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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.
using System;
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using System.Linq;
using System.Threading.Tasks;
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using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Logging;
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using osu.Framework.Screens;
using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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]
private MultiplayerClient client { get; set; } = null!;
[Resolved]
private OngoingOperationTracker operationTracker { get; set; } = null!;
private readonly IBindable<bool> operationInProgress = new Bindable<bool>();
private readonly PlaylistItem? itemToEdit;
private LoadingLayer loadingLayer = null!;
private IDisposable? selectionOperation;
/// <summary>
/// Construct a new instance of multiplayer song select.
/// </summary>
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/// <param name="room">The room.</param>
/// <param name="itemToEdit">The item to be edited. May be null, in which case a new item will be added to the playlist.</param>
public MultiplayerMatchSongSelect(Room room, PlaylistItem? itemToEdit = null)
: base(room, itemToEdit)
{
this.itemToEdit = itemToEdit;
}
[BackgroundDependencyLoader]
private void load()
{
AddInternal(loadingLayer = new LoadingLayer(true));
}
protected override void LoadComplete()
{
base.LoadComplete();
operationInProgress.BindTo(operationTracker.InProgress);
operationInProgress.BindValueChanged(_ => updateLoadingLayer(), true);
}
private void updateLoadingLayer()
{
if (operationInProgress.Value)
loadingLayer.Show();
else
loadingLayer.Hide();
}
protected override bool SelectItem(PlaylistItem item)
{
if (operationInProgress.Value)
{
Logger.Log($"{nameof(SelectItem)} aborted due to {nameof(operationInProgress)}");
return false;
}
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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)
{
selectionOperation = operationTracker.BeginOperation();
var multiplayerItem = new MultiplayerPlaylistItem
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{
ID = itemToEdit?.ID ?? 0,
BeatmapID = item.Beatmap.OnlineID,
BeatmapChecksum = item.Beatmap.MD5Hash,
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RulesetID = item.RulesetID,
RequiredMods = item.RequiredMods.ToArray(),
AllowedMods = item.AllowedMods.ToArray()
};
Task task = itemToEdit != null ? client.EditPlaylistItem(multiplayerItem) : client.AddPlaylistItem(multiplayerItem);
task.FireAndForget(onSuccess: () =>
{
selectionOperation.Dispose();
Schedule(() =>
{
// If an error or server side trigger occurred this screen may have already exited by external means.
if (this.IsCurrentScreen())
this.Exit();
});
}, onError: _ =>
{
selectionOperation.Dispose();
Schedule(() =>
{
Carousel.AllowSelection = true;
});
});
}
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else
{
Playlist.Clear();
Playlist.Add(item);
this.Exit();
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}
return true;
}
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protected override BeatmapDetailArea CreateBeatmapDetailArea() => new PlayBeatmapDetailArea();
protected override bool IsValidMod(Mod mod) => base.IsValidMod(mod) && mod.ValidForMultiplayer;
protected override bool IsValidFreeMod(Mod mod) => base.IsValidFreeMod(mod) && mod.ValidForMultiplayerAsFreeMod;
}
}