mirror of
https://github.com/ppy/osu
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137 lines
4.5 KiB
C#
137 lines
4.5 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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Screens;
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using osu.Game.Online.API;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Spectator;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Screens.OnlinePlay;
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namespace osu.Game.Online
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{
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/// <summary>
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/// Handles various scenarios where connection is lost and we need to let the user know what and why.
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/// </summary>
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public partial class OnlineStatusNotifier : Component
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{
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private readonly Func<IScreen> getCurrentScreen;
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[Resolved]
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private MultiplayerClient multiplayerClient { get; set; } = null!;
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[Resolved]
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private SpectatorClient spectatorClient { get; set; } = null!;
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[Resolved]
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private INotificationOverlay? notificationOverlay { get; set; }
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private IBindable<APIState> apiState = null!;
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private IBindable<bool> multiplayerState = null!;
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private IBindable<bool> spectatorState = null!;
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/// <summary>
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/// This flag will be set to <c>true</c> when the user has been notified so we don't show more than one notification.
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/// </summary>
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private bool userNotified;
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public OnlineStatusNotifier(Func<IScreen> getCurrentScreen)
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{
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this.getCurrentScreen = getCurrentScreen;
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}
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[BackgroundDependencyLoader]
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private void load(IAPIProvider api)
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{
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apiState = api.State.GetBoundCopy();
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multiplayerState = multiplayerClient.IsConnected.GetBoundCopy();
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spectatorState = spectatorClient.IsConnected.GetBoundCopy();
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multiplayerClient.Disconnecting += notifyAboutForcedDisconnection;
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spectatorClient.Disconnecting += notifyAboutForcedDisconnection;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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apiState.BindValueChanged(state =>
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{
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if (state.NewValue == APIState.Online)
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{
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userNotified = false;
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return;
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}
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if (userNotified) return;
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if (state.NewValue == APIState.Offline && getCurrentScreen() is OnlinePlayScreen)
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{
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userNotified = true;
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notificationOverlay?.Post(new SimpleErrorNotification
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{
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Icon = FontAwesome.Solid.ExclamationCircle,
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Text = "Connection to API was lost. Can't continue with online play."
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});
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}
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});
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multiplayerState.BindValueChanged(connected => Schedule(() =>
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{
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if (connected.NewValue)
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{
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userNotified = false;
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return;
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}
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if (userNotified) return;
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if (multiplayerClient.Room != null)
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{
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userNotified = true;
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notificationOverlay?.Post(new SimpleErrorNotification
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{
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Icon = FontAwesome.Solid.ExclamationCircle,
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Text = "Connection to the multiplayer server was lost. Exiting multiplayer."
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});
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}
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}));
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spectatorState.BindValueChanged(_ =>
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{
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// TODO: handle spectator server failure somehow?
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});
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}
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private void notifyAboutForcedDisconnection()
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{
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if (userNotified) return;
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userNotified = true;
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notificationOverlay?.Post(new SimpleErrorNotification
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{
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Icon = FontAwesome.Solid.ExclamationCircle,
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Text = "You have been logged out on this device due to a login to your account on another device."
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});
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (spectatorClient.IsNotNull())
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spectatorClient.Disconnecting -= notifyAboutForcedDisconnection;
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if (multiplayerClient.IsNotNull())
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multiplayerClient.Disconnecting -= notifyAboutForcedDisconnection;
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}
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}
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}
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