mirror of
https://github.com/ppy/osu.git
synced 2024-11-07 18:07:28 +08:00
commit
12bc9ce196
@ -1,9 +1,11 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Mods;
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@ -34,7 +36,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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[TestCase(true)]
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public void TestLongSpinner(bool autoplay)
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{
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AddStep("Very short spinner", () => SetContents(() => testSingle(5, autoplay, 2000)));
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AddStep("Very long spinner", () => SetContents(() => testSingle(5, autoplay, 4000)));
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AddUntilStep("Wait for completion", () => drawableSpinner.Result.HasResult);
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AddUntilStep("Check correct progress", () => drawableSpinner.Progress == (autoplay ? 1 : 0));
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}
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@ -55,7 +57,11 @@ namespace osu.Game.Rulesets.Osu.Tests
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var spinner = new Spinner
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{
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StartTime = Time.Current + delay,
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EndTime = Time.Current + delay + length
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EndTime = Time.Current + delay + length,
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Samples = new List<HitSampleInfo>
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{
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new HitSampleInfo("hitnormal")
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}
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};
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spinner.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty { CircleSize = circleSize });
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@ -104,7 +104,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (Attributes.ApproachRate > 10.33)
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approachRateFactor += 0.4 * (Attributes.ApproachRate - 10.33);
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else if (Attributes.ApproachRate < 8.0)
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approachRateFactor += 0.1 * (8.0 - Attributes.ApproachRate);
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approachRateFactor += 0.01 * (8.0 - Attributes.ApproachRate);
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aimValue *= 1.0 + Math.Min(approachRateFactor, approachRateFactor * (totalHits / 1000.0));
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@ -143,6 +143,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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RoomManager =
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{
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TimeBetweenListingPolls = { Value = 1 },
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TimeBetweenSelectionPolls = { Value = 1 }
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}
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};
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@ -260,17 +260,10 @@ namespace osu.Game.Beatmaps
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}
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catch (BeatmapInvalidForRulesetException e)
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{
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// Conversion has failed for the given ruleset, so return the difficulty in the beatmap's default ruleset.
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// Ensure the beatmap's default ruleset isn't the one already being converted to.
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// This shouldn't happen as it means something went seriously wrong, but if it does an endless loop should be avoided.
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if (rulesetInfo.Equals(beatmapInfo.Ruleset))
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{
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Logger.Error(e, $"Failed to convert {beatmapInfo.OnlineBeatmapID} to the beatmap's default ruleset ({beatmapInfo.Ruleset}).");
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return new StarDifficulty();
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}
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return GetAsync(new DifficultyCacheLookup(key.Beatmap, key.Beatmap.Ruleset, key.OrderedMods)).Result;
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return new StarDifficulty();
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}
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catch
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{
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@ -73,7 +73,7 @@ namespace osu.Game.Graphics.UserInterface
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TooltipText = "Downloading...";
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break;
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case DownloadState.Downloaded:
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case DownloadState.Importing:
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background.FadeColour(colours.Yellow, 500, Easing.InOutExpo);
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TooltipText = "Importing";
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break;
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@ -7,7 +7,7 @@ namespace osu.Game.Online
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{
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NotDownloaded,
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Downloading,
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Downloaded,
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Importing,
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LocallyAvailable
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}
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}
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@ -106,7 +106,7 @@ namespace osu.Game.Online
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{
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if (attachedRequest.Progress == 1)
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{
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State.Value = DownloadState.Downloaded;
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State.Value = DownloadState.Importing;
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Progress.Value = 1;
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}
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else
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@ -125,7 +125,7 @@ namespace osu.Game.Online
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}
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}
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private void onRequestSuccess(string _) => Schedule(() => State.Value = DownloadState.Downloaded);
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private void onRequestSuccess(string _) => Schedule(() => State.Value = DownloadState.Importing);
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private void onRequestProgress(float progress) => Schedule(() => Progress.Value = progress);
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System.Threading.Tasks;
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using osu.Game.Online.Rooms;
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namespace osu.Game.Online.Multiplayer
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{
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@ -47,6 +48,13 @@ namespace osu.Game.Online.Multiplayer
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/// <param name="state">The new state of the user.</param>
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Task UserStateChanged(int userId, MultiplayerUserState state);
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/// <summary>
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/// Signals that a user in this room changed their beatmap availability state.
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/// </summary>
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/// <param name="userId">The ID of the user whose beatmap availability state has changed.</param>
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/// <param name="beatmapAvailability">The new beatmap availability state of the user.</param>
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Task UserBeatmapAvailabilityChanged(int userId, BeatmapAvailability beatmapAvailability);
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/// <summary>
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/// Signals that a match is to be started. This will *only* be sent to clients which are to begin loading at this point.
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/// </summary>
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System.Threading.Tasks;
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using osu.Game.Online.Rooms;
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namespace osu.Game.Online.Multiplayer
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{
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@ -40,6 +41,12 @@ namespace osu.Game.Online.Multiplayer
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/// <exception cref="NotJoinedRoomException">If the user is not in a room.</exception>
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Task ChangeState(MultiplayerUserState newState);
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/// <summary>
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/// Change the local user's availability state of the current beatmap set in joined room.
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/// </summary>
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/// <param name="newBeatmapAvailability">The proposed new beatmap availability state.</param>
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Task ChangeBeatmapAvailability(BeatmapAvailability newBeatmapAvailability);
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/// <summary>
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/// As the host of a room, start the match.
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/// </summary>
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@ -14,6 +14,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Logging;
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using osu.Game.Online.API;
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using osu.Game.Online.Rooms;
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namespace osu.Game.Online.Multiplayer
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{
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@ -173,6 +174,14 @@ namespace osu.Game.Online.Multiplayer
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return connection.InvokeAsync(nameof(IMultiplayerServer.ChangeState), newState);
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}
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public override Task ChangeBeatmapAvailability(BeatmapAvailability newBeatmapAvailability)
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{
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if (!isConnected.Value)
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return Task.CompletedTask;
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return connection.InvokeAsync(nameof(IMultiplayerServer.ChangeBeatmapAvailability), newBeatmapAvailability);
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}
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public override Task StartMatch()
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{
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if (!isConnected.Value)
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@ -5,6 +5,7 @@
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using System;
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using Newtonsoft.Json;
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using osu.Game.Online.Rooms;
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using osu.Game.Users;
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namespace osu.Game.Online.Multiplayer
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@ -16,6 +17,11 @@ namespace osu.Game.Online.Multiplayer
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public MultiplayerUserState State { get; set; } = MultiplayerUserState.Idle;
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/// <summary>
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/// The availability state of the current beatmap.
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/// </summary>
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public BeatmapAvailability BeatmapAvailability { get; set; } = BeatmapAvailability.LocallyAvailable();
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public User? User { get; set; }
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[JsonConstructor]
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@ -52,6 +52,7 @@ namespace osu.Game.Online.Multiplayer
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/// <summary>
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/// Whether the <see cref="StatefulMultiplayerClient"/> is currently connected.
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/// This is NOT thread safe and usage should be scheduled.
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/// </summary>
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public abstract IBindable<bool> IsConnected { get; }
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@ -227,6 +228,8 @@ namespace osu.Game.Online.Multiplayer
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public abstract Task ChangeState(MultiplayerUserState newState);
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public abstract Task ChangeBeatmapAvailability(BeatmapAvailability newBeatmapAvailability);
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public abstract Task StartMatch();
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Task IMultiplayerClient.RoomStateChanged(MultiplayerRoomState state)
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@ -354,6 +357,27 @@ namespace osu.Game.Online.Multiplayer
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return Task.CompletedTask;
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}
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Task IMultiplayerClient.UserBeatmapAvailabilityChanged(int userId, BeatmapAvailability beatmapAvailability)
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{
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if (Room == null)
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return Task.CompletedTask;
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Scheduler.Add(() =>
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{
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var user = Room?.Users.SingleOrDefault(u => u.UserID == userId);
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// errors here are not critical - beatmap availability state is mostly for display.
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if (user == null)
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return;
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user.BeatmapAvailability = beatmapAvailability;
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RoomUpdated?.Invoke();
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}, false);
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return Task.CompletedTask;
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}
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Task IMultiplayerClient.LoadRequested()
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{
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if (Room == null)
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|
40
osu.Game/Online/Rooms/BeatmapAvailability.cs
Normal file
40
osu.Game/Online/Rooms/BeatmapAvailability.cs
Normal file
@ -0,0 +1,40 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using Newtonsoft.Json;
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namespace osu.Game.Online.Rooms
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{
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/// <summary>
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/// The local availability information about a certain beatmap for the client.
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/// </summary>
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public class BeatmapAvailability : IEquatable<BeatmapAvailability>
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{
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/// <summary>
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/// The beatmap's availability state.
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/// </summary>
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public readonly DownloadState State;
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/// <summary>
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/// The beatmap's downloading progress, null when not in <see cref="DownloadState.Downloading"/> state.
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/// </summary>
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public readonly double? DownloadProgress;
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[JsonConstructor]
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private BeatmapAvailability(DownloadState state, double? downloadProgress = null)
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{
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State = state;
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DownloadProgress = downloadProgress;
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}
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public static BeatmapAvailability NotDownloaded() => new BeatmapAvailability(DownloadState.NotDownloaded);
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public static BeatmapAvailability Downloading(double progress) => new BeatmapAvailability(DownloadState.Downloading, progress);
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public static BeatmapAvailability Importing() => new BeatmapAvailability(DownloadState.Importing);
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public static BeatmapAvailability LocallyAvailable() => new BeatmapAvailability(DownloadState.LocallyAvailable);
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public bool Equals(BeatmapAvailability other) => other != null && State == other.State && DownloadProgress == other.DownloadProgress;
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public override string ToString() => $"{string.Join(", ", State, $"{DownloadProgress:0.00%}")}";
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}
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}
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@ -57,7 +57,7 @@ namespace osu.Game.Overlays.BeatmapListing.Panels
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switch (State.Value)
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{
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case DownloadState.Downloading:
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case DownloadState.Downloaded:
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case DownloadState.Importing:
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shakeContainer.Shake();
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break;
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@ -50,7 +50,7 @@ namespace osu.Game.Overlays.BeatmapListing.Panels
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progressBar.ResizeHeightTo(4, 400, Easing.OutQuint);
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break;
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case DownloadState.Downloaded:
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case DownloadState.Importing:
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progressBar.FadeIn(400, Easing.OutQuint);
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progressBar.ResizeHeightTo(4, 400, Easing.OutQuint);
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@ -126,7 +126,7 @@ namespace osu.Game.Overlays.BeatmapSet.Buttons
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};
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break;
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case DownloadState.Downloaded:
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case DownloadState.Importing:
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textSprites.Children = new Drawable[]
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{
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new OsuSpriteText
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|
@ -287,7 +287,7 @@ namespace osu.Game.Overlays.BeatmapSet
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break;
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case DownloadState.Downloading:
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case DownloadState.Downloaded:
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case DownloadState.Importing:
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// temporary to avoid showing two buttons for maps with novideo. will be fixed in new beatmap overlay design.
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downloadButtonsContainer.Child = new HeaderDownloadButton(BeatmapSet.Value);
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break;
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|
@ -37,6 +37,8 @@ namespace osu.Game.Rulesets.Judgements
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{
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JudgementText = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Text = Result.GetDescription().ToUpperInvariant(),
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Colour = colours.ForHitResult(Result),
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Font = OsuFont.Numeric.With(size: 20),
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@ -138,6 +138,15 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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scrollToTrackTime();
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}
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protected override bool OnScroll(ScrollEvent e)
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{
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// if this is not a precision scroll event, let the editor handle the seek itself (for snapping support)
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if (!e.AltPressed && !e.IsPrecise)
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return false;
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return base.OnScroll(e);
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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|
@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
|
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using System.Collections.Generic;
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using System.Linq;
|
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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@ -47,9 +48,11 @@ namespace osu.Game.Screens.OnlinePlay.Components
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pollReq.Success += result =>
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{
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var rooms = new List<Room>(roomManager.Rooms);
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// existing rooms need to be ordered by their position because the received of NotifyRoomsReceives expects to be able to sort them based on this order.
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var rooms = new List<Room>(roomManager.Rooms.OrderBy(r => r.Position.Value));
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int index = rooms.FindIndex(r => r.RoomID.Value == result.RoomID.Value);
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if (index < 0)
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return;
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|
@ -34,8 +34,8 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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{
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base.LoadComplete();
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isConnected.BindValueChanged(_ => updateState());
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operationInProgress.BindValueChanged(_ => updateState(), true);
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isConnected.BindValueChanged(_ => Scheduler.AddOnce(updateState));
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operationInProgress.BindValueChanged(_ => Scheduler.AddOnce(updateState), true);
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}
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private void updateState() => Enabled.Value = isConnected.Value && !operationInProgress.Value;
|
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|
@ -33,6 +33,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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if (!this.IsCurrentScreen())
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{
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multiplayerRoomManager.TimeBetweenListingPolls.Value = 0;
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multiplayerRoomManager.TimeBetweenSelectionPolls.Value = 0;
|
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}
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else
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{
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@ -40,16 +41,18 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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{
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case LoungeSubScreen _:
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multiplayerRoomManager.TimeBetweenListingPolls.Value = isIdle ? 120000 : 15000;
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multiplayerRoomManager.TimeBetweenSelectionPolls.Value = isIdle ? 120000 : 15000;
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break;
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// Don't poll inside the match or anywhere else.
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default:
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multiplayerRoomManager.TimeBetweenListingPolls.Value = 0;
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multiplayerRoomManager.TimeBetweenSelectionPolls.Value = 0;
|
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break;
|
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}
|
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}
|
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|
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Logger.Log($"Polling adjusted (listing: {multiplayerRoomManager.TimeBetweenListingPolls.Value})");
|
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Logger.Log($"Polling adjusted (listing: {multiplayerRoomManager.TimeBetweenListingPolls.Value}, selection: {multiplayerRoomManager.TimeBetweenSelectionPolls.Value})");
|
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}
|
||||
|
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protected override Room CreateNewRoom()
|
||||
|
@ -77,14 +77,14 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
|
||||
});
|
||||
|
||||
isConnected = client.IsConnected.GetBoundCopy();
|
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isConnected.BindValueChanged(connected =>
|
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isConnected.BindValueChanged(connected => Schedule(() =>
|
||||
{
|
||||
if (!connected.NewValue)
|
||||
{
|
||||
// messaging to the user about this disconnect will be provided by the MultiplayerMatchSubScreen.
|
||||
failAndBail();
|
||||
}
|
||||
}, true);
|
||||
}), true);
|
||||
|
||||
Debug.Assert(client.Room != null);
|
||||
}
|
||||
|
@ -23,7 +23,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
|
||||
private StatefulMultiplayerClient multiplayerClient { get; set; }
|
||||
|
||||
public readonly Bindable<double> TimeBetweenListingPolls = new Bindable<double>();
|
||||
|
||||
public readonly Bindable<double> TimeBetweenSelectionPolls = new Bindable<double>();
|
||||
private readonly IBindable<bool> isConnected = new Bindable<bool>();
|
||||
private readonly Bindable<bool> allowPolling = new Bindable<bool>();
|
||||
|
||||
@ -34,10 +34,8 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
|
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base.LoadComplete();
|
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|
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isConnected.BindTo(multiplayerClient.IsConnected);
|
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isConnected.BindValueChanged(_ => Schedule(updatePolling));
|
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JoinedRoom.BindValueChanged(_ => updatePolling());
|
||||
|
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updatePolling();
|
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isConnected.BindValueChanged(_ => Scheduler.AddOnce(updatePolling));
|
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JoinedRoom.BindValueChanged(_ => Scheduler.AddOnce(updatePolling), true);
|
||||
}
|
||||
|
||||
public override void CreateRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
|
||||
@ -119,6 +117,11 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
|
||||
TimeBetweenPolls = { BindTarget = TimeBetweenListingPolls },
|
||||
AllowPolling = { BindTarget = allowPolling }
|
||||
},
|
||||
new MultiplayerSelectionPollingComponent
|
||||
{
|
||||
TimeBetweenPolls = { BindTarget = TimeBetweenSelectionPolls },
|
||||
AllowPolling = { BindTarget = allowPolling }
|
||||
}
|
||||
};
|
||||
|
||||
private class MultiplayerListingPollingComponent : ListingPollingComponent
|
||||
@ -141,5 +144,26 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
|
||||
|
||||
protected override Task Poll() => !AllowPolling.Value ? Task.CompletedTask : base.Poll();
|
||||
}
|
||||
|
||||
private class MultiplayerSelectionPollingComponent : SelectionPollingComponent
|
||||
{
|
||||
public readonly IBindable<bool> AllowPolling = new Bindable<bool>();
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
AllowPolling.BindValueChanged(allowPolling =>
|
||||
{
|
||||
if (!allowPolling.NewValue)
|
||||
return;
|
||||
|
||||
if (IsLoaded)
|
||||
PollImmediately();
|
||||
});
|
||||
}
|
||||
|
||||
protected override Task Poll() => !AllowPolling.Value ? Task.CompletedTask : base.Poll();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -63,7 +63,7 @@ namespace osu.Game.Screens.Ranking
|
||||
scores.Download(Model.Value);
|
||||
break;
|
||||
|
||||
case DownloadState.Downloaded:
|
||||
case DownloadState.Importing:
|
||||
case DownloadState.Downloading:
|
||||
shakeContainer.Shake();
|
||||
break;
|
||||
|
@ -500,7 +500,7 @@ namespace osu.Game.Screens.Select
|
||||
|
||||
if (beatmap != null)
|
||||
{
|
||||
if (beatmap.BeatmapSetInfoID == beatmapNoDebounce?.BeatmapSetInfoID)
|
||||
if (beatmap.BeatmapSetInfoID == previous?.BeatmapInfo.BeatmapSetInfoID)
|
||||
sampleChangeDifficulty.Play();
|
||||
else
|
||||
sampleChangeBeatmap.Play();
|
||||
|
@ -378,8 +378,10 @@ namespace osu.Game.Skinning
|
||||
// kind of wasteful that we throw this away, but should do for now.
|
||||
if (createDrawable() != null)
|
||||
{
|
||||
if (Configuration.LegacyVersion > 1)
|
||||
return new LegacyJudgementPieceNew(resultComponent.Component, createDrawable, getParticleTexture(resultComponent.Component));
|
||||
var particle = getParticleTexture(resultComponent.Component);
|
||||
|
||||
if (particle != null)
|
||||
return new LegacyJudgementPieceNew(resultComponent.Component, createDrawable, particle);
|
||||
else
|
||||
return new LegacyJudgementPieceOld(resultComponent.Component, createDrawable);
|
||||
}
|
||||
|
@ -10,6 +10,7 @@ using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Game.Online.API;
|
||||
using osu.Game.Online.Multiplayer;
|
||||
using osu.Game.Online.Rooms;
|
||||
using osu.Game.Users;
|
||||
|
||||
namespace osu.Game.Tests.Visual.Multiplayer
|
||||
@ -77,6 +78,13 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
||||
});
|
||||
}
|
||||
|
||||
public void ChangeUserBeatmapAvailability(int userId, BeatmapAvailability newBeatmapAvailability)
|
||||
{
|
||||
Debug.Assert(Room != null);
|
||||
|
||||
((IMultiplayerClient)this).UserBeatmapAvailabilityChanged(userId, newBeatmapAvailability);
|
||||
}
|
||||
|
||||
protected override Task<MultiplayerRoom> JoinRoom(long roomId)
|
||||
{
|
||||
var user = new MultiplayerRoomUser(api.LocalUser.Value.Id) { User = api.LocalUser.Value };
|
||||
@ -108,6 +116,12 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
||||
return Task.CompletedTask;
|
||||
}
|
||||
|
||||
public override Task ChangeBeatmapAvailability(BeatmapAvailability newBeatmapAvailability)
|
||||
{
|
||||
ChangeUserBeatmapAvailability(api.LocalUser.Value.Id, newBeatmapAvailability);
|
||||
return Task.CompletedTask;
|
||||
}
|
||||
|
||||
public override Task StartMatch()
|
||||
{
|
||||
Debug.Assert(Room != null);
|
||||
|
Loading…
Reference in New Issue
Block a user