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osu-lazer/osu.Game/Screens/OnlinePlay/OnlinePlayScreen.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.Diagnostics;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Logging;
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using osu.Framework.Screens;
using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Drawables;
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using osu.Game.Graphics.Containers;
using osu.Game.Input;
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using osu.Game.Online.API;
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using osu.Game.Online.Rooms;
using osu.Game.Overlays;
using osu.Game.Screens.Menu;
using osu.Game.Screens.OnlinePlay.Components;
using osu.Game.Screens.OnlinePlay.Lounge;
using osu.Game.Screens.OnlinePlay.Lounge.Components;
using osu.Game.Users;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.OnlinePlay
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{
[Cached]
public abstract class OnlinePlayScreen : OsuScreen, IHasSubScreenStack
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{
[Cached]
protected readonly OverlayColourProvider ColourProvider = new OverlayColourProvider(OverlayColourScheme.Plum);
public override bool CursorVisible => (screenStack?.CurrentScreen as IOnlinePlaySubScreen)?.CursorVisible ?? true;
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// this is required due to PlayerLoader eventually being pushed to the main stack
// while leases may be taken out by a subscreen.
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public override bool DisallowExternalBeatmapRulesetChanges => true;
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private MultiplayerWaveContainer waves;
private LoungeSubScreen loungeSubScreen;
private ScreenStack screenStack;
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private readonly IBindable<bool> isIdle = new BindableBool();
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[Cached(Type = typeof(IRoomManager))]
protected RoomManager RoomManager { get; private set; }
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[Cached]
private readonly Bindable<Room> selectedRoom = new Bindable<Room>();
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[Cached]
private readonly Bindable<FilterCriteria> currentFilter = new Bindable<FilterCriteria>(new FilterCriteria());
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[Cached]
private readonly OngoingOperationTracker ongoingOperationTracker = new OngoingOperationTracker();
[Resolved(CanBeNull = true)]
private MusicController music { get; set; }
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[Resolved]
private OsuGameBase game { get; set; }
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[Resolved]
protected IAPIProvider API { get; private set; }
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[Resolved(CanBeNull = true)]
private IdleTracker idleTracker { get; set; }
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[Resolved(CanBeNull = true)]
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private OsuLogo logo { get; set; }
protected OnlinePlayScreen()
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{
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Anchor = Anchor.Centre;
Origin = Anchor.Centre;
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RelativeSizeAxes = Axes.Both;
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Padding = new MarginPadding { Horizontal = -HORIZONTAL_OVERFLOW_PADDING };
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RoomManager = CreateRoomManager();
}
private readonly IBindable<APIState> apiState = new Bindable<APIState>();
[BackgroundDependencyLoader]
private void load()
{
var backgroundColour = Color4Extensions.FromHex(@"3e3a44");
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InternalChild = waves = new MultiplayerWaveContainer
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{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
Colour = backgroundColour,
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},
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
new BeatmapBackgroundSprite
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{
RelativeSizeAxes = Axes.Both
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},
new Box
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{
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RelativeSizeAxes = Axes.Both,
Colour = ColourInfo.GradientVertical(Color4.Black.Opacity(0.9f), Color4.Black.Opacity(0.6f))
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},
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screenStack = new OnlinePlaySubScreenStack
{
RelativeSizeAxes = Axes.Both
}
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}
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},
new Header(ScreenTitle, screenStack),
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RoomManager,
ongoingOperationTracker
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}
};
}
private void onlineStateChanged(ValueChangedEvent<APIState> state) => Schedule(() =>
{
if (state.NewValue != APIState.Online)
{
Logger.Log("API connection was lost, can't continue with online play", LoggingTarget.Network, LogLevel.Important);
Schedule(forcefullyExit);
}
});
protected override void LoadComplete()
{
base.LoadComplete();
screenStack.ScreenPushed += screenPushed;
screenStack.ScreenExited += screenExited;
screenStack.Push(loungeSubScreen = CreateLounge());
apiState.BindTo(API.State);
apiState.BindValueChanged(onlineStateChanged, true);
if (idleTracker != null)
{
isIdle.BindTo(idleTracker.IsIdle);
isIdle.BindValueChanged(idle => UpdatePollingRate(idle.NewValue), true);
}
}
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
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var dependencies = new CachedModelDependencyContainer<Room>(base.CreateChildDependencies(parent));
dependencies.Model.BindTo(selectedRoom);
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return dependencies;
}
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protected abstract void UpdatePollingRate(bool isIdle);
private void forcefullyExit()
{
// This is temporary since we don't currently have a way to force screens to be exited
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if (this.IsCurrentScreen())
{
while (this.IsCurrentScreen())
this.Exit();
}
else
{
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this.MakeCurrent();
Schedule(forcefullyExit);
}
}
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public override void OnEntering(IScreen last)
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{
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this.FadeIn();
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waves.Show();
if (loungeSubScreen.IsCurrentScreen())
loungeSubScreen.OnEntering(last);
else
loungeSubScreen.MakeCurrent();
}
public override void OnResuming(IScreen last)
{
this.FadeIn(250);
this.ScaleTo(1, 250, Easing.OutSine);
Debug.Assert(screenStack.CurrentScreen != null);
screenStack.CurrentScreen.OnResuming(last);
base.OnResuming(last);
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UpdatePollingRate(isIdle.Value);
}
public override void OnSuspending(IScreen next)
{
this.ScaleTo(1.1f, 250, Easing.InSine);
this.FadeOut(250);
Debug.Assert(screenStack.CurrentScreen != null);
screenStack.CurrentScreen.OnSuspending(next);
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UpdatePollingRate(isIdle.Value);
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}
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public override bool OnExiting(IScreen next)
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{
var subScreen = screenStack.CurrentScreen as Drawable;
if (subScreen?.IsLoaded == true && screenStack.CurrentScreen.OnExiting(next))
return true;
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RoomManager.PartRoom();
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waves.Hide();
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this.Delay(WaveContainer.DISAPPEAR_DURATION).FadeOut();
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base.OnExiting(next);
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return false;
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}
public override bool OnBackButton()
{
if (!(screenStack.CurrentScreen is IOnlinePlaySubScreen onlineSubScreen))
return false;
if (((Drawable)onlineSubScreen).IsLoaded && onlineSubScreen.AllowBackButton && onlineSubScreen.OnBackButton())
return true;
if (screenStack.CurrentScreen != null && !(screenStack.CurrentScreen is LoungeSubScreen))
{
screenStack.Exit();
return true;
}
return false;
}
protected override void LogoExiting(OsuLogo logo)
{
base.LogoExiting(logo);
// the wave overlay transition takes longer than expected to run.
logo.Delay(WaveContainer.DISAPPEAR_DURATION / 2).FadeOut();
}
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private void screenPushed(IScreen lastScreen, IScreen newScreen)
{
subScreenChanged(lastScreen, newScreen);
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}
private void screenExited(IScreen lastScreen, IScreen newScreen)
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{
subScreenChanged(lastScreen, newScreen);
if (screenStack.CurrentScreen == null && this.IsCurrentScreen())
this.Exit();
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}
private void subScreenChanged(IScreen lastScreen, IScreen newScreen)
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{
if (lastScreen is IOsuScreen lastOsuScreen)
Activity.UnbindFrom(lastOsuScreen.Activity);
if (newScreen is IOsuScreen newOsuScreen)
((IBindable<UserActivity>)Activity).BindTo(newOsuScreen.Activity);
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UpdatePollingRate(isIdle.Value);
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}
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protected IScreen CurrentSubScreen => screenStack.CurrentScreen;
protected abstract string ScreenTitle { get; }
protected abstract RoomManager CreateRoomManager();
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protected abstract LoungeSubScreen CreateLounge();
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private class MultiplayerWaveContainer : WaveContainer
{
protected override bool StartHidden => true;
public MultiplayerWaveContainer()
{
FirstWaveColour = Color4Extensions.FromHex(@"654d8c");
SecondWaveColour = Color4Extensions.FromHex(@"554075");
ThirdWaveColour = Color4Extensions.FromHex(@"44325e");
FourthWaveColour = Color4Extensions.FromHex(@"392850");
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}
}
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private class BeatmapBackgroundSprite : OnlinePlayBackgroundSprite
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{
protected override UpdateableBeatmapBackgroundSprite CreateBackgroundSprite() => new BlurredBackgroundSprite(BeatmapSetCoverType) { RelativeSizeAxes = Axes.Both };
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public class BlurredBackgroundSprite : UpdateableBeatmapBackgroundSprite
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{
public BlurredBackgroundSprite(BeatmapSetCoverType type)
: base(type)
{
}
protected override double LoadDelay => 200;
protected override Drawable CreateDrawable(BeatmapInfo model) =>
new BufferedLoader(base.CreateDrawable(model));
}
// This class is an unfortunate requirement due to `LongRunningLoad` requiring direct async loading.
// It means that if the web request fetching the beatmap background takes too long, it will suddenly appear.
internal class BufferedLoader : BufferedContainer
{
private readonly Drawable drawable;
public BufferedLoader(Drawable drawable)
{
this.drawable = drawable;
RelativeSizeAxes = Axes.Both;
BlurSigma = new Vector2(10);
CacheDrawnFrameBuffer = true;
}
[BackgroundDependencyLoader]
private void load()
{
LoadComponentAsync(drawable, d =>
{
Add(d);
ForceRedraw();
});
}
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}
}
ScreenStack IHasSubScreenStack.SubScreenStack => screenStack;
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}
}