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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerMatchSongSelect.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.Linq;
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using osu.Framework.Allocation;
using osu.Framework.Logging;
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using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.API;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Multiplayer.Queueing;
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using osu.Game.Online.Rooms;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.Select;
namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
public class MultiplayerMatchSongSelect : OnlinePlaySongSelect
{
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[Resolved]
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private MultiplayerClient client { get; set; }
private LoadingLayer loadingLayer;
/// <summary>
/// Construct a new instance of multiplayer song select.
/// </summary>
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/// <param name="room">The room.</param>
/// <param name="beatmap">An optional initial beatmap selection to perform.</param>
/// <param name="ruleset">An optional initial ruleset selection to perform.</param>
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public MultiplayerMatchSongSelect(Room room, WorkingBeatmap beatmap = null, RulesetInfo ruleset = null)
: base(room)
{
if (beatmap != null || ruleset != null)
{
Schedule(() =>
{
if (beatmap != null) Beatmap.Value = beatmap;
if (ruleset != null) Ruleset.Value = ruleset;
});
}
}
[BackgroundDependencyLoader]
private void load()
{
AddInternal(loadingLayer = new LoadingLayer(true));
}
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protected override void SelectItem(PlaylistItem item)
{
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// If the client is already in a room, update via the client.
// Otherwise, update the playlist directly in preparation for it to be submitted to the API on match creation.
if (client.Room != null)
{
loadingLayer.Show();
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client.SendMatchRequest(new EnqueuePlaylistItemRequest
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{
BeatmapID = item.BeatmapID,
RulesetID = item.RulesetID,
BeatmapChecksum = item.Beatmap.Value.MD5Hash,
RequiredMods = item.RequiredMods.Select(m => new APIMod(m)).ToArray(),
AllowedMods = item.AllowedMods.Select(m => new APIMod(m)).ToArray()
}).ContinueWith(t =>
{
Schedule(() =>
{
loadingLayer.Hide();
if (t.IsCompletedSuccessfully)
this.Exit();
else
{
Logger.Log($"Could not use current beatmap ({t.Exception?.Message})", level: LogLevel.Important);
Carousel.AllowSelection = true;
}
});
});
}
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else
{
Playlist.Clear();
Playlist.Add(item);
this.Exit();
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}
}
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protected override BeatmapDetailArea CreateBeatmapDetailArea() => new PlayBeatmapDetailArea();
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protected override bool IsValidFreeMod(Mod mod) => base.IsValidFreeMod(mod) && !(mod is ModTimeRamp) && !(mod is ModRateAdjust);
}
}