osu/osu.Game/Screens/OnlinePlay/OnlinePlaySongSelect.cs
Dan Balasescu fcea244537 Remove initial selection from OnlinePlaySongSelect
This stuff never really worked anyway - every case except with an
already created multiplayer room was broken anyway.
2022-09-07 21:34:29 +09:00

208 lines
8.1 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.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Humanizer;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Online.API;
using osu.Game.Online.Rooms;
using osu.Game.Overlays;
using osu.Game.Overlays.Mods;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.Select;
using osu.Game.Users;
using osu.Game.Utils;
namespace osu.Game.Screens.OnlinePlay
{
public abstract class OnlinePlaySongSelect : SongSelect, IOnlinePlaySubScreen
{
public string ShortTitle => "song selection";
public override string Title => ShortTitle.Humanize();
public override bool AllowEditing => false;
[Resolved(typeof(Room), nameof(Room.Playlist))]
protected BindableList<PlaylistItem> Playlist { get; private set; } = null!;
[Resolved]
private RulesetStore rulesets { get; set; } = null!;
[Resolved]
private BeatmapManager beatmapManager { get; set; } = null!;
protected override UserActivity InitialActivity => new UserActivity.InLobby(room);
protected readonly Bindable<IReadOnlyList<Mod>> FreeMods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
private readonly Room room;
private readonly PlaylistItem? initialItem;
private readonly FreeModSelectOverlay freeModSelectOverlay;
private IDisposable? freeModSelectOverlayRegistration;
/// <summary>
/// Creates a new <see cref="OnlinePlaySongSelect"/>.
/// </summary>
/// <param name="room">The room.</param>
/// <param name="initialItem">An optional initial <see cref="PlaylistItem"/> to use for the initial beatmap/ruleset/mods.
/// If <c>null</c>, the last <see cref="PlaylistItem"/> in the room will be used.</param>
protected OnlinePlaySongSelect(Room room, PlaylistItem? initialItem = null)
{
this.room = room;
this.initialItem = initialItem ?? room.Playlist.LastOrDefault();
Padding = new MarginPadding { Horizontal = HORIZONTAL_OVERFLOW_PADDING };
freeModSelectOverlay = new FreeModSelectOverlay
{
SelectedMods = { BindTarget = FreeMods },
IsValidMod = IsValidFreeMod,
};
}
[BackgroundDependencyLoader]
private void load()
{
LeftArea.Padding = new MarginPadding { Top = Header.HEIGHT };
LoadComponent(freeModSelectOverlay);
}
protected override void LoadComplete()
{
base.LoadComplete();
if (initialItem != null)
{
// Prefer using a local databased beatmap lookup since OnlineId may be -1 for an invalid beatmap selection.
BeatmapInfo? beatmapInfo = initialItem.Beatmap as BeatmapInfo;
// And in the case that this isn't a local databased beatmap, query by online ID.
if (beatmapInfo == null)
{
int onlineId = initialItem.Beatmap.OnlineID;
beatmapInfo = beatmapManager.QueryBeatmap(b => b.OnlineID == onlineId);
}
if (beatmapInfo != null)
Beatmap.Value = beatmapManager.GetWorkingBeatmap(beatmapInfo);
RulesetInfo? ruleset = rulesets.GetRuleset(initialItem.RulesetID);
if (ruleset != null)
{
Ruleset.Value = ruleset;
var rulesetInstance = ruleset.CreateInstance();
Debug.Assert(rulesetInstance != null);
// At this point, Mods contains both the required and allowed mods. For selection purposes, it should only contain the required mods.
// Similarly, freeMods is currently empty but should only contain the allowed mods.
Mods.Value = initialItem.RequiredMods.Select(m => m.ToMod(rulesetInstance)).ToArray();
FreeMods.Value = initialItem.AllowedMods.Select(m => m.ToMod(rulesetInstance)).ToArray();
}
}
Mods.BindValueChanged(onModsChanged);
Ruleset.BindValueChanged(onRulesetChanged);
freeModSelectOverlayRegistration = OverlayManager?.RegisterBlockingOverlay(freeModSelectOverlay);
}
private void onModsChanged(ValueChangedEvent<IReadOnlyList<Mod>> mods)
{
FreeMods.Value = FreeMods.Value.Where(checkCompatibleFreeMod).ToList();
// Reset the validity delegate to update the overlay's display.
freeModSelectOverlay.IsValidMod = IsValidFreeMod;
}
private void onRulesetChanged(ValueChangedEvent<RulesetInfo> ruleset)
{
FreeMods.Value = Array.Empty<Mod>();
}
protected sealed override bool OnStart()
{
var item = new PlaylistItem(Beatmap.Value.BeatmapInfo)
{
RulesetID = Ruleset.Value.OnlineID,
RequiredMods = Mods.Value.Select(m => new APIMod(m)).ToArray(),
AllowedMods = FreeMods.Value.Select(m => new APIMod(m)).ToArray()
};
return SelectItem(item);
}
/// <summary>
/// Invoked when the user has requested a selection of a beatmap.
/// </summary>
/// <param name="item">The resultant <see cref="PlaylistItem"/>. This item has not yet been added to the <see cref="Room"/>'s.</param>
/// <returns><c>true</c> if a selection occurred.</returns>
protected abstract bool SelectItem(PlaylistItem item);
public override bool OnBackButton()
{
if (freeModSelectOverlay.State.Value == Visibility.Visible)
{
freeModSelectOverlay.Hide();
return true;
}
return base.OnBackButton();
}
public override bool OnExiting(ScreenExitEvent e)
{
freeModSelectOverlay.Hide();
return base.OnExiting(e);
}
protected override ModSelectOverlay CreateModSelectOverlay() => new UserModSelectOverlay(OverlayColourScheme.Plum)
{
IsValidMod = IsValidMod
};
protected override IEnumerable<(FooterButton, OverlayContainer)> CreateFooterButtons()
{
var buttons = base.CreateFooterButtons().ToList();
buttons.Insert(buttons.FindIndex(b => b.Item1 is FooterButtonMods) + 1, (new FooterButtonFreeMods { Current = FreeMods }, freeModSelectOverlay));
return buttons;
}
/// <summary>
/// Checks whether a given <see cref="Mod"/> is valid for global selection.
/// </summary>
/// <param name="mod">The <see cref="Mod"/> to check.</param>
/// <returns>Whether <paramref name="mod"/> is a valid mod for online play.</returns>
protected virtual bool IsValidMod(Mod mod) => mod.HasImplementation && ModUtils.FlattenMod(mod).All(m => m.UserPlayable);
/// <summary>
/// Checks whether a given <see cref="Mod"/> is valid for per-player free-mod selection.
/// </summary>
/// <param name="mod">The <see cref="Mod"/> to check.</param>
/// <returns>Whether <paramref name="mod"/> is a selectable free-mod.</returns>
protected virtual bool IsValidFreeMod(Mod mod) => IsValidMod(mod) && checkCompatibleFreeMod(mod);
private bool checkCompatibleFreeMod(Mod mod)
=> Mods.Value.All(m => m.Acronym != mod.Acronym) // Mod must not be contained in the required mods.
&& ModUtils.CheckCompatibleSet(Mods.Value.Append(mod).ToArray()); // Mod must be compatible with all the required mods.
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
freeModSelectOverlayRegistration?.Dispose();
}
}
}