2020-12-20 23:04:06 +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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2020-12-20 23:13:05 +08:00
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using System;
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using System.Diagnostics;
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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.Game.Graphics.UserInterface;
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2020-12-20 23:04:06 +08:00
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.RealtimeMultiplayer;
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using osu.Game.Scoring;
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using osu.Game.Screens.Multi.Play;
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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 osuTK;
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namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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{
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2020-12-25 12:11:21 +08:00
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// Todo: The "room" part of PlaylistsPlayer should be split out into an abstract player class to be inherited instead.
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public class RealtimePlayer : PlaylistsPlayer
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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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[Resolved]
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private StatefulMultiplayerClient 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 MultiplayerGameplayLeaderboard leaderboard;
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private readonly int[] userIds;
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private LoadingLayer loadingDisplay;
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/// <summary>
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/// Construct a multiplayer player.
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/// </summary>
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/// <param name="playlistItem">The playlist item to be played.</param>
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/// <param name="userIds">The users which are participating in this game.</param>
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public RealtimePlayer(PlaylistItem playlistItem, int[] userIds)
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: base(playlistItem, new PlayerConfiguration
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{
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AllowPause = false,
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AllowRestart = false,
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AllowSkippingIntro = false,
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})
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{
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this.userIds = userIds;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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// todo: this should be implemented via a custom HUD implementation, and correctly masked to the main content area.
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LoadComponentAsync(leaderboard = new MultiplayerGameplayLeaderboard(ScoreProcessor, userIds), HUDOverlay.Add);
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HUDOverlay.Add(loadingDisplay = new LoadingLayer(DrawableRuleset) { Depth = float.MaxValue });
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if (Token == null)
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return; // Todo: Somehow handle token retrieval failure.
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client.MatchStarted += onMatchStarted;
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client.ResultsReady += onResultsReady;
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ScoreProcessor.HasCompleted.BindValueChanged(completed =>
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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 =>
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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 RealtimeMatchSubScreen.
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failAndBail();
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}
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}, true);
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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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// block base call, but let the server know we are ready to start.
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loadingDisplay.Show();
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client.ChangeState(MultiplayerUserState.Loaded).ContinueWith(task => failAndBail(task.Exception?.Message ?? "Server error"), TaskContinuationOptions.NotOnRanToCompletion);
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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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2020-12-24 00:37:49 +08:00
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Schedule(() => PerformExit(false));
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}
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protected override void Update()
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{
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base.Update();
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adjustLeaderboardPosition();
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}
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private void adjustLeaderboardPosition()
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{
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const float padding = 44; // enough margin to avoid the hit error display.
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leaderboard.Position = new Vector2(
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padding,
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padding + HUDOverlay.TopScoringElementsHeight);
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}
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private void onMatchStarted() => Scheduler.Add(() =>
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{
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loadingDisplay.Hide();
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base.StartGameplay();
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});
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private void onResultsReady() => resultsReady.SetResult(true);
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protected override async Task SubmitScore(Score score)
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{
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await base.SubmitScore(score);
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await client.ChangeState(MultiplayerUserState.FinishedPlay);
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2020-12-24 18:33:49 +08:00
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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)));
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}
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protected override ResultsScreen CreateResults(ScoreInfo score)
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{
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Debug.Assert(RoomId.Value != null);
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return new RealtimeResultsScreen(score, 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.MatchStarted -= onMatchStarted;
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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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