2020-12-20 22:32:57 +08:00
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// 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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2022-06-17 15:37:17 +08:00
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#nullable disable
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2021-12-14 10:30:42 +08:00
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using System.Diagnostics;
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2020-12-20 22:32:57 +08:00
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using osu.Framework.Allocation;
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2022-04-21 21:55:13 +08:00
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using osu.Framework.Logging;
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2020-12-20 22:32:57 +08:00
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using osu.Framework.Screens;
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using osu.Game.Online.Multiplayer;
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2020-12-25 23:50:00 +08:00
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using osu.Game.Screens.OnlinePlay.Components;
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using osu.Game.Screens.OnlinePlay.Lounge;
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2020-12-20 22:32:57 +08:00
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2020-12-25 23:50:00 +08:00
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namespace osu.Game.Screens.OnlinePlay.Multiplayer
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{
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2020-12-26 00:00:00 +08:00
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public class Multiplayer : OnlinePlayScreen
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2020-12-20 22:32:57 +08:00
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{
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[Resolved]
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2021-05-20 14:39:45 +08:00
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private MultiplayerClient client { get; set; }
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2021-12-24 13:23:09 +08:00
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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.LoadAborted += onLoadAborted;
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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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2022-04-21 21:55:13 +08:00
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private void onLoadAborted()
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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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Logger.Log("Gameplay aborted because loading the beatmap took too long.", LoggingTarget.Runtime, LogLevel.Important);
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this.MakeCurrent();
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}
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}
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2022-04-21 23:52:44 +08:00
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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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2020-12-20 22:32:57 +08:00
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if (client.Room == null)
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return;
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2022-04-21 21:55:13 +08:00
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Debug.Assert(client.LocalUser != null);
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2022-04-21 23:52:44 +08:00
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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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2020-12-20 22:32:57 +08:00
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}
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2020-12-24 23:18:35 +08:00
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protected override string ScreenTitle => "Multiplayer";
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2020-12-25 12:38:11 +08:00
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protected override RoomManager CreateRoomManager() => new MultiplayerRoomManager();
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2020-12-20 22:36:56 +08:00
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2020-12-25 12:38:11 +08:00
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protected override LoungeSubScreen CreateLounge() => new MultiplayerLoungeSubScreen();
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2021-12-24 20:57:29 +08:00
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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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client.RoomUpdated -= onRoomUpdated;
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}
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2020-12-20 22:32:57 +08:00
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}
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}
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