mirror of
https://github.com/ppy/osu
synced 2024-12-22 14:54:35 +00:00
641 lines
26 KiB
C#
641 lines
26 KiB
C#
// 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.
|
|
|
|
#nullable enable
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics;
|
|
using System.Linq;
|
|
using System.Threading;
|
|
using System.Threading.Tasks;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Development;
|
|
using osu.Framework.Extensions;
|
|
using osu.Game.Online.API;
|
|
using osu.Game.Online.Multiplayer;
|
|
using osu.Game.Online.Multiplayer.Countdown;
|
|
using osu.Game.Online.Multiplayer.MatchTypes.TeamVersus;
|
|
using osu.Game.Online.Rooms;
|
|
using osu.Game.Rulesets.Mods;
|
|
using APIUser = osu.Game.Online.API.Requests.Responses.APIUser;
|
|
|
|
namespace osu.Game.Tests.Visual.Multiplayer
|
|
{
|
|
/// <summary>
|
|
/// A <see cref="MultiplayerClient"/> for use in multiplayer test scenes. Should generally not be used by itself outside of a <see cref="MultiplayerTestScene"/>.
|
|
/// </summary>
|
|
public class TestMultiplayerClient : MultiplayerClient
|
|
{
|
|
public override IBindable<bool> IsConnected => isConnected;
|
|
private readonly Bindable<bool> isConnected = new Bindable<bool>(true);
|
|
|
|
public new Room? APIRoom => base.APIRoom;
|
|
public Action<MultiplayerRoom>? RoomSetupAction;
|
|
|
|
public bool RoomJoined { get; private set; }
|
|
|
|
[Resolved]
|
|
private IAPIProvider api { get; set; } = null!;
|
|
|
|
private readonly TestMultiplayerRoomManager roomManager;
|
|
|
|
/// <summary>
|
|
/// Guaranteed up-to-date playlist.
|
|
/// </summary>
|
|
private readonly List<MultiplayerPlaylistItem> serverSidePlaylist = new List<MultiplayerPlaylistItem>();
|
|
|
|
private MultiplayerPlaylistItem? currentItem => Room?.Playlist[currentIndex];
|
|
private int currentIndex;
|
|
private long lastPlaylistItemId;
|
|
|
|
public TestMultiplayerClient(TestMultiplayerRoomManager roomManager)
|
|
{
|
|
this.roomManager = roomManager;
|
|
}
|
|
|
|
public void Connect() => isConnected.Value = true;
|
|
|
|
public void Disconnect() => isConnected.Value = false;
|
|
|
|
public MultiplayerRoomUser AddUser(APIUser user, bool markAsPlaying = false)
|
|
{
|
|
var roomUser = new MultiplayerRoomUser(user.Id) { User = user };
|
|
|
|
addUser(roomUser);
|
|
|
|
if (markAsPlaying)
|
|
PlayingUserIds.Add(user.Id);
|
|
|
|
return roomUser;
|
|
}
|
|
|
|
public void TestAddUnresolvedUser() => addUser(new MultiplayerRoomUser(TestUserLookupCache.UNRESOLVED_USER_ID));
|
|
|
|
private void addUser(MultiplayerRoomUser user)
|
|
{
|
|
((IMultiplayerClient)this).UserJoined(user).WaitSafely();
|
|
|
|
// We want the user to be immediately available for testing, so force a scheduler update to run the update-bound continuation.
|
|
Scheduler.Update();
|
|
|
|
switch (Room?.MatchState)
|
|
{
|
|
case TeamVersusRoomState teamVersus:
|
|
Debug.Assert(Room != null);
|
|
|
|
// simulate the server's automatic assignment of users to teams on join.
|
|
// the "best" team is the one with the least users on it.
|
|
int bestTeam = teamVersus.Teams
|
|
.Select(team => (teamID: team.ID, userCount: Room.Users.Count(u => (u.MatchState as TeamVersusUserState)?.TeamID == team.ID)))
|
|
.OrderBy(pair => pair.userCount)
|
|
.First().teamID;
|
|
((IMultiplayerClient)this).MatchUserStateChanged(user.UserID, new TeamVersusUserState { TeamID = bestTeam }).WaitSafely();
|
|
break;
|
|
}
|
|
}
|
|
|
|
public void RemoveUser(APIUser user)
|
|
{
|
|
Debug.Assert(Room != null);
|
|
((IMultiplayerClient)this).UserLeft(new MultiplayerRoomUser(user.Id));
|
|
|
|
Schedule(() =>
|
|
{
|
|
if (Room.Users.Any())
|
|
TransferHost(Room.Users.First().UserID);
|
|
});
|
|
}
|
|
|
|
public void ChangeRoomState(MultiplayerRoomState newState)
|
|
{
|
|
Debug.Assert(Room != null);
|
|
((IMultiplayerClient)this).RoomStateChanged(newState);
|
|
}
|
|
|
|
public void ChangeUserState(int userId, MultiplayerUserState newState)
|
|
{
|
|
Debug.Assert(Room != null);
|
|
|
|
((IMultiplayerClient)this).UserStateChanged(userId, newState);
|
|
|
|
Schedule(() =>
|
|
{
|
|
switch (Room.State)
|
|
{
|
|
case MultiplayerRoomState.Open:
|
|
// If there are no remaining ready users or the host is not ready, stop any existing countdown.
|
|
// Todo: When we have an "automatic start" mode, this should also start a new countdown if any users _are_ ready.
|
|
// Todo: This doesn't yet support non-match-start countdowns.
|
|
bool shouldStopCountdown = Room.Users.All(u => u.State != MultiplayerUserState.Ready);
|
|
shouldStopCountdown |= Room.Host?.State != MultiplayerUserState.Ready && Room.Host?.State != MultiplayerUserState.Spectating;
|
|
|
|
if (shouldStopCountdown)
|
|
stopCountdown();
|
|
break;
|
|
|
|
case MultiplayerRoomState.WaitingForLoad:
|
|
if (Room.Users.All(u => u.State != MultiplayerUserState.WaitingForLoad))
|
|
{
|
|
var loadedUsers = Room.Users.Where(u => u.State == MultiplayerUserState.Loaded).ToArray();
|
|
|
|
if (loadedUsers.Length == 0)
|
|
{
|
|
// all users have bailed from the load sequence. cancel the game start.
|
|
ChangeRoomState(MultiplayerRoomState.Open);
|
|
return;
|
|
}
|
|
|
|
foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.Loaded))
|
|
ChangeUserState(u.UserID, MultiplayerUserState.Playing);
|
|
|
|
((IMultiplayerClient)this).MatchStarted();
|
|
|
|
ChangeRoomState(MultiplayerRoomState.Playing);
|
|
}
|
|
|
|
break;
|
|
|
|
case MultiplayerRoomState.Playing:
|
|
if (Room.Users.All(u => u.State != MultiplayerUserState.Playing))
|
|
{
|
|
foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.FinishedPlay))
|
|
ChangeUserState(u.UserID, MultiplayerUserState.Results);
|
|
|
|
ChangeRoomState(MultiplayerRoomState.Open);
|
|
((IMultiplayerClient)this).ResultsReady();
|
|
|
|
FinishCurrentItem().WaitSafely();
|
|
}
|
|
|
|
break;
|
|
}
|
|
});
|
|
}
|
|
|
|
public void ChangeUserBeatmapAvailability(int userId, BeatmapAvailability newBeatmapAvailability)
|
|
{
|
|
Debug.Assert(Room != null);
|
|
|
|
((IMultiplayerClient)this).UserBeatmapAvailabilityChanged(userId, newBeatmapAvailability);
|
|
}
|
|
|
|
protected override async Task<MultiplayerRoom> JoinRoom(long roomId, string? password = null)
|
|
{
|
|
var apiRoom = roomManager.ServerSideRooms.Single(r => r.RoomID.Value == roomId);
|
|
|
|
if (password != apiRoom.Password.Value)
|
|
throw new InvalidOperationException("Invalid password.");
|
|
|
|
serverSidePlaylist.Clear();
|
|
serverSidePlaylist.AddRange(apiRoom.Playlist.Select(item => new MultiplayerPlaylistItem(item)));
|
|
lastPlaylistItemId = serverSidePlaylist.Max(item => item.ID);
|
|
|
|
var localUser = new MultiplayerRoomUser(api.LocalUser.Value.Id)
|
|
{
|
|
User = api.LocalUser.Value
|
|
};
|
|
|
|
var room = new MultiplayerRoom(roomId)
|
|
{
|
|
Settings =
|
|
{
|
|
Name = apiRoom.Name.Value,
|
|
MatchType = apiRoom.Type.Value,
|
|
Password = password,
|
|
QueueMode = apiRoom.QueueMode.Value
|
|
},
|
|
Playlist = serverSidePlaylist.ToList(),
|
|
Users = { localUser },
|
|
Host = localUser
|
|
};
|
|
|
|
await updatePlaylistOrder(room).ConfigureAwait(false);
|
|
await updateCurrentItem(room, false).ConfigureAwait(false);
|
|
|
|
RoomSetupAction?.Invoke(room);
|
|
RoomSetupAction = null;
|
|
|
|
return room;
|
|
}
|
|
|
|
protected override void OnRoomJoined()
|
|
{
|
|
Debug.Assert(APIRoom != null);
|
|
Debug.Assert(Room != null);
|
|
|
|
// emulate the server sending this after the join room. scheduler required to make sure the join room event is fired first (in Join).
|
|
changeMatchType(Room.Settings.MatchType).WaitSafely();
|
|
|
|
RoomJoined = true;
|
|
}
|
|
|
|
protected override Task LeaveRoomInternal()
|
|
{
|
|
RoomJoined = false;
|
|
return Task.CompletedTask;
|
|
}
|
|
|
|
public override Task TransferHost(int userId) => ((IMultiplayerClient)this).HostChanged(userId);
|
|
|
|
public override Task KickUser(int userId)
|
|
{
|
|
Debug.Assert(Room != null);
|
|
|
|
return ((IMultiplayerClient)this).UserKicked(Room.Users.Single(u => u.UserID == userId));
|
|
}
|
|
|
|
public override async Task ChangeSettings(MultiplayerRoomSettings settings)
|
|
{
|
|
Debug.Assert(Room != null);
|
|
Debug.Assert(APIRoom != null);
|
|
Debug.Assert(currentItem != null);
|
|
|
|
// Server is authoritative for the time being.
|
|
settings.PlaylistItemId = Room.Settings.PlaylistItemId;
|
|
|
|
await changeQueueMode(settings.QueueMode).ConfigureAwait(false);
|
|
|
|
await ((IMultiplayerClient)this).SettingsChanged(settings).ConfigureAwait(false);
|
|
|
|
foreach (var user in Room.Users.Where(u => u.State == MultiplayerUserState.Ready))
|
|
ChangeUserState(user.UserID, MultiplayerUserState.Idle);
|
|
|
|
await changeMatchType(settings.MatchType).ConfigureAwait(false);
|
|
}
|
|
|
|
public override Task ChangeState(MultiplayerUserState newState)
|
|
{
|
|
Debug.Assert(Room != null);
|
|
|
|
if (newState == MultiplayerUserState.Idle && LocalUser?.State == MultiplayerUserState.WaitingForLoad)
|
|
return Task.CompletedTask;
|
|
|
|
ChangeUserState(api.LocalUser.Value.Id, newState);
|
|
return Task.CompletedTask;
|
|
}
|
|
|
|
public override Task ChangeBeatmapAvailability(BeatmapAvailability newBeatmapAvailability)
|
|
{
|
|
ChangeUserBeatmapAvailability(api.LocalUser.Value.Id, newBeatmapAvailability);
|
|
return Task.CompletedTask;
|
|
}
|
|
|
|
public void ChangeUserMods(int userId, IEnumerable<Mod> newMods)
|
|
=> ChangeUserMods(userId, newMods.Select(m => new APIMod(m)).ToList());
|
|
|
|
public void ChangeUserMods(int userId, IEnumerable<APIMod> newMods)
|
|
{
|
|
Debug.Assert(Room != null);
|
|
((IMultiplayerClient)this).UserModsChanged(userId, newMods.ToList());
|
|
}
|
|
|
|
public override Task ChangeUserMods(IEnumerable<APIMod> newMods)
|
|
{
|
|
ChangeUserMods(api.LocalUser.Value.Id, newMods);
|
|
return Task.CompletedTask;
|
|
}
|
|
|
|
private CancellationTokenSource? countdownSkipSource;
|
|
private CancellationTokenSource? countdownStopSource;
|
|
private Task countdownTask = Task.CompletedTask;
|
|
|
|
/// <summary>
|
|
/// Skips to the end of the currently-running countdown, if one is running,
|
|
/// and runs the callback (e.g. to start the match) as soon as possible unless the countdown has been cancelled.
|
|
/// </summary>
|
|
public void SkipToEndOfCountdown() => countdownSkipSource?.Cancel();
|
|
|
|
public override async Task SendMatchRequest(MatchUserRequest request)
|
|
{
|
|
Debug.Assert(Room != null);
|
|
Debug.Assert(LocalUser != null);
|
|
|
|
switch (request)
|
|
{
|
|
case StartMatchCountdownRequest matchCountdownRequest:
|
|
startCountdown(new MatchStartCountdown { TimeRemaining = matchCountdownRequest.Duration }, StartMatch);
|
|
break;
|
|
|
|
case StopCountdownRequest _:
|
|
stopCountdown();
|
|
break;
|
|
|
|
case ChangeTeamRequest changeTeam:
|
|
|
|
TeamVersusRoomState roomState = (TeamVersusRoomState)Room.MatchState!;
|
|
TeamVersusUserState userState = (TeamVersusUserState)LocalUser.MatchState!;
|
|
|
|
var targetTeam = roomState.Teams.FirstOrDefault(t => t.ID == changeTeam.TeamID);
|
|
|
|
if (targetTeam != null)
|
|
{
|
|
userState.TeamID = targetTeam.ID;
|
|
|
|
await ((IMultiplayerClient)this).MatchUserStateChanged(LocalUser.UserID, userState).ConfigureAwait(false);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void startCountdown(MultiplayerCountdown countdown, Func<Task> continuation)
|
|
{
|
|
Debug.Assert(Room != null);
|
|
Debug.Assert(ThreadSafety.IsUpdateThread);
|
|
|
|
stopCountdown();
|
|
|
|
// Note that this will leak CTSs, however this is a test method and we haven't noticed foregoing disposal of non-linked CTSs to be detrimental.
|
|
// If necessary, this can be moved into the final schedule below, and the class-level fields be nulled out accordingly.
|
|
var stopSource = countdownStopSource = new CancellationTokenSource();
|
|
var skipSource = countdownSkipSource = new CancellationTokenSource();
|
|
|
|
Task lastCountdownTask = countdownTask;
|
|
countdownTask = start();
|
|
|
|
async Task start()
|
|
{
|
|
await lastCountdownTask;
|
|
|
|
Schedule(() =>
|
|
{
|
|
if (stopSource.IsCancellationRequested)
|
|
return;
|
|
|
|
Room.Countdown = countdown;
|
|
MatchEvent(new CountdownChangedEvent { Countdown = countdown });
|
|
});
|
|
|
|
try
|
|
{
|
|
using (var cancellationSource = CancellationTokenSource.CreateLinkedTokenSource(stopSource.Token, skipSource.Token))
|
|
await Task.Delay(countdown.TimeRemaining, cancellationSource.Token).ConfigureAwait(false);
|
|
}
|
|
catch (OperationCanceledException)
|
|
{
|
|
// Clients need to be notified of cancellations in the following code.
|
|
}
|
|
|
|
Schedule(() =>
|
|
{
|
|
if (Room.Countdown != countdown)
|
|
return;
|
|
|
|
Room.Countdown = null;
|
|
MatchEvent(new CountdownChangedEvent { Countdown = null });
|
|
|
|
if (stopSource.IsCancellationRequested)
|
|
return;
|
|
|
|
continuation().WaitSafely();
|
|
});
|
|
}
|
|
}
|
|
|
|
private void stopCountdown() => countdownStopSource?.Cancel();
|
|
|
|
public override Task StartMatch()
|
|
{
|
|
Debug.Assert(Room != null);
|
|
|
|
ChangeRoomState(MultiplayerRoomState.WaitingForLoad);
|
|
foreach (var user in Room.Users.Where(u => u.State == MultiplayerUserState.Ready))
|
|
ChangeUserState(user.UserID, MultiplayerUserState.WaitingForLoad);
|
|
|
|
return ((IMultiplayerClient)this).LoadRequested();
|
|
}
|
|
|
|
public override Task AbortGameplay()
|
|
{
|
|
Debug.Assert(Room != null);
|
|
Debug.Assert(LocalUser != null);
|
|
|
|
ChangeUserState(LocalUser.UserID, MultiplayerUserState.Idle);
|
|
|
|
return Task.CompletedTask;
|
|
}
|
|
|
|
public async Task AddUserPlaylistItem(int userId, MultiplayerPlaylistItem item)
|
|
{
|
|
Debug.Assert(Room != null);
|
|
Debug.Assert(APIRoom != null);
|
|
Debug.Assert(currentItem != null);
|
|
|
|
if (Room.Settings.QueueMode == QueueMode.HostOnly && Room.Host?.UserID != LocalUser?.UserID)
|
|
throw new InvalidOperationException("Local user is not the room host.");
|
|
|
|
item.OwnerID = userId;
|
|
|
|
await addItem(item).ConfigureAwait(false);
|
|
await updateCurrentItem(Room).ConfigureAwait(false);
|
|
}
|
|
|
|
public override Task AddPlaylistItem(MultiplayerPlaylistItem item) => AddUserPlaylistItem(api.LocalUser.Value.OnlineID, item);
|
|
|
|
public async Task EditUserPlaylistItem(int userId, MultiplayerPlaylistItem item)
|
|
{
|
|
Debug.Assert(Room != null);
|
|
Debug.Assert(APIRoom != null);
|
|
Debug.Assert(currentItem != null);
|
|
|
|
item.OwnerID = userId;
|
|
|
|
var existingItem = serverSidePlaylist.SingleOrDefault(i => i.ID == item.ID);
|
|
|
|
if (existingItem == null)
|
|
throw new InvalidOperationException("Attempted to change an item that doesn't exist.");
|
|
|
|
if (existingItem.OwnerID != userId && Room.Host?.UserID != LocalUser?.UserID)
|
|
throw new InvalidOperationException("Attempted to change an item which is not owned by the user.");
|
|
|
|
if (existingItem.Expired)
|
|
throw new InvalidOperationException("Attempted to change an item which has already been played.");
|
|
|
|
// Ensure the playlist order doesn't change.
|
|
item.PlaylistOrder = existingItem.PlaylistOrder;
|
|
|
|
serverSidePlaylist[serverSidePlaylist.IndexOf(existingItem)] = item;
|
|
|
|
await ((IMultiplayerClient)this).PlaylistItemChanged(item).ConfigureAwait(false);
|
|
}
|
|
|
|
public override Task EditPlaylistItem(MultiplayerPlaylistItem item) => EditUserPlaylistItem(api.LocalUser.Value.OnlineID, item);
|
|
|
|
public async Task RemoveUserPlaylistItem(int userId, long playlistItemId)
|
|
{
|
|
Debug.Assert(Room != null);
|
|
Debug.Assert(APIRoom != null);
|
|
|
|
var item = serverSidePlaylist.Find(i => i.ID == playlistItemId);
|
|
|
|
if (item == null)
|
|
throw new InvalidOperationException("Item does not exist in the room.");
|
|
|
|
if (item == currentItem)
|
|
throw new InvalidOperationException("The room's current item cannot be removed.");
|
|
|
|
if (item.OwnerID != userId)
|
|
throw new InvalidOperationException("Attempted to remove an item which is not owned by the user.");
|
|
|
|
if (item.Expired)
|
|
throw new InvalidOperationException("Attempted to remove an item which has already been played.");
|
|
|
|
serverSidePlaylist.Remove(item);
|
|
await ((IMultiplayerClient)this).PlaylistItemRemoved(playlistItemId).ConfigureAwait(false);
|
|
|
|
await updateCurrentItem(Room).ConfigureAwait(false);
|
|
}
|
|
|
|
public override Task RemovePlaylistItem(long playlistItemId) => RemoveUserPlaylistItem(api.LocalUser.Value.OnlineID, playlistItemId);
|
|
|
|
private async Task changeMatchType(MatchType type)
|
|
{
|
|
Debug.Assert(Room != null);
|
|
|
|
switch (type)
|
|
{
|
|
case MatchType.HeadToHead:
|
|
await ((IMultiplayerClient)this).MatchRoomStateChanged(null).ConfigureAwait(false);
|
|
|
|
foreach (var user in Room.Users)
|
|
await ((IMultiplayerClient)this).MatchUserStateChanged(user.UserID, null).ConfigureAwait(false);
|
|
break;
|
|
|
|
case MatchType.TeamVersus:
|
|
await ((IMultiplayerClient)this).MatchRoomStateChanged(TeamVersusRoomState.CreateDefault()).ConfigureAwait(false);
|
|
|
|
foreach (var user in Room.Users)
|
|
await ((IMultiplayerClient)this).MatchUserStateChanged(user.UserID, new TeamVersusUserState()).ConfigureAwait(false);
|
|
break;
|
|
}
|
|
}
|
|
|
|
private async Task changeQueueMode(QueueMode newMode)
|
|
{
|
|
Debug.Assert(Room != null);
|
|
Debug.Assert(APIRoom != null);
|
|
Debug.Assert(currentItem != null);
|
|
|
|
// When changing to host-only mode, ensure that at least one non-expired playlist item exists by duplicating the current item.
|
|
if (newMode == QueueMode.HostOnly && serverSidePlaylist.All(item => item.Expired))
|
|
await duplicateCurrentItem().ConfigureAwait(false);
|
|
|
|
await updatePlaylistOrder(Room).ConfigureAwait(false);
|
|
await updateCurrentItem(Room).ConfigureAwait(false);
|
|
}
|
|
|
|
public async Task FinishCurrentItem()
|
|
{
|
|
Debug.Assert(Room != null);
|
|
Debug.Assert(APIRoom != null);
|
|
Debug.Assert(currentItem != null);
|
|
|
|
// Expire the current playlist item.
|
|
currentItem.Expired = true;
|
|
currentItem.PlayedAt = DateTimeOffset.Now;
|
|
|
|
await ((IMultiplayerClient)this).PlaylistItemChanged(currentItem).ConfigureAwait(false);
|
|
await updatePlaylistOrder(Room).ConfigureAwait(false);
|
|
|
|
// In host-only mode, a duplicate playlist item will be used for the next round.
|
|
if (Room.Settings.QueueMode == QueueMode.HostOnly && serverSidePlaylist.All(item => item.Expired))
|
|
await duplicateCurrentItem().ConfigureAwait(false);
|
|
|
|
await updateCurrentItem(Room).ConfigureAwait(false);
|
|
}
|
|
|
|
private async Task duplicateCurrentItem()
|
|
{
|
|
Debug.Assert(currentItem != null);
|
|
|
|
await addItem(new MultiplayerPlaylistItem
|
|
{
|
|
BeatmapID = currentItem.BeatmapID,
|
|
BeatmapChecksum = currentItem.BeatmapChecksum,
|
|
RulesetID = currentItem.RulesetID,
|
|
RequiredMods = currentItem.RequiredMods,
|
|
AllowedMods = currentItem.AllowedMods
|
|
}).ConfigureAwait(false);
|
|
}
|
|
|
|
private async Task addItem(MultiplayerPlaylistItem item)
|
|
{
|
|
Debug.Assert(Room != null);
|
|
|
|
item.ID = ++lastPlaylistItemId;
|
|
|
|
serverSidePlaylist.Add(item);
|
|
await ((IMultiplayerClient)this).PlaylistItemAdded(item).ConfigureAwait(false);
|
|
|
|
await updatePlaylistOrder(Room).ConfigureAwait(false);
|
|
}
|
|
|
|
private IEnumerable<MultiplayerPlaylistItem> upcomingItems => serverSidePlaylist.Where(i => !i.Expired).OrderBy(i => i.PlaylistOrder);
|
|
|
|
private async Task updateCurrentItem(MultiplayerRoom room, bool notify = true)
|
|
{
|
|
// Pick the next non-expired playlist item by playlist order, or default to the most-recently-expired item.
|
|
MultiplayerPlaylistItem nextItem = upcomingItems.FirstOrDefault() ?? serverSidePlaylist.OrderByDescending(i => i.PlayedAt).First();
|
|
|
|
currentIndex = serverSidePlaylist.IndexOf(nextItem);
|
|
|
|
long lastItem = room.Settings.PlaylistItemId;
|
|
room.Settings.PlaylistItemId = nextItem.ID;
|
|
|
|
if (notify && nextItem.ID != lastItem)
|
|
await ((IMultiplayerClient)this).SettingsChanged(room.Settings).ConfigureAwait(false);
|
|
}
|
|
|
|
private async Task updatePlaylistOrder(MultiplayerRoom room)
|
|
{
|
|
List<MultiplayerPlaylistItem> orderedActiveItems;
|
|
|
|
switch (room.Settings.QueueMode)
|
|
{
|
|
default:
|
|
orderedActiveItems = serverSidePlaylist.Where(item => !item.Expired).OrderBy(item => item.ID).ToList();
|
|
break;
|
|
|
|
case QueueMode.AllPlayersRoundRobin:
|
|
var itemsByPriority = new List<(MultiplayerPlaylistItem item, int priority)>();
|
|
|
|
// Assign a priority for items from each user, starting from 0 and increasing in order which the user added the items.
|
|
foreach (var group in serverSidePlaylist.Where(item => !item.Expired).OrderBy(item => item.ID).GroupBy(item => item.OwnerID))
|
|
{
|
|
int priority = 0;
|
|
itemsByPriority.AddRange(group.Select(item => (item, priority++)));
|
|
}
|
|
|
|
orderedActiveItems = itemsByPriority
|
|
// Order by each user's priority.
|
|
.OrderBy(i => i.priority)
|
|
// Many users will have the same priority of items, so attempt to break the tie by maintaining previous ordering.
|
|
// Suppose there are two users: User1 and User2. User1 adds two items, and then User2 adds a third. If the previous order is not maintained,
|
|
// then after playing the first item by User1, their second item will become priority=0 and jump to the front of the queue (because it was added first).
|
|
.ThenBy(i => i.item.PlaylistOrder)
|
|
// If there are still ties (normally shouldn't happen), break ties by making items added earlier go first.
|
|
// This could happen if e.g. the item orders get reset.
|
|
.ThenBy(i => i.item.ID)
|
|
.Select(i => i.item)
|
|
.ToList();
|
|
|
|
break;
|
|
}
|
|
|
|
for (int i = 0; i < orderedActiveItems.Count; i++)
|
|
{
|
|
var item = orderedActiveItems[i];
|
|
|
|
if (item.PlaylistOrder == i)
|
|
continue;
|
|
|
|
item.PlaylistOrder = (ushort)i;
|
|
|
|
await ((IMultiplayerClient)this).PlaylistItemChanged(item).ConfigureAwait(false);
|
|
}
|
|
}
|
|
}
|
|
}
|