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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerLoungeSubScreen.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.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.API;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
using osu.Game.Screens.OnlinePlay.Components;
using osu.Game.Screens.OnlinePlay.Lounge;
using osu.Game.Screens.OnlinePlay.Lounge.Components;
using osu.Game.Screens.OnlinePlay.Match;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer
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{
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public class MultiplayerLoungeSubScreen : LoungeSubScreen
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{
[Resolved]
private IAPIProvider api { get; set; }
[Resolved]
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private MultiplayerClient client { get; set; }
private MultiplayerListingPollingComponent listingPollingComponent;
private readonly IBindable<bool> isConnected = new Bindable<bool>();
protected override void LoadComplete()
{
base.LoadComplete();
isConnected.BindTo(client.IsConnected);
isConnected.BindValueChanged(c => Scheduler.AddOnce(() => listingPollingComponent.AllowPolling = c.NewValue));
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listingPollingComponent.AllowPolling = isConnected.Value;
}
public override void OnResuming(IScreen last)
{
base.OnResuming(last);
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// Upon having left a room, we don't know whether we were the only participant, and whether the room is now closed as a result of leaving it.
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// To work around this, temporarily remove the room and trigger an immediate listing poll.
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if (last is MultiplayerMatchSubScreen match)
{
RoomManager.RemoveRoom(match.Room);
listingPollingComponent.PollImmediately();
}
}
protected override FilterCriteria CreateFilterCriteria()
{
var criteria = base.CreateFilterCriteria();
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criteria.Category = @"realtime";
return criteria;
}
protected override OsuButton CreateNewRoomButton() => new CreateMultiplayerMatchButton();
protected override Room CreateNewRoom() => new Room
{
Name = { Value = $"{api.LocalUser}'s awesome room" },
Category = { Value = RoomCategory.Realtime },
Type = { Value = MatchType.HeadToHead },
};
protected override RoomSubScreen CreateRoomSubScreen(Room room) => new MultiplayerMatchSubScreen(room);
protected override ListingPollingComponent CreatePollingComponent() => listingPollingComponent = new MultiplayerListingPollingComponent();
protected override void OpenNewRoom(Room room)
{
if (client?.IsConnected.Value != true)
{
Logger.Log("Not currently connected to the multiplayer server.", LoggingTarget.Runtime, LogLevel.Important);
return;
}
base.OpenNewRoom(room);
}
private class MultiplayerListingPollingComponent : ListingPollingComponent
{
private bool allowPolling;
public bool AllowPolling
{
get => allowPolling;
set
{
if (allowPolling == value)
return;
allowPolling = value;
if (!allowPolling)
return;
if (IsLoaded)
PollImmediately();
}
}
protected override Task Poll() => !AllowPolling ? Task.CompletedTask : base.Poll();
}
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}
}