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Refactor OnlineStatusNotifier
to be more local
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parent
aa3ff151c0
commit
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@ -17,6 +17,9 @@ using osu.Game.Screens.OnlinePlay;
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namespace osu.Game.Online
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{
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/// <summary>
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/// Handles various scenarios where connection is lost and we need to let the user know what and why.
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/// </summary>
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public partial class OnlineStatusNotifier : Component
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{
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private readonly Func<IScreen> getCurrentScreen;
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@ -33,7 +36,11 @@ namespace osu.Game.Online
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private IBindable<APIState> apiState = null!;
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private IBindable<bool> multiplayerState = null!;
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private IBindable<bool> spectatorState = null!;
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private bool forcedDisconnection;
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/// <summary>
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/// This flag will be set to <c>true</c> when the user has been notified so we don't show more than one notification.
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/// </summary>
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private bool userNotified;
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public OnlineStatusNotifier(Func<IScreen> getCurrentScreen)
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{
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@ -51,12 +58,63 @@ namespace osu.Game.Online
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spectatorClient.Disconnecting += notifyAboutForcedDisconnection;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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apiState.BindValueChanged(state =>
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{
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if (state.NewValue == APIState.Online)
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{
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userNotified = false;
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return;
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}
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if (userNotified) return;
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if (state.NewValue == APIState.Offline && getCurrentScreen() is OnlinePlayScreen)
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{
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userNotified = true;
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notificationOverlay?.Post(new SimpleErrorNotification
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{
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Icon = FontAwesome.Solid.ExclamationCircle,
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Text = "Connection to API was lost. Can't continue with online play."
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});
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}
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});
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multiplayerState.BindValueChanged(connected => Schedule(() =>
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{
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if (connected.NewValue)
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{
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userNotified = false;
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return;
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}
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if (userNotified) return;
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if (multiplayerClient.Room != null)
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{
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userNotified = true;
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notificationOverlay?.Post(new SimpleErrorNotification
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{
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Icon = FontAwesome.Solid.ExclamationCircle,
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Text = "Connection to the multiplayer server was lost. Exiting multiplayer."
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});
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}
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}));
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spectatorState.BindValueChanged(_ =>
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{
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// TODO: handle spectator server failure somehow?
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});
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}
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private void notifyAboutForcedDisconnection()
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{
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if (forcedDisconnection)
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return;
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if (userNotified) return;
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forcedDisconnection = true;
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userNotified = true;
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notificationOverlay?.Post(new SimpleErrorNotification
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{
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Icon = FontAwesome.Solid.ExclamationCircle,
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@ -64,48 +122,6 @@ namespace osu.Game.Online
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});
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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apiState.BindValueChanged(_ =>
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{
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if (apiState.Value == APIState.Online)
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forcedDisconnection = false;
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Scheduler.AddOnce(updateState);
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});
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multiplayerState.BindValueChanged(_ => Scheduler.AddOnce(updateState));
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spectatorState.BindValueChanged(_ => Scheduler.AddOnce(updateState));
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}
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private void updateState()
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{
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if (forcedDisconnection)
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return;
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if (apiState.Value == APIState.Offline && getCurrentScreen() is OnlinePlayScreen)
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{
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notificationOverlay?.Post(new SimpleErrorNotification
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{
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Icon = FontAwesome.Solid.ExclamationCircle,
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Text = "API connection was lost. Can't continue with online play."
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});
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return;
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}
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if (!multiplayerClient.IsConnected.Value && multiplayerClient.Room != null)
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{
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notificationOverlay?.Post(new SimpleErrorNotification
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{
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Icon = FontAwesome.Solid.ExclamationCircle,
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Text = "Connection to the multiplayer server was lost. Exiting multiplayer."
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});
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}
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// TODO: handle spectator server failure somehow?
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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