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Merge pull request #11410 from frenzibyte/user-beatmap-downloading-states

Add change state methods for multiplayer user beatmap availability
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Dean Herbert 2021-01-14 18:42:26 +09:00 committed by GitHub
commit 862cb1412c
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7 changed files with 107 additions and 0 deletions

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System.Threading.Tasks;
using osu.Game.Online.Rooms;
namespace osu.Game.Online.Multiplayer
{
@ -47,6 +48,13 @@ namespace osu.Game.Online.Multiplayer
/// <param name="state">The new state of the user.</param>
Task UserStateChanged(int userId, MultiplayerUserState state);
/// <summary>
/// Signals that a user in this room changed their beatmap availability state.
/// </summary>
/// <param name="userId">The ID of the user whose beatmap availability state has changed.</param>
/// <param name="beatmapAvailability">The new beatmap availability state of the user.</param>
Task UserBeatmapAvailabilityChanged(int userId, BeatmapAvailability beatmapAvailability);
/// <summary>
/// Signals that a match is to be started. This will *only* be sent to clients which are to begin loading at this point.
/// </summary>

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System.Threading.Tasks;
using osu.Game.Online.Rooms;
namespace osu.Game.Online.Multiplayer
{
@ -40,6 +41,12 @@ namespace osu.Game.Online.Multiplayer
/// <exception cref="NotJoinedRoomException">If the user is not in a room.</exception>
Task ChangeState(MultiplayerUserState newState);
/// <summary>
/// Change the local user's availability state of the current beatmap set in joined room.
/// </summary>
/// <param name="newBeatmapAvailability">The proposed new beatmap availability state.</param>
Task ChangeBeatmapAvailability(BeatmapAvailability newBeatmapAvailability);
/// <summary>
/// As the host of a room, start the match.
/// </summary>

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@ -14,6 +14,7 @@ using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Logging;
using osu.Game.Online.API;
using osu.Game.Online.Rooms;
namespace osu.Game.Online.Multiplayer
{
@ -173,6 +174,14 @@ namespace osu.Game.Online.Multiplayer
return connection.InvokeAsync(nameof(IMultiplayerServer.ChangeState), newState);
}
public override Task ChangeBeatmapAvailability(BeatmapAvailability newBeatmapAvailability)
{
if (!isConnected.Value)
return Task.CompletedTask;
return connection.InvokeAsync(nameof(IMultiplayerServer.ChangeBeatmapAvailability), newBeatmapAvailability);
}
public override Task StartMatch()
{
if (!isConnected.Value)

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@ -5,6 +5,7 @@
using System;
using Newtonsoft.Json;
using osu.Game.Online.Rooms;
using osu.Game.Users;
namespace osu.Game.Online.Multiplayer
@ -16,6 +17,11 @@ namespace osu.Game.Online.Multiplayer
public MultiplayerUserState State { get; set; } = MultiplayerUserState.Idle;
/// <summary>
/// The availability state of the current beatmap.
/// </summary>
public BeatmapAvailability BeatmapAvailability { get; set; } = BeatmapAvailability.LocallyAvailable();
public User? User { get; set; }
[JsonConstructor]

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@ -227,6 +227,8 @@ namespace osu.Game.Online.Multiplayer
public abstract Task ChangeState(MultiplayerUserState newState);
public abstract Task ChangeBeatmapAvailability(BeatmapAvailability newBeatmapAvailability);
public abstract Task StartMatch();
Task IMultiplayerClient.RoomStateChanged(MultiplayerRoomState state)
@ -354,6 +356,27 @@ namespace osu.Game.Online.Multiplayer
return Task.CompletedTask;
}
Task IMultiplayerClient.UserBeatmapAvailabilityChanged(int userId, BeatmapAvailability beatmapAvailability)
{
if (Room == null)
return Task.CompletedTask;
Scheduler.Add(() =>
{
var user = Room?.Users.SingleOrDefault(u => u.UserID == userId);
// errors here are not critical - beatmap availability state is mostly for display.
if (user == null)
return;
user.BeatmapAvailability = beatmapAvailability;
RoomUpdated?.Invoke();
}, false);
return Task.CompletedTask;
}
Task IMultiplayerClient.LoadRequested()
{
if (Room == null)

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@ -0,0 +1,40 @@
// 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 Newtonsoft.Json;
namespace osu.Game.Online.Rooms
{
/// <summary>
/// The local availability information about a certain beatmap for the client.
/// </summary>
public class BeatmapAvailability : IEquatable<BeatmapAvailability>
{
/// <summary>
/// The beatmap's availability state.
/// </summary>
public readonly DownloadState State;
/// <summary>
/// The beatmap's downloading progress, null when not in <see cref="DownloadState.Downloading"/> state.
/// </summary>
public readonly double? DownloadProgress;
[JsonConstructor]
private BeatmapAvailability(DownloadState state, double? downloadProgress = null)
{
State = state;
DownloadProgress = downloadProgress;
}
public static BeatmapAvailability NotDownloaded() => new BeatmapAvailability(DownloadState.NotDownloaded);
public static BeatmapAvailability Downloading(double progress) => new BeatmapAvailability(DownloadState.Downloading, progress);
public static BeatmapAvailability Importing() => new BeatmapAvailability(DownloadState.Importing);
public static BeatmapAvailability LocallyAvailable() => new BeatmapAvailability(DownloadState.LocallyAvailable);
public bool Equals(BeatmapAvailability other) => other != null && State == other.State && DownloadProgress == other.DownloadProgress;
public override string ToString() => $"{string.Join(", ", State, $"{DownloadProgress:0.00%}")}";
}
}

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@ -10,6 +10,7 @@ using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Game.Online.API;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osu.Game.Users;
namespace osu.Game.Tests.Visual.Multiplayer
@ -77,6 +78,13 @@ namespace osu.Game.Tests.Visual.Multiplayer
});
}
public void ChangeUserBeatmapAvailability(int userId, BeatmapAvailability newBeatmapAvailability)
{
Debug.Assert(Room != null);
((IMultiplayerClient)this).UserBeatmapAvailabilityChanged(userId, newBeatmapAvailability);
}
protected override Task<MultiplayerRoom> JoinRoom(long roomId)
{
var user = new MultiplayerRoomUser(api.LocalUser.Value.Id) { User = api.LocalUser.Value };
@ -108,6 +116,12 @@ namespace osu.Game.Tests.Visual.Multiplayer
return Task.CompletedTask;
}
public override Task ChangeBeatmapAvailability(BeatmapAvailability newBeatmapAvailability)
{
ChangeUserBeatmapAvailability(api.LocalUser.Value.Id, newBeatmapAvailability);
return Task.CompletedTask;
}
public override Task StartMatch()
{
Debug.Assert(Room != null);