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Changing behvaior for channels that have already been reopened

Ctrl+Shift+t will now skip trying to reopen any channels that are
already open, and will instead attempt to open the next still-closed channel.
This commit is contained in:
Joseph-Ramos-CMU 2020-12-13 20:46:02 -05:00
parent 5481ba43c7
commit 2863187b16

View File

@ -33,19 +33,15 @@ namespace osu.Game.Online.Chat
private readonly BindableList<Channel> availableChannels = new BindableList<Channel>();
private readonly BindableList<Channel> joinedChannels = new BindableList<Channel>();
// Prototype for keeping a list of closed channels in an
// order so we can figure out the reverse order of how channels
// were close
// Bindable list supports an insert at indexc function and a
// remove function. If the list re-indexes after each remove (I can
// check the behaviour of the C# List System.Collections.Generic library to confirm this, since that
// library appears to be what is used underneath), then I can just always add at the end
// of the list and always remove index 0 (if size > 0)
// A stack exchange post indicates that List remove will decrement all the
// indeces after the node we removed
// Keeps a list of closed channels. More recently closed channels appear at higher indeces
private readonly BindableList<Channel> closedChannels = new BindableList<Channel>();
// For efficiency purposes, this constant bounds the number of closed channels we store.
// This number is somewhat arbitrary; future developers are free to modify it.
// Must be a positive number.
private const int closedChannelsMaxSize = 50;
/// <summary>
/// The currently opened channel
/// </summary>
@ -61,11 +57,6 @@ namespace osu.Game.Online.Chat
/// </summary>
public IBindableList<Channel> AvailableChannels => availableChannels;
/// <summary>
/// The channels available for the player to join
/// </summary>
public IBindableList<Channel> ClosedChannels => ClosedChannels;
[Resolved]
private IAPIProvider api { get; set; }
@ -425,7 +416,15 @@ namespace osu.Game.Online.Chat
CurrentChannel.Value = null;
joinedChannels.Remove(channel);
// insert at the end of the list
// Prevent the closedChannel list from exceeding the max size
// by removing the oldest element
if(closedChannels.Count >= closedChannelsMaxSize)
{
closedChannels.Remove(closedChannels[0]);
}
// insert at the end of the closedChannels list
closedChannels.Insert(closedChannels.Count, channel);
if (channel.Joined.Value)
@ -435,13 +434,32 @@ namespace osu.Game.Online.Chat
}
}
/// <summary>
/// Opens the most recently closed channel that has not
/// already been reopened
/// Works similarly to reopening last closed tab on a web browser.
/// </summary>
public void JoinLastClosedChannel()
{
if(closedChannels.Count == 0)
if(closedChannels.Count <= 0)
{
return;
}
Channel lastClosedChannel = closedChannels[closedChannels.Count - 1];
JoinChannel(lastClosedChannel);
closedChannels.Remove(lastClosedChannel);
// If the user already joined the channel, try the next
// channel in the list
if(joinedChannels.IndexOf(lastClosedChannel) >= 0)
{
JoinLastClosedChannel();
}
else
{
JoinChannel(lastClosedChannel);
}
}
private long lastMessageId;