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

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C#
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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;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Graphics;
using osu.Game.Graphics.Backgrounds;
using osu.Game.Online.API;
using osu.Game.Online.Multiplayer;
using osu.Game.Screens.OnlinePlay.Components;
using osuTK;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
{
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public class MultiplayerReadyButton : MultiplayerRoomComposite
{
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public Action OnReadyClick
{
set => button.Action = value;
}
[Resolved]
private IAPIProvider api { get; set; }
[Resolved]
private OsuColour colours { get; set; }
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[Resolved]
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private OngoingOperationTracker ongoingOperationTracker { get; set; }
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private IBindable<bool> operationInProgress;
private Sample sampleReady;
private Sample sampleReadyAll;
private Sample sampleUnready;
private double unreadyLastPlaybackTime;
private readonly ButtonWithTrianglesExposed button;
private int countReady;
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public MultiplayerReadyButton()
{
InternalChild = button = new ButtonWithTrianglesExposed
{
RelativeSizeAxes = Axes.Both,
Size = Vector2.One,
Enabled = { Value = true },
};
}
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
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operationInProgress = ongoingOperationTracker.InProgress.GetBoundCopy();
operationInProgress.BindValueChanged(_ => updateState());
sampleReady = audio.Samples.Get(@"Multiplayer/player-ready");
sampleReadyAll = audio.Samples.Get(@"Multiplayer/player-ready-all");
sampleUnready = audio.Samples.Get(@"Multiplayer/player-unready");
unreadyLastPlaybackTime = Time.Current;
}
protected override void OnRoomUpdated()
{
base.OnRoomUpdated();
updateState();
}
private void updateState()
{
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var localUser = Client.LocalUser;
int newCountReady = Room?.Users.Count(u => u.State == MultiplayerUserState.Ready) ?? 0;
int newCountTotal = Room?.Users.Count(u => u.State != MultiplayerUserState.Spectating) ?? 0;
switch (localUser?.State)
{
default:
button.Text = "Ready";
updateButtonColour(true);
break;
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case MultiplayerUserState.Spectating:
case MultiplayerUserState.Ready:
string countText = $"({newCountReady} / {newCountTotal} ready)";
if (Room?.Host?.Equals(localUser) == true)
{
button.Text = $"Start match {countText}";
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updateButtonColour(true);
}
else
{
button.Text = $"Waiting for host... {countText}";
updateButtonColour(false);
}
break;
}
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bool enableButton = Room?.State == MultiplayerRoomState.Open && !operationInProgress.Value;
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// When the local user is the host and spectating the match, the "start match" state should be enabled if any users are ready.
if (localUser?.State == MultiplayerUserState.Spectating)
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enableButton &= Room?.Host?.Equals(localUser) == true && newCountReady > 0;
button.Enabled.Value = enableButton;
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if (newCountReady == countReady)
return;
if (newCountReady > countReady)
{
if (newCountReady == newCountTotal)
sampleReadyAll?.Play();
else
sampleReady?.Play();
}
else
{
// debounce sample playback to prevent the mass-unready of game mode changes from deafening players
if (Time.Current - unreadyLastPlaybackTime > 10)
{
sampleUnready?.Play();
unreadyLastPlaybackTime = Time.Current;
}
}
countReady = newCountReady;
}
private void updateButtonColour(bool green)
{
if (green)
{
button.BackgroundColour = colours.Green;
button.Triangles.ColourDark = colours.Green;
button.Triangles.ColourLight = colours.GreenLight;
}
else
{
button.BackgroundColour = colours.YellowDark;
button.Triangles.ColourDark = colours.YellowDark;
button.Triangles.ColourLight = colours.Yellow;
}
}
private class ButtonWithTrianglesExposed : ReadyButton
{
public new Triangles Triangles => base.Triangles;
}
}
}