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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerPlayer.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.
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using System;
using System.Diagnostics;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Logging;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.HUD;
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using osu.Game.Screens.Ranking;
using osuTK;
namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
public class MultiplayerPlayer : RoomSubmittingPlayer
{
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protected override bool PauseOnFocusLost => false;
// Disallow fails in multiplayer for now.
protected override bool CheckModsAllowFailure() => false;
[Resolved]
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private MultiplayerClient client { get; set; }
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private IBindable<bool> isConnected;
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private readonly TaskCompletionSource<bool> resultsReady = new TaskCompletionSource<bool>();
private MultiplayerGameplayLeaderboard leaderboard;
private readonly int[] userIds;
private LoadingLayer loadingDisplay;
/// <summary>
/// Construct a multiplayer player.
/// </summary>
/// <param name="playlistItem">The playlist item to be played.</param>
/// <param name="userIds">The users which are participating in this game.</param>
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public MultiplayerPlayer(PlaylistItem playlistItem, int[] userIds)
: base(playlistItem, new PlayerConfiguration
{
AllowPause = false,
AllowRestart = false,
AllowSkipping = false,
})
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{
this.userIds = userIds;
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}
[BackgroundDependencyLoader]
private void load()
{
// todo: this should be implemented via a custom HUD implementation, and correctly masked to the main content area.
LoadComponentAsync(leaderboard = new MultiplayerGameplayLeaderboard(ScoreProcessor, userIds), HUDOverlay.Add);
HUDOverlay.Add(loadingDisplay = new LoadingLayer(true) { Depth = float.MaxValue });
}
protected override void LoadAsyncComplete()
{
base.LoadAsyncComplete();
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if (!ValidForResume)
return; // token retrieval may have failed.
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client.MatchStarted += onMatchStarted;
client.ResultsReady += onResultsReady;
ScoreProcessor.HasCompleted.BindValueChanged(completed =>
{
// wait for server to tell us that results are ready (see SubmitScore implementation)
loadingDisplay.Show();
});
isConnected = client.IsConnected.GetBoundCopy();
isConnected.BindValueChanged(connected => Schedule(() =>
{
if (!connected.NewValue)
{
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// messaging to the user about this disconnect will be provided by the MultiplayerMatchSubScreen.
failAndBail();
}
}), true);
Debug.Assert(client.Room != null);
}
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protected override void LoadComplete()
{
base.LoadComplete();
((IBindable<bool>)leaderboard.Expanded).BindTo(IsBreakTime);
}
protected override void StartGameplay()
{
// block base call, but let the server know we are ready to start.
loadingDisplay.Show();
client.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(() => PerformExit(false));
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}
protected override void Update()
{
base.Update();
adjustLeaderboardPosition();
}
private void adjustLeaderboardPosition()
{
const float padding = 44; // enough margin to avoid the hit error display.
leaderboard.Position = new Vector2(
padding,
padding + HUDOverlay.TopScoringElementsHeight);
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}
private void onMatchStarted() => Scheduler.Add(() =>
{
loadingDisplay.Hide();
base.StartGameplay();
});
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private void onResultsReady() => resultsReady.SetResult(true);
protected override async Task PrepareScoreForResultsAsync(Score score)
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{
await base.PrepareScoreForResultsAsync(score).ConfigureAwait(false);
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await client.ChangeState(MultiplayerUserState.FinishedPlay).ConfigureAwait(false);
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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.
await Task.WhenAny(resultsReady.Task, Task.Delay(TimeSpan.FromSeconds(60))).ConfigureAwait(false);
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}
protected override ResultsScreen CreateResults(ScoreInfo score)
{
Debug.Assert(RoomId.Value != null);
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return new MultiplayerResultsScreen(score, RoomId.Value.Value, PlaylistItem);
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}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (client != null)
{
client.MatchStarted -= onMatchStarted;
client.ResultsReady -= onResultsReady;
}
}
}
}