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mirror of https://github.com/ppy/osu.git synced 2025-03-05 07:42:54 +08:00

Separate out QueueList

This commit is contained in:
Dan Balasescu 2021-11-26 19:24:49 +09:00
parent 17bc0b51aa
commit 0cb35e8b18
2 changed files with 122 additions and 109 deletions

View File

@ -1,13 +1,10 @@
// 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.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Platform;
@ -19,6 +16,7 @@ using osu.Game.Online.Rooms;
using osu.Game.Rulesets;
using osu.Game.Screens.OnlinePlay;
using osu.Game.Screens.OnlinePlay.Multiplayer;
using osu.Game.Screens.OnlinePlay.Multiplayer.Match.Playlist;
using osu.Game.Tests.Resources;
using osuTK;
@ -145,111 +143,5 @@ namespace osu.Game.Tests.Visual.Multiplayer
private PlaylistItem getPlaylistItem(MultiplayerPlaylistItem item) => Playlist.Single(i => i.ID == item.ID);
}
public class QueueList : DrawableRoomPlaylist
{
public readonly IBindable<QueueMode> QueueMode = new Bindable<QueueMode>();
public QueueList(bool allowEdit, bool allowSelection, bool reverse = false)
: base(allowEdit, allowSelection, reverse)
{
}
protected override FillFlowContainer<RearrangeableListItem<PlaylistItem>> CreateListFillFlowContainer() => new QueueFillFlowContainer
{
QueueMode = { BindTarget = QueueMode },
Spacing = new Vector2(0, 2)
};
private class QueueFillFlowContainer : FillFlowContainer<RearrangeableListItem<PlaylistItem>>
{
public readonly IBindable<QueueMode> QueueMode = new Bindable<QueueMode>();
protected override void LoadComplete()
{
base.LoadComplete();
QueueMode.BindValueChanged(_ => InvalidateLayout());
}
public override IEnumerable<Drawable> FlowingChildren
{
get
{
switch (QueueMode.Value)
{
default:
return AliveInternalChildren.Where(d => d.IsPresent)
.OfType<RearrangeableListItem<PlaylistItem>>()
.OrderBy(item => item.Model.ID);
case Game.Online.Multiplayer.QueueMode.AllPlayersRoundRobin:
// TODO: THIS IS SO INEFFICIENT, can it be done any better?
// Group all items by their owners.
var groups = AliveInternalChildren.Where(d => d.IsPresent)
.OfType<RearrangeableListItem<PlaylistItem>>()
.GroupBy(item => item.Model.OwnerID)
.Select(g => g.ToArray())
.ToArray();
if (groups.Length == 0)
return Enumerable.Empty<Drawable>();
// Find the initial picking order for the groups. The group with the smallest 'weight' picks first.
int[] groupWeights = new int[groups.Length];
for (int i = 0; i < groups.Length; i++)
{
groupWeights[i] = groups[i].Count(item => item.Model.Expired);
groups[i] = groups[i].Where(item => !item.Model.Expired).ToArray();
}
var result = new List<Drawable>();
// Simulate the playlist by picking in order from the smallest-weighted room each time until no longer able to.
while (true)
{
var candidateGroup = groups
// Map each group to an index.
.Select((items, index) => new { index, items })
// Order groups by their weights.
.OrderBy(group => groupWeights[group.index])
// Select the first group with remaining items (null is set from previous iterations).
.FirstOrDefault(group => group.items.Any(i => i != null));
// Iteration ends when all groups have been exhausted of items.
if (candidateGroup == null)
break;
// Find the index of the first non-null (i.e. unused) item in the group.
int candidateItemIndex = 0;
RearrangeableListItem<PlaylistItem> candidateItem = null;
for (int i = 0; i < candidateGroup.items.Length; i++)
{
if (candidateGroup.items[i] != null)
{
candidateItemIndex = i;
candidateItem = candidateGroup.items[i];
}
}
// The item is guaranteed to not be expired, since we've previously removed all expired items.
Debug.Assert(candidateItem?.Model.Expired == false);
// Add the item to the result set.
result.Add(candidateItem);
// Update the group for the next iteration.
candidateGroup.items[candidateItemIndex] = null;
groupWeights[candidateGroup.index]++;
}
return result;
}
}
}
}
}
}
}

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@ -0,0 +1,121 @@
// 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.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osuTK;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match.Playlist
{
public class QueueList : DrawableRoomPlaylist
{
public readonly IBindable<QueueMode> QueueMode = new Bindable<QueueMode>();
public QueueList(bool allowEdit, bool allowSelection, bool reverse = false)
: base(allowEdit, allowSelection, reverse)
{
}
protected override FillFlowContainer<RearrangeableListItem<PlaylistItem>> CreateListFillFlowContainer() => new QueueFillFlowContainer
{
QueueMode = { BindTarget = QueueMode },
Spacing = new Vector2(0, 2)
};
private class QueueFillFlowContainer : FillFlowContainer<RearrangeableListItem<PlaylistItem>>
{
public readonly IBindable<QueueMode> QueueMode = new Bindable<QueueMode>();
protected override void LoadComplete()
{
base.LoadComplete();
QueueMode.BindValueChanged(_ => InvalidateLayout());
}
public override IEnumerable<Drawable> FlowingChildren
{
get
{
switch (QueueMode.Value)
{
default:
return AliveInternalChildren.Where(d => d.IsPresent)
.OfType<RearrangeableListItem<PlaylistItem>>()
.OrderBy(item => item.Model.ID);
case Game.Online.Multiplayer.QueueMode.AllPlayersRoundRobin:
// TODO: THIS IS SO INEFFICIENT, can it be done any better?
// Group all items by their owners.
var groups = AliveInternalChildren.Where(d => d.IsPresent)
.OfType<RearrangeableListItem<PlaylistItem>>()
.GroupBy(item => item.Model.OwnerID)
.Select(g => g.ToArray())
.ToArray();
if (groups.Length == 0)
return Enumerable.Empty<Drawable>();
// Find the initial picking order for the groups. The group with the smallest 'weight' picks first.
int[] groupWeights = new int[groups.Length];
for (int i = 0; i < groups.Length; i++)
{
groupWeights[i] = groups[i].Count(item => item.Model.Expired);
groups[i] = groups[i].Where(item => !item.Model.Expired).ToArray();
}
var result = new List<Drawable>();
// Simulate the playlist by picking in order from the smallest-weighted room each time until no longer able to.
while (true)
{
var candidateGroup = groups
// Map each group to an index.
.Select((items, index) => new { index, items })
// Order groups by their weights.
.OrderBy(group => groupWeights[group.index])
// Select the first group with remaining items (null is set from previous iterations).
.FirstOrDefault(group => group.items.Any(i => i != null));
// Iteration ends when all groups have been exhausted of items.
if (candidateGroup == null)
break;
// Find the index of the first non-null (i.e. unused) item in the group.
int candidateItemIndex = 0;
RearrangeableListItem<PlaylistItem> candidateItem = null;
for (int i = 0; i < candidateGroup.items.Length; i++)
{
if (candidateGroup.items[i] != null)
{
candidateItemIndex = i;
candidateItem = candidateGroup.items[i];
}
}
// The item is guaranteed to not be expired, since we've previously removed all expired items.
Debug.Assert(candidateItem?.Model.Expired == false);
// Add the item to the result set.
result.Add(candidateItem);
// Update the group for the next iteration.
candidateGroup.items[candidateItemIndex] = null;
groupWeights[candidateGroup.index]++;
}
return result;
}
}
}
}
}
}