mirror of
https://github.com/ppy/osu
synced 2024-12-09 08:30:36 +00:00
63 lines
2.2 KiB
C#
63 lines
2.2 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 Humanizer.Localisation;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Threading;
|
|
using osu.Game.Overlays.Notifications;
|
|
using osu.Game.Utils;
|
|
|
|
namespace osu.Game.Online.Multiplayer
|
|
{
|
|
public partial class ServerShutdownNotification : SimpleNotification
|
|
{
|
|
private readonly DateTimeOffset endDate;
|
|
private ScheduledDelegate? updateDelegate;
|
|
|
|
public ServerShutdownNotification(TimeSpan duration)
|
|
{
|
|
endDate = DateTimeOffset.UtcNow + duration;
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load()
|
|
{
|
|
updateTime();
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
updateDelegate = Scheduler.Add(updateTimeWithReschedule);
|
|
}
|
|
|
|
private void updateTimeWithReschedule()
|
|
{
|
|
updateTime();
|
|
|
|
// The remaining time on a countdown may be at a fractional portion between two seconds.
|
|
// We want to align certain audio/visual cues to the point at which integer seconds change.
|
|
// To do so, we schedule to the next whole second. Note that scheduler invocation isn't
|
|
// guaranteed to be accurate, so this may still occur slightly late, but even in such a case
|
|
// the next invocation will be roughly correct.
|
|
double timeToNextSecond = endDate.Subtract(DateTimeOffset.UtcNow).TotalMilliseconds % 1000;
|
|
|
|
updateDelegate = Scheduler.AddDelayed(updateTimeWithReschedule, timeToNextSecond);
|
|
}
|
|
|
|
private void updateTime()
|
|
{
|
|
TimeSpan remaining = endDate.Subtract(DateTimeOffset.Now);
|
|
|
|
if (remaining.TotalSeconds <= 5)
|
|
{
|
|
updateDelegate?.Cancel();
|
|
Text = "The multiplayer server will be right back...";
|
|
}
|
|
else
|
|
Text = $"The multiplayer server is restarting in {HumanizerUtils.Humanize(remaining, precision: 3, minUnit: TimeUnit.Second)}.";
|
|
}
|
|
}
|
|
}
|