mirror of https://github.com/ppy/osu
115 lines
3.9 KiB
C#
115 lines
3.9 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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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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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.Screens.OnlinePlay.Components;
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using osu.Game.Screens.OnlinePlay.Lounge;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer
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{
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public partial class Multiplayer : OnlinePlayScreen
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{
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[Resolved]
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private MultiplayerClient client { get; set; } = null!;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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client.RoomUpdated += onRoomUpdated;
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client.GameplayAborted += onGameplayAborted;
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onRoomUpdated();
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}
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private void onRoomUpdated()
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{
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if (client.Room == null)
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return;
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Debug.Assert(client.LocalUser != null);
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// If the user exits gameplay before score submission completes, we'll transition to idle when results has been prepared.
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if (client.LocalUser.State == MultiplayerUserState.Results && this.IsCurrentScreen())
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transitionFromResults();
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}
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private void onGameplayAborted(GameplayAbortReason reason)
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{
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// If the server aborts gameplay for this user (due to loading too slow), exit gameplay screens.
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if (!this.IsCurrentScreen())
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{
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switch (reason)
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{
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case GameplayAbortReason.LoadTookTooLong:
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Logger.Log("Gameplay aborted because loading the beatmap took too long.", LoggingTarget.Runtime, LogLevel.Important);
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break;
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case GameplayAbortReason.HostAbortedTheMatch:
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Logger.Log("The host aborted the match.", LoggingTarget.Runtime, LogLevel.Important);
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break;
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}
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this.MakeCurrent();
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}
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}
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public override void OnResuming(ScreenTransitionEvent e)
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{
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base.OnResuming(e);
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if (client.Room == null)
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return;
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Debug.Assert(client.LocalUser != null);
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if (!(e.Last is MultiplayerPlayerLoader playerLoader))
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return;
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// Nothing needs to be done if already in the idle state (e.g. via load being aborted by the server).
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if (client.LocalUser.State == MultiplayerUserState.Idle)
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return;
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// If gameplay wasn't finished, then we have a simple path back to the idle state by aborting gameplay.
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if (!playerLoader.GameplayPassed)
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{
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client.AbortGameplay().FireAndForget();
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return;
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}
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// If gameplay was completed and the user went all the way to results, we'll transition to idle here.
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// Otherwise, the transition will happen in onRoomUpdated().
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transitionFromResults();
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}
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private void transitionFromResults()
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{
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Debug.Assert(client.LocalUser != null);
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if (client.LocalUser.State == MultiplayerUserState.Results)
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client.ChangeState(MultiplayerUserState.Idle);
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}
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protected override string ScreenTitle => "Multiplayer";
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protected override RoomManager CreateRoomManager() => new MultiplayerRoomManager();
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protected override LoungeSubScreen CreateLounge() => new MultiplayerLoungeSubScreen();
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public void Join(Room room, string? password) => Schedule(() => Lounge.Join(room, password));
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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.IsNotNull())
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client.RoomUpdated -= onRoomUpdated;
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}
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}
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}
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