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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerRoomManager.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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#nullable disable
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using System;
using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Extensions.ExceptionExtensions;
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using osu.Framework.Logging;
using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
using osu.Game.Online.Rooms.RoomStatuses;
using osu.Game.Screens.OnlinePlay.Components;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer
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{
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public partial class MultiplayerRoomManager : RoomManager
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{
[Resolved]
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private MultiplayerClient multiplayerClient { get; set; }
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public override void CreateRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
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=> base.CreateRoom(room, r => joinMultiplayerRoom(r, r.Password.Value, onSuccess, onError), onError);
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public override void JoinRoom(Room room, string password = null, Action<Room> onSuccess = null, Action<string> onError = null)
{
if (!multiplayerClient.IsConnected.Value)
{
onError?.Invoke("Not currently connected to the multiplayer server.");
return;
}
// this is done here as a pre-check to avoid clicking on already closed rooms in the lounge from triggering a server join.
// should probably be done at a higher level, but due to the current structure of things this is the easiest place for now.
if (room.Status.Value is RoomStatusEnded)
{
onError?.Invoke("Cannot join an ended room.");
return;
}
base.JoinRoom(room, password, r => joinMultiplayerRoom(r, password, onSuccess, onError), onError);
}
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public override void PartRoom()
{
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if (JoinedRoom.Value == null)
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return;
base.PartRoom();
multiplayerClient.LeaveRoom();
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}
private void joinMultiplayerRoom(Room room, string password, Action<Room> onSuccess = null, Action<string> onError = null)
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{
Debug.Assert(room.RoomID.Value != null);
multiplayerClient.JoinRoom(room, password).ContinueWith(t =>
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{
if (t.IsCompletedSuccessfully)
Schedule(() => onSuccess?.Invoke(room));
else if (t.IsFaulted)
{
const string message = "Failed to join multiplayer room.";
if (t.Exception != null)
Logger.Error(t.Exception, message);
PartRoom();
Schedule(() => onError?.Invoke(t.Exception?.AsSingular().Message ?? message));
}
});
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}
}
}