisplay.Show();
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});
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isConnected = client.IsConnected.GetBoundCopy();
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isConnected.BindValueChanged(connected =>
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{
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@ -70,19 +77,20 @@ private void load()
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}
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}, true);
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client.ChangeState(MultiplayerUserState.Loaded)
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.ContinueWith(task => failAndBail(task.Exception?.Message ?? "Server error"), TaskContinuationOptions.NotOnRanToCompletion);
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if (!startedEvent.Wait(TimeSpan.FromSeconds(30)))
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{
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failAndBail("Failed to start the multiplayer match in time.");
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return;
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}
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Debug.Assert(client.Room != null);
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// todo: this should be implemented via a custom HUD implementation, and correctly masked to the main content area.
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LoadComponentAsync(leaderboard = new MultiplayerGameplayLeaderboard(ScoreProcessor, userIds), HUDOverlay.Add);
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HUDOverlay.Add(loadingDisplay = new LoadingLayer(DrawableRuleset) { Depth = float.MaxValue });
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}
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protected override void StartGameplay()
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{
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// block base call, but let the server know we are ready to start.
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loadingDisplay.Show();
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client.ChangeState(MultiplayerUserState.Loaded).ContinueWith(task => failAndBail(task.Exception?.Message ?? "Server error"), TaskContinuationOptions.NotOnRanToCompletion);
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}
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private void failAndBail(string message = null)
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@ -90,7 +98,6 @@ private void failAndBail(string message = null)
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if (!string.IsNullOrEmpty(message))
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Logger.Log(message, LoggingTarget.Runtime, LogLevel.Important);
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startedEvent.Set();
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Schedule(() => PerformExit(false));
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}
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@ -112,7 +119,11 @@ private void adjustLeaderboardPosition()
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padding + HUDOverlay.TopScoringElementsHeight);
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}
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private void onMatchStarted() => startedEvent.Set();
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private void onMatchStarted() => Scheduler.Add(() =>
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{
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loadingDisplay.Hide();
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base.StartGameplay();
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});
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private void onResultsReady() => resultsReady.SetResult(true);
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@ -124,7 +135,7 @@ protected override async Task SubmitScore(Score score)
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// Await up to 30 seconds for results to become available (3 api request timeouts).
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// This is arbitrary just to not leave the player in an essentially deadlocked state if any connection issues occur.
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await Task.WhenAny(resultsReady.Task, Task.Delay(TimeSpan.FromSeconds(30)));
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await Task.WhenAny(resultsReady.Task, Task.Delay(TimeSpan.FromSeconds(60)));
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}
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protected override ResultsScreen CreateResults(ScoreInfo score)
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@ -723,9 +723,6 @@ public override void OnEntering(IScreen last)
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storyboardReplacesBackground.Value = Beatmap.Value.Storyboard.ReplacesBackground && Beatmap.Value.Storyboard.HasDrawable;
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GameplayClockContainer.Restart();
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GameplayClockContainer.FadeInFromZero(750, Easing.OutQuint);
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foreach (var mod in Mods.Value.OfType<IApplicableToPlayer>())
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mod.ApplyToPlayer(this);
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@ -740,6 +737,21 @@ public override void OnEntering(IScreen last)
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mod.ApplyToTrack(musicController.CurrentTrack);
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updateGameplayState();
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GameplayClockContainer.FadeInFromZero(750, Easing.OutQuint);
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StartGameplay();
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}
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/// <summary>
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/// Called to trigger the starting of the gameplay clock and underlying gameplay.
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/// This will be called on entering the player screen once. A derived class may block the first call to this to delay the start of gameplay.
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/// </summary>
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protected virtual void StartGameplay()
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{
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if (GameplayClockContainer.GameplayClock.IsRunning)
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throw new InvalidOperationException($"{nameof(StartGameplay)} should not be called when the gameplay clock is already running");
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GameplayClockContainer.Restart();
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}
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public override void OnSuspending(IScreen next)
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