mirror of https://github.com/ppy/osu
262 lines
8.6 KiB
C#
262 lines
8.6 KiB
C#
// 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 MessagePack;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Online;
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using osu.Game.Online.Rooms;
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using osu.Game.Rulesets;
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using osu.Game.Scoring;
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using osuTK.Graphics;
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namespace osu.Game.Users
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{
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/// <summary>
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/// Base class for all structures describing the user's current activity.
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/// </summary>
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/// <remarks>
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/// Warning: keep <see cref="UnionAttribute"/> specs consistent with
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/// <see cref="SignalRWorkaroundTypes.BASE_TYPE_MAPPING"/>.
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/// </remarks>
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[Serializable]
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[MessagePackObject]
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[Union(11, typeof(ChoosingBeatmap))]
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[Union(12, typeof(InSoloGame))]
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[Union(13, typeof(WatchingReplay))]
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[Union(14, typeof(SpectatingUser))]
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[Union(21, typeof(SearchingForLobby))]
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[Union(22, typeof(InLobby))]
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[Union(23, typeof(InMultiplayerGame))]
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[Union(24, typeof(SpectatingMultiplayerGame))]
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[Union(31, typeof(InPlaylistGame))]
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[Union(41, typeof(EditingBeatmap))]
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[Union(42, typeof(ModdingBeatmap))]
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[Union(43, typeof(TestingBeatmap))]
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public abstract class UserActivity
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{
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public abstract string GetStatus(bool hideIdentifiableInformation = false);
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public virtual string? GetDetails(bool hideIdentifiableInformation = false) => null;
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public virtual Color4 GetAppropriateColour(OsuColour colours) => colours.GreenDarker;
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[MessagePackObject]
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public class ChoosingBeatmap : UserActivity
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{
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public override string GetStatus(bool hideIdentifiableInformation = false) => "Choosing a beatmap";
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}
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[MessagePackObject]
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public abstract class InGame : UserActivity
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{
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[Key(0)]
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public int BeatmapID { get; set; }
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[Key(1)]
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public string BeatmapDisplayTitle { get; set; } = string.Empty;
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[Key(2)]
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public int RulesetID { get; set; }
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[Key(3)]
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public string RulesetPlayingVerb { get; set; } = string.Empty; // TODO: i'm going with this for now, but this is wasteful
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protected InGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
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{
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BeatmapID = beatmapInfo.OnlineID;
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BeatmapDisplayTitle = beatmapInfo.GetDisplayTitle();
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RulesetID = ruleset.OnlineID;
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RulesetPlayingVerb = ruleset.CreateInstance().PlayingVerb;
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}
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[SerializationConstructor]
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protected InGame() { }
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public override string GetStatus(bool hideIdentifiableInformation = false) => RulesetPlayingVerb;
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public override string GetDetails(bool hideIdentifiableInformation = false) => BeatmapDisplayTitle;
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}
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[MessagePackObject]
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public class InSoloGame : InGame
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{
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public InSoloGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
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: base(beatmapInfo, ruleset)
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{
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}
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[SerializationConstructor]
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public InSoloGame() { }
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}
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[MessagePackObject]
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public class InMultiplayerGame : InGame
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{
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public InMultiplayerGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
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: base(beatmapInfo, ruleset)
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{
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}
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[SerializationConstructor]
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public InMultiplayerGame()
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{
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}
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public override string GetStatus(bool hideIdentifiableInformation = false) => $@"{base.GetStatus(hideIdentifiableInformation)} with others";
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}
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[MessagePackObject]
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public class InPlaylistGame : InGame
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{
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public InPlaylistGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
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: base(beatmapInfo, ruleset)
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{
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}
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[SerializationConstructor]
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public InPlaylistGame() { }
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}
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[MessagePackObject]
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public class TestingBeatmap : InGame
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{
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public TestingBeatmap(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
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: base(beatmapInfo, ruleset)
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{
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}
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[SerializationConstructor]
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public TestingBeatmap() { }
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public override string GetStatus(bool hideIdentifiableInformation = false) => "Testing a beatmap";
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}
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[MessagePackObject]
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public class EditingBeatmap : UserActivity
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{
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[Key(0)]
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public int BeatmapID { get; set; }
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[Key(1)]
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public string BeatmapDisplayTitle { get; set; } = string.Empty;
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public EditingBeatmap(IBeatmapInfo info)
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{
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BeatmapID = info.OnlineID;
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BeatmapDisplayTitle = info.GetDisplayTitle();
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}
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[SerializationConstructor]
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public EditingBeatmap() { }
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public override string GetStatus(bool hideIdentifiableInformation = false) => @"Editing a beatmap";
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public override string GetDetails(bool hideIdentifiableInformation = false) => BeatmapDisplayTitle;
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}
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[MessagePackObject]
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public class ModdingBeatmap : EditingBeatmap
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{
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public ModdingBeatmap(IBeatmapInfo info)
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: base(info)
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{
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}
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[SerializationConstructor]
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public ModdingBeatmap() { }
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public override string GetStatus(bool hideIdentifiableInformation = false) => "Modding a beatmap";
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public override Color4 GetAppropriateColour(OsuColour colours) => colours.PurpleDark;
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}
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[MessagePackObject]
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public class WatchingReplay : UserActivity
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{
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[Key(0)]
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public long ScoreID { get; set; }
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[Key(1)]
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public string PlayerName { get; set; } = string.Empty;
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[Key(2)]
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public int BeatmapID { get; set; }
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[Key(3)]
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public string? BeatmapDisplayTitle { get; set; }
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public WatchingReplay(ScoreInfo score)
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{
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ScoreID = score.OnlineID;
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PlayerName = score.User.Username;
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BeatmapID = score.BeatmapInfo?.OnlineID ?? -1;
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BeatmapDisplayTitle = score.BeatmapInfo?.GetDisplayTitle();
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}
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[SerializationConstructor]
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public WatchingReplay() { }
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public override string GetStatus(bool hideIdentifiableInformation = false) => hideIdentifiableInformation ? @"Watching a replay" : $@"Watching {PlayerName}'s replay";
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public override string? GetDetails(bool hideIdentifiableInformation = false) => BeatmapDisplayTitle;
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}
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[MessagePackObject]
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public class SpectatingUser : WatchingReplay
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{
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public SpectatingUser(ScoreInfo score)
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: base(score)
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{
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}
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[SerializationConstructor]
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public SpectatingUser() { }
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public override string GetStatus(bool hideIdentifiableInformation = false) => hideIdentifiableInformation ? @"Spectating a user" : $@"Spectating {PlayerName}";
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}
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[MessagePackObject]
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public class SpectatingMultiplayerGame : InGame
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{
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public SpectatingMultiplayerGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
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: base(beatmapInfo, ruleset)
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{
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}
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[SerializationConstructor]
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public SpectatingMultiplayerGame() { }
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public override string GetStatus(bool hideIdentifiableInformation = false) => $"Watching others {base.GetStatus(hideIdentifiableInformation).ToLowerInvariant()}";
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}
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[MessagePackObject]
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public class SearchingForLobby : UserActivity
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{
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public override string GetStatus(bool hideIdentifiableInformation = false) => @"Looking for a lobby";
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}
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[MessagePackObject]
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public class InLobby : UserActivity
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{
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[Key(0)]
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public long RoomID { get; set; }
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[Key(1)]
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public string RoomName { get; set; } = string.Empty;
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public InLobby(Room room)
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{
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RoomID = room.RoomID.Value ?? -1;
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RoomName = room.Name.Value;
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}
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[SerializationConstructor]
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public InLobby() { }
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public override string GetStatus(bool hideIdentifiableInformation = false) => @"In a lobby";
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public override string? GetDetails(bool hideIdentifiableInformation = false) => hideIdentifiableInformation
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? null
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: RoomName;
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}
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}
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}
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