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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/Multiplayer.cs

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