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osu-lazer/osu.Game/Screens/Multi/RealtimeMultiplayer/RealtimePlayer.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.Linq;
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using System.Threading;
using System.Threading.Tasks;
using JetBrains.Annotations;
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using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Logging;
using osu.Game.Online.Multiplayer;
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using osu.Game.Online.RealtimeMultiplayer;
using osu.Game.Scoring;
using osu.Game.Screens.Multi.Play;
using osu.Game.Screens.Play.HUD;
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using osu.Game.Screens.Ranking;
using osuTK;
namespace osu.Game.Screens.Multi.RealtimeMultiplayer
{
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// Todo: The "room" part of TimeshiftPlayer should be split out into an abstract player class to be inherited instead.
public class RealtimePlayer : TimeshiftPlayer
{
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protected override bool PauseOnFocusLost => false;
// Disallow fails in multiplayer for now.
protected override bool CheckModsAllowFailure() => false;
[Resolved]
private StatefulMultiplayerClient client { get; set; }
private IBindable<bool> isConnected;
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private readonly TaskCompletionSource<bool> resultsReady = new TaskCompletionSource<bool>();
private readonly ManualResetEventSlim startedEvent = new ManualResetEventSlim();
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[CanBeNull]
private MultiplayerGameplayLeaderboard leaderboard;
public RealtimePlayer(PlaylistItem playlistItem)
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: base(playlistItem, false)
{
}
[BackgroundDependencyLoader]
private void load()
{
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if (Token == null)
return; // Todo: Somehow handle token retrieval failure.
client.MatchStarted += onMatchStarted;
client.ResultsReady += onResultsReady;
isConnected = client.IsConnected.GetBoundCopy();
isConnected.BindValueChanged(connected =>
{
if (!connected.NewValue)
{
// messaging to the user about this disconnect will be provided by the RealtimeMatchSubScreen.
failAndBail();
}
}, true);
client.ChangeState(MultiplayerUserState.Loaded)
.ContinueWith(task => failAndBail(task.Exception?.Message ?? "Server error"), TaskContinuationOptions.NotOnRanToCompletion);
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if (!startedEvent.Wait(TimeSpan.FromSeconds(30)))
{
failAndBail("Failed to start the multiplayer match in time.");
return;
}
Debug.Assert(client.Room != null);
int[] userIds = client.Room.Users.Where(u => u.State >= MultiplayerUserState.WaitingForLoad).Select(u => u.UserID).ToArray();
// 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);
}
private void failAndBail(string message = null)
{
if (!string.IsNullOrEmpty(message))
Logger.Log(message, LoggingTarget.Runtime, LogLevel.Important);
startedEvent.Set();
Schedule(PerformImmediateExit);
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}
protected override void Update()
{
base.Update();
adjustLeaderboardPosition();
}
private void adjustLeaderboardPosition()
{
if (leaderboard == null)
return;
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() => startedEvent.Set();
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private void onResultsReady() => resultsReady.SetResult(true);
protected override async Task SubmitScore(Score score)
{
await base.SubmitScore(score);
await client.ChangeState(MultiplayerUserState.FinishedPlay);
// Await up to 30 seconds for results to become available (3 api request timeouts).
// 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(30)));
}
protected override ResultsScreen CreateResults(ScoreInfo score)
{
Debug.Assert(RoomId.Value != null);
return new RealtimeResultsScreen(score, RoomId.Value.Value, PlaylistItem);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (client != null)
{
client.MatchStarted -= onMatchStarted;
client.ResultsReady -= onResultsReady;
}
}
}
}