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osu-lazer/osu.Game/Users/UserActivity.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;
using MessagePack;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Online;
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using osu.Game.Online.Rooms;
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using osu.Game.Rulesets;
using osu.Game.Scoring;
using osuTK.Graphics;
namespace osu.Game.Users
{
/// <summary>
/// Base class for all structures describing the user's current activity.
/// </summary>
/// <remarks>
/// Warning: keep <see cref="UnionAttribute"/> specs consistent with
/// <see cref="SignalRWorkaroundTypes.BASE_TYPE_MAPPING"/>.
/// </remarks>
[Serializable]
[MessagePackObject]
[Union(11, typeof(ChoosingBeatmap))]
[Union(12, typeof(InSoloGame))]
[Union(13, typeof(WatchingReplay))]
[Union(14, typeof(SpectatingUser))]
[Union(21, typeof(SearchingForLobby))]
[Union(22, typeof(InLobby))]
[Union(23, typeof(InMultiplayerGame))]
[Union(24, typeof(SpectatingMultiplayerGame))]
[Union(31, typeof(InPlaylistGame))]
[Union(41, typeof(EditingBeatmap))]
[Union(42, typeof(ModdingBeatmap))]
[Union(43, typeof(TestingBeatmap))]
public abstract class UserActivity
{
public abstract string GetStatus(bool hideIdentifiableInformation = false);
public virtual string? GetDetails(bool hideIdentifiableInformation = false) => null;
public virtual Color4 GetAppropriateColour(OsuColour colours) => colours.GreenDarker;
[MessagePackObject]
public class ChoosingBeatmap : UserActivity
{
public override string GetStatus(bool hideIdentifiableInformation = false) => "Choosing a beatmap";
}
[MessagePackObject]
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public abstract class InGame : UserActivity
{
[Key(0)]
public int BeatmapID { get; set; }
[Key(1)]
public string BeatmapDisplayTitle { get; set; } = string.Empty;
[Key(2)]
public int RulesetID { get; set; }
[Key(3)]
public string RulesetPlayingVerb { get; set; } = string.Empty; // TODO: i'm going with this for now, but this is wasteful
protected InGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
{
BeatmapID = beatmapInfo.OnlineID;
BeatmapDisplayTitle = beatmapInfo.GetDisplayTitle();
RulesetID = ruleset.OnlineID;
RulesetPlayingVerb = ruleset.CreateInstance().PlayingVerb;
}
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[SerializationConstructor]
protected InGame() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => RulesetPlayingVerb;
public override string GetDetails(bool hideIdentifiableInformation = false) => BeatmapDisplayTitle;
}
[MessagePackObject]
public class InSoloGame : InGame
{
public InSoloGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
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: base(beatmapInfo, ruleset)
{
}
[SerializationConstructor]
public InSoloGame() { }
}
[MessagePackObject]
public class InMultiplayerGame : InGame
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{
public InMultiplayerGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
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: base(beatmapInfo, ruleset)
{
}
[SerializationConstructor]
public InMultiplayerGame()
{
}
public override string GetStatus(bool hideIdentifiableInformation = false) => $@"{base.GetStatus(hideIdentifiableInformation)} with others";
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}
[MessagePackObject]
public class InPlaylistGame : InGame
{
public InPlaylistGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
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: base(beatmapInfo, ruleset)
{
}
[SerializationConstructor]
public InPlaylistGame() { }
}
[MessagePackObject]
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public class TestingBeatmap : InGame
{
public TestingBeatmap(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
: base(beatmapInfo, ruleset)
{
}
[SerializationConstructor]
public TestingBeatmap() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => "Testing a beatmap";
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}
[MessagePackObject]
public class EditingBeatmap : UserActivity
{
[Key(0)]
public int BeatmapID { get; set; }
[Key(1)]
public string BeatmapDisplayTitle { get; set; } = string.Empty;
public EditingBeatmap(IBeatmapInfo info)
{
BeatmapID = info.OnlineID;
BeatmapDisplayTitle = info.GetDisplayTitle();
}
[SerializationConstructor]
public EditingBeatmap() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => @"Editing a beatmap";
public override string GetDetails(bool hideIdentifiableInformation = false) => BeatmapDisplayTitle;
}
[MessagePackObject]
public class ModdingBeatmap : EditingBeatmap
{
public ModdingBeatmap(IBeatmapInfo info)
: base(info)
{
}
[SerializationConstructor]
public ModdingBeatmap() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => "Modding a beatmap";
public override Color4 GetAppropriateColour(OsuColour colours) => colours.PurpleDark;
}
[MessagePackObject]
public class WatchingReplay : UserActivity
{
[Key(0)]
public long ScoreID { get; set; }
[Key(1)]
public string PlayerName { get; set; } = string.Empty;
[Key(2)]
public int BeatmapID { get; set; }
[Key(3)]
public string? BeatmapDisplayTitle { get; set; }
public WatchingReplay(ScoreInfo score)
{
ScoreID = score.OnlineID;
PlayerName = score.User.Username;
BeatmapID = score.BeatmapInfo?.OnlineID ?? -1;
BeatmapDisplayTitle = score.BeatmapInfo?.GetDisplayTitle();
}
[SerializationConstructor]
public WatchingReplay() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => hideIdentifiableInformation ? @"Watching a replay" : $@"Watching {PlayerName}'s replay";
public override string? GetDetails(bool hideIdentifiableInformation = false) => BeatmapDisplayTitle;
}
[MessagePackObject]
public class SpectatingUser : WatchingReplay
{
public SpectatingUser(ScoreInfo score)
: base(score)
{
}
[SerializationConstructor]
public SpectatingUser() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => hideIdentifiableInformation ? @"Spectating a user" : $@"Spectating {PlayerName}";
}
[MessagePackObject]
public class SpectatingMultiplayerGame : InGame
{
public SpectatingMultiplayerGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
: base(beatmapInfo, ruleset)
{
}
[SerializationConstructor]
public SpectatingMultiplayerGame() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => $"Watching others {base.GetStatus(hideIdentifiableInformation).ToLowerInvariant()}";
}
[MessagePackObject]
public class SearchingForLobby : UserActivity
{
public override string GetStatus(bool hideIdentifiableInformation = false) => @"Looking for a lobby";
}
[MessagePackObject]
public class InLobby : UserActivity
{
[Key(0)]
public long RoomID { get; set; }
[Key(1)]
public string RoomName { get; set; } = string.Empty;
public InLobby(Room room)
{
RoomID = room.RoomID.Value ?? -1;
RoomName = room.Name.Value;
}
[SerializationConstructor]
public InLobby() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => @"In a lobby";
public override string? GetDetails(bool hideIdentifiableInformation = false) => hideIdentifiableInformation
? null
: RoomName;
}
}
}