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Merge pull request #16075 from smoogipoo/prevent-idle-transition-during-load

Add AbortGameplay() to fix state transition race conditions during multiplayer load
This commit is contained in:
Dean Herbert 2021-12-15 19:59:19 +09:00 committed by GitHub
commit 33cf4ba7f6
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 61 additions and 3 deletions

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@ -77,6 +77,11 @@ namespace osu.Game.Online.Multiplayer
/// <exception cref="InvalidStateException">If an attempt to start the game occurs when the game's (or users') state disallows it.</exception>
Task StartMatch();
/// <summary>
/// Aborts an ongoing gameplay load.
/// </summary>
Task AbortGameplay();
/// <summary>
/// Adds an item to the playlist.
/// </summary>

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@ -327,6 +327,8 @@ namespace osu.Game.Online.Multiplayer
public abstract Task StartMatch();
public abstract Task AbortGameplay();
public abstract Task AddPlaylistItem(MultiplayerPlaylistItem item);
public abstract Task EditPlaylistItem(MultiplayerPlaylistItem item);

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@ -154,6 +154,14 @@ namespace osu.Game.Online.Multiplayer
return connection.InvokeAsync(nameof(IMultiplayerServer.StartMatch));
}
public override Task AbortGameplay()
{
if (!IsConnected.Value)
return Task.CompletedTask;
return connection.InvokeAsync(nameof(IMultiplayerServer.AbortGameplay));
}
public override Task AddPlaylistItem(MultiplayerPlaylistItem item)
{
if (!IsConnected.Value)

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@ -1,6 +1,7 @@
// 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.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Screens;
using osu.Game.Online.Multiplayer;
@ -18,8 +19,26 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
base.OnResuming(last);
if (client.Room != null && client.LocalUser?.State != MultiplayerUserState.Spectating)
client.ChangeState(MultiplayerUserState.Idle);
if (client.Room == null)
return;
Debug.Assert(client.LocalUser != null);
switch (client.LocalUser.State)
{
case MultiplayerUserState.Spectating:
break;
case MultiplayerUserState.WaitingForLoad:
case MultiplayerUserState.Loaded:
case MultiplayerUserState.Playing:
client.AbortGameplay();
break;
default:
client.ChangeState(MultiplayerUserState.Idle);
break;
}
}
protected override string ScreenTitle => "Multiplayer";

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@ -128,6 +128,15 @@ namespace osu.Game.Tests.Visual.Multiplayer
case MultiplayerRoomState.WaitingForLoad:
if (Room.Users.All(u => u.State != MultiplayerUserState.WaitingForLoad))
{
var loadedUsers = Room.Users.Where(u => u.State == MultiplayerUserState.Loaded).ToArray();
if (loadedUsers.Length == 0)
{
// all users have bailed from the load sequence. cancel the game start.
ChangeRoomState(MultiplayerRoomState.Open);
return;
}
foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.Loaded))
ChangeUserState(u.UserID, MultiplayerUserState.Playing);
@ -143,8 +152,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
{
foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.FinishedPlay))
ChangeUserState(u.UserID, MultiplayerUserState.Results);
ChangeRoomState(MultiplayerRoomState.Open);
ChangeRoomState(MultiplayerRoomState.Open);
((IMultiplayerClient)this).ResultsReady();
FinishCurrentItem().Wait();
@ -242,6 +251,11 @@ namespace osu.Game.Tests.Visual.Multiplayer
public override Task ChangeState(MultiplayerUserState newState)
{
Debug.Assert(Room != null);
if (newState == MultiplayerUserState.Idle && LocalUser?.State == MultiplayerUserState.WaitingForLoad)
return Task.CompletedTask;
ChangeUserState(api.LocalUser.Value.Id, newState);
return Task.CompletedTask;
}
@ -303,6 +317,16 @@ namespace osu.Game.Tests.Visual.Multiplayer
return ((IMultiplayerClient)this).LoadRequested();
}
public override Task AbortGameplay()
{
Debug.Assert(Room != null);
Debug.Assert(LocalUser != null);
ChangeUserState(LocalUser.UserID, MultiplayerUserState.Idle);
return Task.CompletedTask;
}
public async Task AddUserPlaylistItem(int userId, MultiplayerPlaylistItem item)
{
Debug.Assert(Room != null);