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Use MRE with timeout to wait on match start

This commit is contained in:
smoogipoo 2020-12-22 14:59:11 +09:00
parent dece41d050
commit 81e2edc73f

View File

@ -6,6 +6,8 @@ using System.Diagnostics;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.RealtimeMultiplayer;
using osu.Game.Scoring;
@ -26,7 +28,7 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
private StatefulMultiplayerClient client { get; set; }
private readonly TaskCompletionSource<bool> resultsReady = new TaskCompletionSource<bool>();
private bool started;
private readonly ManualResetEventSlim startedEvent = new ManualResetEventSlim();
public RealtimePlayer(PlaylistItem playlistItem)
: base(playlistItem, false)
@ -43,11 +45,19 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
client.ResultsReady += onResultsReady;
client.ChangeState(MultiplayerUserState.Loaded);
while (!started)
Thread.Sleep(100);
if (!startedEvent.Wait(TimeSpan.FromSeconds(30)))
{
Logger.Log("Failed to start the multiplayer match in time.", LoggingTarget.Runtime, LogLevel.Important);
Schedule(() =>
{
ValidForResume = false;
this.Exit();
});
}
}
private void onMatchStarted() => started = true;
private void onMatchStarted() => startedEvent.Set();
private void onResultsReady() => resultsReady.SetResult(true);