mirror of
https://github.com/ppy/osu
synced 2024-12-20 22:05:36 +00:00
215 lines
7.9 KiB
C#
215 lines
7.9 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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#nullable disable
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using System;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading.Tasks;
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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.Framework.Screens;
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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.Rooms;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Screens.Ranking;
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using osu.Game.Users;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer
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{
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public partial class MultiplayerPlayer : RoomSubmittingPlayer
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{
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protected override bool PauseOnFocusLost => false;
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// Disallow fails in multiplayer for now.
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protected override bool CheckModsAllowFailure() => false;
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protected override UserActivity InitialActivity => new UserActivity.InMultiplayerGame(Beatmap.Value.BeatmapInfo, Ruleset.Value);
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[Resolved]
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private MultiplayerClient client { get; set; }
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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 MultiplayerRoomUser[] users;
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private LoadingLayer loadingDisplay;
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private MultiplayerGameplayLeaderboard multiplayerLeaderboard;
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/// <summary>
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/// Construct a multiplayer player.
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/// </summary>
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/// <param name="room">The room.</param>
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/// <param name="playlistItem">The playlist item to be played.</param>
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/// <param name="users">The users which are participating in this game.</param>
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public MultiplayerPlayer(Room room, PlaylistItem playlistItem, MultiplayerRoomUser[] users)
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: base(room, playlistItem, new PlayerConfiguration
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{
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AllowPause = false,
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AllowRestart = false,
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AllowSkipping = room.AutoSkip.Value,
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AutomaticallySkipIntro = room.AutoSkip.Value,
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AlwaysShowLeaderboard = true,
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})
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{
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this.users = users;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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if (!LoadedBeatmapSuccessfully)
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return;
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LoadComponentAsync(new GameplayChatDisplay(Room)
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{
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Expanded = { BindTarget = LeaderboardExpandedState },
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}, chat => HUDOverlay.LeaderboardFlow.Insert(2, chat));
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HUDOverlay.Add(loadingDisplay = new LoadingLayer(true) { Depth = float.MaxValue });
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}
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protected override GameplayLeaderboard CreateGameplayLeaderboard() => multiplayerLeaderboard = new MultiplayerGameplayLeaderboard(users);
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protected override void AddLeaderboardToHUD(GameplayLeaderboard leaderboard)
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{
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Debug.Assert(leaderboard == multiplayerLeaderboard);
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HUDOverlay.LeaderboardFlow.Insert(0, leaderboard);
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if (multiplayerLeaderboard.TeamScores.Count >= 2)
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{
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LoadComponentAsync(new GameplayMatchScoreDisplay
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{
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Team1Score = { BindTarget = multiplayerLeaderboard.TeamScores.First().Value },
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Team2Score = { BindTarget = multiplayerLeaderboard.TeamScores.Last().Value },
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Expanded = { BindTarget = HUDOverlay.ShowHud },
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}, scoreDisplay => HUDOverlay.LeaderboardFlow.Insert(1, scoreDisplay));
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}
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}
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protected override void LoadAsyncComplete()
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{
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base.LoadAsyncComplete();
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if (!LoadedBeatmapSuccessfully)
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return;
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if (!ValidForResume)
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return; // token retrieval may have failed.
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client.GameplayStarted += onGameplayStarted;
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client.ResultsReady += onResultsReady;
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ScoreProcessor.HasCompleted.BindValueChanged(_ =>
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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 => Schedule(() =>
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{
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if (!connected.NewValue)
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{
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// messaging to the user about this disconnect will be provided by the MultiplayerMatchSubScreen.
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failAndBail();
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}
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}), true);
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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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Debug.Assert(client.Room != null);
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}
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protected override void StartGameplay()
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{
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// We can enter this screen one of two ways:
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// 1. Via the automatic natural progression of PlayerLoader into Player.
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// We'll arrive here in a Loaded state, and we need to let the server know that we're ready to start.
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// 2. Via the server forcefully starting gameplay because players have been hanging out in PlayerLoader for too long.
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// We'll arrive here in a Playing state, and we should neither show the loading spinner nor tell the server that we're ready to start (gameplay has already started).
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//
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// The base call is blocked here because in both cases gameplay is started only when the server says so via onGameplayStarted().
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if (client.LocalUser?.State == MultiplayerUserState.Loaded)
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{
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loadingDisplay.Show();
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client.ChangeState(MultiplayerUserState.ReadyForGameplay);
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}
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}
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private void failAndBail(string message = null)
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{
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if (!string.IsNullOrEmpty(message))
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Logger.Log(message, LoggingTarget.Runtime, LogLevel.Important);
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Schedule(() => PerformExit(false));
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}
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private void onGameplayStarted() => Scheduler.Add(() =>
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{
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if (!this.IsCurrentScreen())
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return;
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loadingDisplay.Hide();
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base.StartGameplay();
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});
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private void onResultsReady()
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{
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// Schedule is required to ensure that `TaskCompletionSource.SetResult` is not called more than once.
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// A scenario where this can occur is if this instance is not immediately disposed (ie. async disposal queue).
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Schedule(() =>
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{
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if (!this.IsCurrentScreen())
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return;
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resultsReady.SetResult(true);
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});
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}
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protected override async Task PrepareScoreForResultsAsync(Score score)
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{
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await base.PrepareScoreForResultsAsync(score).ConfigureAwait(false);
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await client.ChangeState(MultiplayerUserState.FinishedPlay).ConfigureAwait(false);
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// Await up to 60 seconds for results to become available (6 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(60))).ConfigureAwait(false);
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}
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protected override ResultsScreen CreateResults(ScoreInfo score)
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{
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Debug.Assert(Room.RoomID.Value != null);
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return multiplayerLeaderboard.TeamScores.Count == 2
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? new MultiplayerTeamResultsScreen(score, Room.RoomID.Value.Value, PlaylistItem, multiplayerLeaderboard.TeamScores)
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: new MultiplayerResultsScreen(score, Room.RoomID.Value.Value, PlaylistItem);
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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 (client != null)
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{
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client.GameplayStarted -= onGameplayStarted;
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client.ResultsReady -= onResultsReady;
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}
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}
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}
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}
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