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Switch multiplayer away from using UserLookupCache
After switching `UserLookupCache` to `GET /users/lookup` from `GET /users`, multiplayer sort of breaks, since the former endpoint does not return `ruleset_statistics`, which are used in multiplayer to show users' ranks. Therefore, switch multiplayer to use the appropriate request type directly.
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@ -165,11 +165,9 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddUntilStep("wait for room join", () => RoomJoined);
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AddStep("join other user (ready)", () =>
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{
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MultiplayerClient.AddUser(new APIUser { Id = PLAYER_1_ID });
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MultiplayerClient.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready);
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});
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AddStep("join other user", void () => MultiplayerClient.AddUser(new APIUser { Id = PLAYER_1_ID }));
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AddUntilStep("wait for user populated", () => MultiplayerClient.ClientRoom!.Users.Single(u => u.UserID == PLAYER_1_ID).User, () => Is.Not.Null);
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AddStep("other user ready", () => MultiplayerClient.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
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ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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@ -15,6 +15,7 @@ using osu.Framework.Graphics;
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using osu.Game.Database;
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using osu.Game.Localisation;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Multiplayer.Countdown;
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using osu.Game.Online.Rooms;
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@ -188,7 +189,7 @@ namespace osu.Game.Online.Multiplayer
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// Populate users.
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Debug.Assert(joinedRoom.Users != null);
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await Task.WhenAll(joinedRoom.Users.Select(PopulateUser)).ConfigureAwait(false);
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await PopulateUsers(joinedRoom.Users).ConfigureAwait(false);
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// Update the stored room (must be done on update thread for thread-safety).
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await runOnUpdateThreadAsync(() =>
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@ -416,7 +417,7 @@ namespace osu.Game.Online.Multiplayer
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async Task IMultiplayerClient.UserJoined(MultiplayerRoomUser user)
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{
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await PopulateUser(user).ConfigureAwait(false);
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await PopulateUsers([user]).ConfigureAwait(false);
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Scheduler.Add(() =>
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{
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@ -803,10 +804,26 @@ namespace osu.Game.Online.Multiplayer
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}
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/// <summary>
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/// Populates the <see cref="APIUser"/> for a given <see cref="MultiplayerRoomUser"/>.
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/// Populates the <see cref="APIUser"/> for a given collection of <see cref="MultiplayerRoomUser"/>s.
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/// </summary>
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/// <param name="multiplayerUser">The <see cref="MultiplayerRoomUser"/> to populate.</param>
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protected async Task PopulateUser(MultiplayerRoomUser multiplayerUser) => multiplayerUser.User ??= await userLookupCache.GetUserAsync(multiplayerUser.UserID).ConfigureAwait(false);
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/// <param name="multiplayerUsers">The <see cref="MultiplayerRoomUser"/>s to populate.</param>
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protected async Task PopulateUsers(IEnumerable<MultiplayerRoomUser> multiplayerUsers)
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{
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var request = new GetUsersRequest(multiplayerUsers.Select(u => u.UserID).Distinct().ToArray());
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await API.PerformAsync(request).ContinueWith(t =>
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{
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if (request.Response == null)
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return;
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var users = request.Response.Users.ToDictionary(user => user.Id);
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foreach (var multiplayerUser in multiplayerUsers)
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{
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if (users.TryGetValue(multiplayerUser.UserID, out var user))
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multiplayerUser.User = user;
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}
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}).ConfigureAwait(false);
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}
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/// <summary>
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/// Updates the local room settings with the given <see cref="MultiplayerRoomSettings"/>.
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@ -214,6 +214,22 @@ namespace osu.Game.Tests.Visual.OnlinePlay
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getBeatmapSetRequest.TriggerSuccess(OsuTestScene.CreateAPIBeatmapSet(baseBeatmap));
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return true;
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}
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case GetUsersRequest getUsersRequest:
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{
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getUsersRequest.TriggerSuccess(new GetUsersResponse
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{
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Users = getUsersRequest.UserIds.Select(id => id == TestUserLookupCache.UNRESOLVED_USER_ID
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? null
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: new APIUser
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{
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Id = id,
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Username = $"User {id}"
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})
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.Where(u => u != null).ToList(),
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});
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return true;
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}
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}
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List<APIBeatmap> createResponseBeatmaps(params int[] beatmapIds)
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