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Merge pull request #17933 from smoogipoo/multiplayer-force-start-2

Force start/abort multiplayer games after a timeout
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Dean Herbert 2022-04-29 15:07:53 +09:00 committed by GitHub
commit 43ff4635a2
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GPG Key ID: 4AEE18F83AFDEB23
17 changed files with 170 additions and 25 deletions

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@ -35,7 +35,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
});
AddUntilStep("wait for player to be current", () => player.IsCurrentScreen() && player.IsLoaded);
AddStep("start gameplay", () => ((IMultiplayerClient)MultiplayerClient).MatchStarted());
AddStep("start gameplay", () => ((IMultiplayerClient)MultiplayerClient).GameplayStarted());
}
[Test]

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@ -0,0 +1,17 @@
// 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 MessagePack;
namespace osu.Game.Online.Multiplayer
{
/// <summary>
/// A <see cref="MultiplayerCountdown"/> started by the server when clients being to load.
/// Indicates how long until gameplay will forcefully start, excluding any users which have not completed loading,
/// and forcing progression of any clients that are blocking load due to user interaction.
/// </summary>
[MessagePackObject]
public class ForceGameplayStartCountdown : MultiplayerCountdown
{
}
}

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@ -93,14 +93,20 @@ namespace osu.Game.Online.Multiplayer
Task UserModsChanged(int userId, IEnumerable<APIMod> mods);
/// <summary>
/// Signals that a match is to be started. This will *only* be sent to clients which are to begin loading at this point.
/// Signals that the match is starting and the loading of gameplay should be started. This will *only* be sent to clients which are to begin loading at this point.
/// </summary>
Task LoadRequested();
/// <summary>
/// Signals that a match has started. All users in the <see cref="MultiplayerUserState.Loaded"/> state should begin gameplay as soon as possible.
/// Signals that loading of gameplay is to be aborted.
/// </summary>
Task MatchStarted();
Task LoadAborted();
/// <summary>
/// Signals that gameplay has started.
/// All users in the <see cref="MultiplayerUserState.Loaded"/> or <see cref="MultiplayerUserState.ReadyForGameplay"/> states should begin gameplay as soon as possible.
/// </summary>
Task GameplayStarted();
/// <summary>
/// Signals that the match has ended, all players have finished and results are ready to be displayed.

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@ -69,10 +69,15 @@ namespace osu.Game.Online.Multiplayer
/// </summary>
public virtual event Action? LoadRequested;
/// <summary>
/// Invoked when the multiplayer server requests loading of play to be aborted.
/// </summary>
public event Action? LoadAborted;
/// <summary>
/// Invoked when the multiplayer server requests gameplay to be started.
/// </summary>
public event Action? MatchStarted;
public event Action? GameplayStarted;
/// <summary>
/// Invoked when the multiplayer server has finished collating results.
@ -604,14 +609,27 @@ namespace osu.Game.Online.Multiplayer
return Task.CompletedTask;
}
Task IMultiplayerClient.MatchStarted()
Task IMultiplayerClient.LoadAborted()
{
Scheduler.Add(() =>
{
if (Room == null)
return;
MatchStarted?.Invoke();
LoadAborted?.Invoke();
}, false);
return Task.CompletedTask;
}
Task IMultiplayerClient.GameplayStarted()
{
Scheduler.Add(() =>
{
if (Room == null)
return;
GameplayStarted?.Invoke();
}, false);
return Task.CompletedTask;

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@ -14,6 +14,7 @@ namespace osu.Game.Online.Multiplayer
/// </summary>
[MessagePackObject]
[Union(0, typeof(MatchStartCountdown))] // IMPORTANT: Add rules to SignalRUnionWorkaroundResolver for new derived types.
[Union(1, typeof(ForceGameplayStartCountdown))]
public abstract class MultiplayerCountdown
{
/// <summary>

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@ -65,5 +65,21 @@ namespace osu.Game.Online.Multiplayer
}
public override int GetHashCode() => UserID.GetHashCode();
/// <summary>
/// Whether this user has finished loading and can start gameplay.
/// </summary>
public bool CanStartGameplay()
{
switch (State)
{
case MultiplayerUserState.Loaded:
case MultiplayerUserState.ReadyForGameplay:
return true;
default:
return false;
}
}
}
}

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@ -29,10 +29,16 @@ namespace osu.Game.Online.Multiplayer
WaitingForLoad,
/// <summary>
/// The user's client has marked itself as loaded and ready to begin gameplay.
/// The user has marked itself as loaded, but may still be adjusting settings prior to being ready for gameplay.
/// Players remaining in this state for an extended period of time will be automatically transitioned to the <see cref="Playing"/> state by the server.
/// </summary>
Loaded,
/// <summary>
/// The user has finished adjusting settings and is ready to start gameplay.
/// </summary>
ReadyForGameplay,
/// <summary>
/// The user is currently playing in a game. This is a reserved state, and is set by the server.
/// </summary>

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@ -54,7 +54,8 @@ namespace osu.Game.Online.Multiplayer
connection.On<MultiplayerRoomSettings>(nameof(IMultiplayerClient.SettingsChanged), ((IMultiplayerClient)this).SettingsChanged);
connection.On<int, MultiplayerUserState>(nameof(IMultiplayerClient.UserStateChanged), ((IMultiplayerClient)this).UserStateChanged);
connection.On(nameof(IMultiplayerClient.LoadRequested), ((IMultiplayerClient)this).LoadRequested);
connection.On(nameof(IMultiplayerClient.MatchStarted), ((IMultiplayerClient)this).MatchStarted);
connection.On(nameof(IMultiplayerClient.GameplayStarted), ((IMultiplayerClient)this).GameplayStarted);
connection.On(nameof(IMultiplayerClient.LoadAborted), ((IMultiplayerClient)this).LoadAborted);
connection.On(nameof(IMultiplayerClient.ResultsReady), ((IMultiplayerClient)this).ResultsReady);
connection.On<int, IEnumerable<APIMod>>(nameof(IMultiplayerClient.UserModsChanged), ((IMultiplayerClient)this).UserModsChanged);
connection.On<int, BeatmapAvailability>(nameof(IMultiplayerClient.UserBeatmapAvailabilityChanged), ((IMultiplayerClient)this).UserBeatmapAvailabilityChanged);

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@ -24,7 +24,8 @@ namespace osu.Game.Online
(typeof(CountdownChangedEvent), typeof(MatchServerEvent)),
(typeof(TeamVersusRoomState), typeof(MatchRoomState)),
(typeof(TeamVersusUserState), typeof(MatchUserState)),
(typeof(MatchStartCountdown), typeof(MultiplayerCountdown))
(typeof(MatchStartCountdown), typeof(MultiplayerCountdown)),
(typeof(ForceGameplayStartCountdown), typeof(MultiplayerCountdown))
};
}
}

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@ -77,7 +77,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
private void onRoomUpdated() => Scheduler.AddOnce(() =>
{
bool countdownActive = multiplayerClient.Room?.Countdown != null;
bool countdownActive = multiplayerClient.Room?.Countdown is MatchStartCountdown;
if (countdownActive)
{

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@ -55,7 +55,21 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
private void onRoomUpdated() => Scheduler.AddOnce(() =>
{
if (countdown != room?.Countdown)
MultiplayerCountdown newCountdown;
switch (room?.Countdown)
{
case MatchStartCountdown _:
newCountdown = room.Countdown;
break;
// Clear the countdown with any other (including non-null) countdown values.
default:
newCountdown = null;
break;
}
if (newCountdown != countdown)
{
countdown = room?.Countdown;
countdownChangeTime = Time.Current;

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@ -3,6 +3,7 @@
using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Game.Online.Multiplayer;
using osu.Game.Screens.OnlinePlay.Components;
@ -20,6 +21,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
base.LoadComplete();
client.RoomUpdated += onRoomUpdated;
client.LoadAborted += onLoadAborted;
onRoomUpdated();
}
@ -35,6 +37,16 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
transitionFromResults();
}
private void onLoadAborted()
{
// If the server aborts gameplay for this user (due to loading too slow), exit gameplay screens.
if (!this.IsCurrentScreen())
{
Logger.Log("Gameplay aborted because loading the beatmap took too long.", LoggingTarget.Runtime, LogLevel.Important);
this.MakeCurrent();
}
}
public override void OnResuming(ScreenTransitionEvent e)
{
base.OnResuming(e);
@ -42,9 +54,15 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
if (client.Room == null)
return;
Debug.Assert(client.LocalUser != null);
if (!(e.Last is MultiplayerPlayerLoader playerLoader))
return;
// Nothing needs to be done if already in the idle state (e.g. via load being aborted by the server).
if (client.LocalUser.State == MultiplayerUserState.Idle)
return;
// If gameplay wasn't finished, then we have a simple path back to the idle state by aborting gameplay.
if (!playerLoader.GameplayPassed)
{

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@ -115,7 +115,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
if (!ValidForResume)
return; // token retrieval may have failed.
client.MatchStarted += onMatchStarted;
client.GameplayStarted += onGameplayStarted;
client.ResultsReady += onResultsReady;
ScoreProcessor.HasCompleted.BindValueChanged(completed =>
@ -144,10 +144,12 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
protected override void StartGameplay()
{
// block base call, but let the server know we are ready to start.
loadingDisplay.Show();
client.ChangeState(MultiplayerUserState.Loaded).ContinueWith(task => failAndBail(task.Exception?.Message ?? "Server error"), TaskContinuationOptions.NotOnRanToCompletion);
if (client.LocalUser?.State == MultiplayerUserState.Loaded)
{
// block base call, but let the server know we are ready to start.
loadingDisplay.Show();
client.ChangeState(MultiplayerUserState.ReadyForGameplay);
}
}
private void failAndBail(string message = null)
@ -175,7 +177,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
leaderboardFlow.Position = new Vector2(padding, padding + HUDOverlay.TopScoringElementsHeight);
}
private void onMatchStarted() => Scheduler.Add(() =>
private void onGameplayStarted() => Scheduler.Add(() =>
{
if (!this.IsCurrentScreen())
return;
@ -223,7 +225,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
if (client != null)
{
client.MatchStarted -= onMatchStarted;
client.GameplayStarted -= onGameplayStarted;
client.ResultsReady -= onResultsReady;
}
}

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@ -2,7 +2,11 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Game.Online.Multiplayer;
using osu.Game.Screens.Play;
namespace osu.Game.Screens.OnlinePlay.Multiplayer
@ -11,6 +15,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
public bool GameplayPassed => player?.GameplayState.HasPassed == true;
[Resolved]
private MultiplayerClient multiplayerClient { get; set; }
private Player player;
public MultiplayerPlayerLoader(Func<Player> createPlayer)
@ -18,6 +25,31 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
}
protected override bool ReadyForGameplay =>
base.ReadyForGameplay
// The server is forcefully starting gameplay.
|| multiplayerClient.LocalUser?.State == MultiplayerUserState.Playing;
protected override void OnPlayerLoaded()
{
base.OnPlayerLoaded();
multiplayerClient.ChangeState(MultiplayerUserState.Loaded)
.ContinueWith(task => failAndBail(task.Exception?.Message ?? "Server error"), TaskContinuationOptions.NotOnRanToCompletion);
}
private void failAndBail(string message = null)
{
if (!string.IsNullOrEmpty(message))
Logger.Log(message, LoggingTarget.Runtime, LogLevel.Important);
Schedule(() =>
{
if (this.IsCurrentScreen())
this.Exit();
});
}
public override void OnSuspending(ScreenTransitionEvent e)
{
base.OnSuspending(e);

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@ -112,6 +112,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Participants
break;
case MultiplayerUserState.Loaded:
case MultiplayerUserState.ReadyForGameplay:
text.Text = "loaded";
icon.Icon = FontAwesome.Solid.DotCircle;
icon.Colour = colours.YellowLight;

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@ -92,11 +92,15 @@ namespace osu.Game.Screens.Play
!playerConsumed
// don't push unless the player is completely loaded
&& CurrentPlayer?.LoadState == LoadState.Ready
// don't push if the user is hovering one of the panes, unless they are idle.
&& (IsHovered || idleTracker.IsIdle.Value)
// don't push if the user is dragging a slider or otherwise.
// don't push unless the player is ready to start gameplay
&& ReadyForGameplay;
protected virtual bool ReadyForGameplay =>
// not ready if the user is hovering one of the panes, unless they are idle.
(IsHovered || idleTracker.IsIdle.Value)
// not ready if the user is dragging a slider or otherwise.
&& inputManager.DraggedDrawable == null
// don't push if a focused overlay is visible, like settings.
// not ready if a focused overlay is visible, like settings.
&& inputManager.FocusedDrawable == null;
private readonly Func<Player> createPlayer;
@ -364,7 +368,15 @@ namespace osu.Game.Screens.Play
CurrentPlayer.RestartCount = restartCount++;
CurrentPlayer.RestartRequested = restartRequested;
LoadTask = LoadComponentAsync(CurrentPlayer, _ => MetadataInfo.Loading = false);
LoadTask = LoadComponentAsync(CurrentPlayer, _ =>
{
MetadataInfo.Loading = false;
OnPlayerLoaded();
});
}
protected virtual void OnPlayerLoaded()
{
}
private void restartRequested()

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@ -155,7 +155,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.Loaded))
ChangeUserState(u.UserID, MultiplayerUserState.Playing);
((IMultiplayerClient)this).MatchStarted();
((IMultiplayerClient)this).GameplayStarted();
ChangeRoomState(MultiplayerRoomState.Playing);
}