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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerPlayerLoader.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.
2022-06-17 15:37:17 +08:00
#nullable disable
using System;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Game.Online.Multiplayer;
using osu.Game.Screens.Play;
namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
public class MultiplayerPlayerLoader : PlayerLoader
{
public bool GameplayPassed => player?.GameplayState.HasPassed == true;
[Resolved]
private MultiplayerClient multiplayerClient { get; set; }
private Player player;
public MultiplayerPlayerLoader(Func<Player> createPlayer)
: base(createPlayer)
{
}
protected override bool ReadyForGameplay =>
(
// The user is ready to enter gameplay.
base.ReadyForGameplay
// And the server has received the message that we're loaded.
&& multiplayerClient.LocalUser?.State == MultiplayerUserState.Loaded
)
// Or the server is forcefully starting gameplay.
|| multiplayerClient.LocalUser?.State == MultiplayerUserState.Playing;
protected override void OnPlayerLoaded()
{
base.OnPlayerLoaded();
multiplayerClient.ChangeState(MultiplayerUserState.Loaded)
.ContinueWith(task => failAndBail(task.Exception?.Message ?? "Server error"), TaskContinuationOptions.NotOnRanToCompletion);
}
private void failAndBail(string message = null)
{
if (!string.IsNullOrEmpty(message))
Logger.Log(message, LoggingTarget.Runtime, LogLevel.Important);
Schedule(() =>
{
if (this.IsCurrentScreen())
this.Exit();
});
}
public override void OnSuspending(ScreenTransitionEvent e)
{
base.OnSuspending(e);
player = (Player)e.Next;
}
}
}