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Merge pull request #14104 from peppy/multiplayer-match-rulesets

Add required multiplayer models (and associated flows) for match "types"
This commit is contained in:
Dan Balasescu 2021-08-04 13:46:37 +09:00 committed by GitHub
commit 5f170feede
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23 changed files with 284 additions and 11 deletions

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@ -257,8 +257,8 @@ namespace osu.Game.Online.API
this.password = password;
}
public IHubClientConnector GetHubConnector(string clientName, string endpoint) =>
new HubClientConnector(clientName, endpoint, this, versionHash);
public IHubClientConnector GetHubConnector(string clientName, string endpoint, bool preferMessagePack) =>
new HubClientConnector(clientName, endpoint, this, versionHash, preferMessagePack);
public RegistrationRequest.RegistrationRequestErrors CreateAccount(string email, string username, string password)
{

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@ -89,7 +89,7 @@ namespace osu.Game.Online.API
state.Value = APIState.Offline;
}
public IHubClientConnector GetHubConnector(string clientName, string endpoint) => null;
public IHubClientConnector GetHubConnector(string clientName, string endpoint, bool preferMessagePack) => null;
public RegistrationRequest.RegistrationRequestErrors CreateAccount(string email, string username, string password)
{

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@ -102,7 +102,8 @@ namespace osu.Game.Online.API
/// </summary>
/// <param name="clientName">The name of the client this connector connects for, used for logging.</param>
/// <param name="endpoint">The endpoint to the hub.</param>
IHubClientConnector? GetHubConnector(string clientName, string endpoint);
/// <param name="preferMessagePack">Whether to use MessagePack for serialisation if available on this platform.</param>
IHubClientConnector? GetHubConnector(string clientName, string endpoint, bool preferMessagePack = true);
/// <summary>
/// Create a new user account. This is a blocking operation.

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@ -26,6 +26,7 @@ namespace osu.Game.Online
private readonly string clientName;
private readonly string endpoint;
private readonly string versionHash;
private readonly bool preferMessagePack;
private readonly IAPIProvider api;
/// <summary>
@ -51,12 +52,14 @@ namespace osu.Game.Online
/// <param name="endpoint">The endpoint to the hub.</param>
/// <param name="api"> An API provider used to react to connection state changes.</param>
/// <param name="versionHash">The hash representing the current game version, used for verification purposes.</param>
public HubClientConnector(string clientName, string endpoint, IAPIProvider api, string versionHash)
/// <param name="preferMessagePack">Whether to use MessagePack for serialisation if available on this platform.</param>
public HubClientConnector(string clientName, string endpoint, IAPIProvider api, string versionHash, bool preferMessagePack = true)
{
this.clientName = clientName;
this.endpoint = endpoint;
this.api = api;
this.versionHash = versionHash;
this.preferMessagePack = preferMessagePack;
apiState.BindTo(api.State);
apiState.BindValueChanged(state =>
@ -144,13 +147,19 @@ namespace osu.Game.Online
options.Headers.Add("OsuVersionHash", versionHash);
});
if (RuntimeInfo.SupportsJIT)
if (RuntimeInfo.SupportsJIT && preferMessagePack)
builder.AddMessagePackProtocol();
else
{
// eventually we will precompile resolvers for messagepack, but this isn't working currently
// see https://github.com/neuecc/MessagePack-CSharp/issues/780#issuecomment-768794308.
builder.AddNewtonsoftJsonProtocol(options => { options.PayloadSerializerSettings.ReferenceLoopHandling = ReferenceLoopHandling.Ignore; });
builder.AddNewtonsoftJsonProtocol(options =>
{
options.PayloadSerializerSettings.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
// TODO: This should only be required to be `TypeNameHandling.Auto`.
// See usage in osu-server-spectator for further documentation as to why this is required.
options.PayloadSerializerSettings.TypeNameHandling = TypeNameHandling.All;
});
}
var newConnection = builder.Build();

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@ -50,6 +50,25 @@ namespace osu.Game.Online.Multiplayer
/// <param name="state">The new state of the user.</param>
Task UserStateChanged(int userId, MultiplayerUserState state);
/// <summary>
/// Signals that the match type state has changed for a user in this room.
/// </summary>
/// <param name="userId">The ID of the user performing a state change.</param>
/// <param name="state">The new state of the user.</param>
Task MatchUserStateChanged(int userId, MatchUserState state);
/// <summary>
/// Signals that the match type state has changed for this room.
/// </summary>
/// <param name="state">The new state of the room.</param>
Task MatchRoomStateChanged(MatchRoomState state);
/// <summary>
/// Send a match type specific request.
/// </summary>
/// <param name="e">The event to handle.</param>
Task MatchEvent(MatchServerEvent e);
/// <summary>
/// Signals that a user in this room changed their beatmap availability state.
/// </summary>

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@ -55,6 +55,12 @@ namespace osu.Game.Online.Multiplayer
/// <param name="newMods">The proposed new mods, excluding any required by the room itself.</param>
Task ChangeUserMods(IEnumerable<APIMod> newMods);
/// <summary>
/// Send a match type specific request.
/// </summary>
/// <param name="request">The request to send.</param>
Task SendMatchRequest(MatchUserRequest request);
/// <summary>
/// As the host of a room, start the match.
/// </summary>

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@ -0,0 +1,23 @@
// 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;
using MessagePack;
using osu.Game.Online.Multiplayer.MatchTypes.TeamVersus;
#nullable enable
namespace osu.Game.Online.Multiplayer
{
/// <summary>
/// Room-wide state for the current match type.
/// Can be used to contain any state which should be used before or during match gameplay.
/// </summary>
[Serializable]
[MessagePackObject]
[Union(0, typeof(TeamVersusRoomState))]
// TODO: this will need to be abstract or interface when/if we get messagepack working. for now it isn't as it breaks json serialisation.
public class MatchRoomState
{
}
}

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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 System;
using MessagePack;
namespace osu.Game.Online.Multiplayer
{
/// <summary>
/// An event from the server to allow clients to update gameplay to an expected state.
/// </summary>
[Serializable]
[MessagePackObject]
public abstract class MatchServerEvent
{
}
}

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@ -0,0 +1,15 @@
// 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;
#nullable enable
namespace osu.Game.Online.Multiplayer.MatchTypes.TeamVersus
{
public class ChangeTeamRequest : MatchUserRequest
{
[Key(0)]
public int TeamID { get; set; }
}
}

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@ -0,0 +1,21 @@
// 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;
using MessagePack;
#nullable enable
namespace osu.Game.Online.Multiplayer.MatchTypes.TeamVersus
{
[Serializable]
[MessagePackObject]
public class MultiplayerTeam
{
[Key(0)]
public int ID { get; set; }
[Key(1)]
public string Name { get; set; } = string.Empty;
}
}

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@ -0,0 +1,27 @@
// 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.Collections.Generic;
using MessagePack;
#nullable enable
namespace osu.Game.Online.Multiplayer.MatchTypes.TeamVersus
{
[MessagePackObject]
public class TeamVersusRoomState : MatchRoomState
{
[Key(0)]
public List<MultiplayerTeam> Teams { get; set; } = new List<MultiplayerTeam>();
public static TeamVersusRoomState CreateDefault() =>
new TeamVersusRoomState
{
Teams =
{
new MultiplayerTeam { ID = 0, Name = "Team Red" },
new MultiplayerTeam { ID = 1, Name = "Team Blue" },
}
};
}
}

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@ -0,0 +1,15 @@
// 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;
#nullable enable
namespace osu.Game.Online.Multiplayer.MatchTypes.TeamVersus
{
public class TeamVersusUserState : MatchUserState
{
[Key(0)]
public int TeamID { get; set; }
}
}

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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 System;
using MessagePack;
namespace osu.Game.Online.Multiplayer
{
/// <summary>
/// A request from a user to perform an action specific to the current match type.
/// </summary>
[Serializable]
[MessagePackObject]
public abstract class MatchUserRequest
{
}
}

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@ -0,0 +1,23 @@
// 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;
using MessagePack;
using osu.Game.Online.Multiplayer.MatchTypes.TeamVersus;
#nullable enable
namespace osu.Game.Online.Multiplayer
{
/// <summary>
/// User specific state for the current match type.
/// Can be used to contain any state which should be used before or during match gameplay.
/// </summary>
[Serializable]
[MessagePackObject]
[Union(0, typeof(TeamVersusUserState))]
// TODO: this will need to be abstract or interface when/if we get messagepack working. for now it isn't as it breaks json serialisation.
public class MatchUserState
{
}
}

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@ -293,6 +293,8 @@ namespace osu.Game.Online.Multiplayer
public abstract Task ChangeUserMods(IEnumerable<APIMod> newMods);
public abstract Task SendMatchRequest(MatchUserRequest request);
public abstract Task StartMatch();
Task IMultiplayerClient.RoomStateChanged(MultiplayerRoomState state)
@ -420,6 +422,46 @@ namespace osu.Game.Online.Multiplayer
return Task.CompletedTask;
}
Task IMultiplayerClient.MatchUserStateChanged(int userId, MatchUserState state)
{
if (Room == null)
return Task.CompletedTask;
Scheduler.Add(() =>
{
if (Room == null)
return;
Room.Users.Single(u => u.UserID == userId).MatchState = state;
RoomUpdated?.Invoke();
}, false);
return Task.CompletedTask;
}
Task IMultiplayerClient.MatchRoomStateChanged(MatchRoomState state)
{
if (Room == null)
return Task.CompletedTask;
Scheduler.Add(() =>
{
if (Room == null)
return;
Room.MatchState = state;
RoomUpdated?.Invoke();
}, false);
return Task.CompletedTask;
}
public Task MatchEvent(MatchServerEvent e)
{
// not used by any match types just yet.
return Task.CompletedTask;
}
Task IMultiplayerClient.UserBeatmapAvailabilityChanged(int userId, BeatmapAvailability beatmapAvailability)
{
if (Room == null)

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@ -39,7 +39,7 @@ namespace osu.Game.Online.Multiplayer
/// All users currently in this room.
/// </summary>
[Key(3)]
public List<MultiplayerRoomUser> Users { get; set; } = new List<MultiplayerRoomUser>();
public IList<MultiplayerRoomUser> Users { get; set; } = new List<MultiplayerRoomUser>();
/// <summary>
/// The host of this room, in control of changing room settings.
@ -47,6 +47,9 @@ namespace osu.Game.Online.Multiplayer
[Key(4)]
public MultiplayerRoomUser? Host { get; set; }
[Key(5)]
public MatchRoomState? MatchState { get; set; }
[JsonConstructor]
[SerializationConstructor]
public MultiplayerRoom(long roomId)

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@ -8,6 +8,7 @@ using System.Collections.Generic;
using System.Linq;
using MessagePack;
using osu.Game.Online.API;
using osu.Game.Online.Rooms;
namespace osu.Game.Online.Multiplayer
{
@ -39,6 +40,9 @@ namespace osu.Game.Online.Multiplayer
[Key(7)]
public string Password { get; set; } = string.Empty;
[Key(8)]
public MatchType MatchType { get; set; }
public bool Equals(MultiplayerRoomSettings other)
=> BeatmapID == other.BeatmapID
&& BeatmapChecksum == other.BeatmapChecksum
@ -47,7 +51,8 @@ namespace osu.Game.Online.Multiplayer
&& RulesetID == other.RulesetID
&& Password.Equals(other.Password, StringComparison.Ordinal)
&& Name.Equals(other.Name, StringComparison.Ordinal)
&& PlaylistItemId == other.PlaylistItemId;
&& PlaylistItemId == other.PlaylistItemId
&& MatchType == other.MatchType;
public override string ToString() => $"Name:{Name}"
+ $" Beatmap:{BeatmapID} ({BeatmapChecksum})"
@ -55,6 +60,7 @@ namespace osu.Game.Online.Multiplayer
+ $" AllowedMods:{string.Join(',', AllowedMods)}"
+ $" Password:{(string.IsNullOrEmpty(Password) ? "no" : "yes")}"
+ $" Ruleset:{RulesetID}"
+ $" Type:{MatchType}"
+ $" Item:{PlaylistItemId}";
}
}

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@ -24,6 +24,9 @@ namespace osu.Game.Online.Multiplayer
[Key(1)]
public MultiplayerUserState State { get; set; } = MultiplayerUserState.Idle;
[Key(4)]
public MatchUserState? MatchState { get; set; }
/// <summary>
/// The availability state of the current beatmap.
/// </summary>

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@ -37,7 +37,9 @@ namespace osu.Game.Online.Multiplayer
[BackgroundDependencyLoader]
private void load(IAPIProvider api)
{
connector = api.GetHubConnector(nameof(OnlineMultiplayerClient), endpoint);
// Importantly, we are intentionally not using MessagePack here to correctly support derived class serialization.
// More information on the limitations / reasoning can be found in osu-server-spectator's initialisation code.
connector = api.GetHubConnector(nameof(OnlineMultiplayerClient), endpoint, false);
if (connector != null)
{
@ -56,6 +58,9 @@ namespace osu.Game.Online.Multiplayer
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);
connection.On<MatchRoomState>(nameof(IMultiplayerClient.MatchRoomStateChanged), ((IMultiplayerClient)this).MatchRoomStateChanged);
connection.On<int, MatchUserState>(nameof(IMultiplayerClient.MatchUserStateChanged), ((IMultiplayerClient)this).MatchUserStateChanged);
connection.On<MatchServerEvent>(nameof(IMultiplayerClient.MatchEvent), ((IMultiplayerClient)this).MatchEvent);
};
IsConnected.BindTo(connector.IsConnected);
@ -118,6 +123,14 @@ namespace osu.Game.Online.Multiplayer
return connection.InvokeAsync(nameof(IMultiplayerServer.ChangeUserMods), newMods);
}
public override Task SendMatchRequest(MatchUserRequest request)
{
if (!IsConnected.Value)
return Task.CompletedTask;
return connection.InvokeAsync(nameof(IMultiplayerServer.SendMatchRequest), request);
}
public override Task StartMatch()
{
if (!IsConnected.Value)

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@ -7,6 +7,8 @@ namespace osu.Game.Online.Rooms
{
public enum MatchType
{
// used for osu-web deserialization so names shouldn't be changed.
Playlists,
[Description("Head to head")]

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@ -64,6 +64,15 @@ namespace osu.Game.Online.Rooms
[JsonIgnore]
public readonly Bindable<MatchType> Type = new Bindable<MatchType>();
// Todo: osu-framework bug (https://github.com/ppy/osu-framework/issues/4106)
[JsonConverter(typeof(SnakeCaseStringEnumConverter))]
[JsonProperty("type")]
private MatchType type
{
get => Type.Value;
set => Type.Value = value;
}
[Cached]
[JsonIgnore]
public readonly Bindable<int?> MaxParticipants = new Bindable<int?>();

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@ -99,7 +99,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
break;
}
bool enableButton = Client.Room?.State == MultiplayerRoomState.Open && !operationInProgress.Value;
bool enableButton = Room?.State == MultiplayerRoomState.Open && !operationInProgress.Value;
// When the local user is the host and spectating the match, the "start match" state should be enabled if any users are ready.
if (localUser?.State == MultiplayerUserState.Spectating)

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@ -192,6 +192,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
return Task.CompletedTask;
}
public override Task SendMatchRequest(MatchUserRequest request) => Task.CompletedTask;
public override Task StartMatch()
{
Debug.Assert(Room != null);