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Fix instabilities in channel join logic
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parent
4cde66240d
commit
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@ -1,4 +1,4 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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@ -223,13 +223,11 @@ namespace osu.Game.Online.Chat
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{
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foreach (var channel in channels)
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{
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// add as available if not already
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if (AvailableChannels.All(c => c.Id != channel.Id))
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AvailableChannels.Add(channel);
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var ch = getChannel(channel, addToAvailable: true);
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// join any channels classified as "defaults"
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if (joinDefaults && defaultChannels.Any(c => c.Equals(channel.Name, StringComparison.OrdinalIgnoreCase)))
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JoinChannel(channel);
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JoinChannel(ch);
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}
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};
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req.Failure += error =>
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@ -262,38 +260,68 @@ namespace osu.Game.Online.Chat
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api.Queue(fetchInitialMsgReq);
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}
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public void JoinChannel(Channel channel)
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/// <summary>
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/// Find an existing channel instance for the provided channel. Lookup is performed basd on ID.
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/// The provided channel may be used if an existing instance is not found.
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/// </summary>
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/// <param name="lookup">A candidate channel to be used for lookup or permanently on lookup failure.</param>
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/// <param name="addToAvailable">Whether the channel should be added to <see cref="AvailableChannels"/> if not already.</param>
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/// <param name="addToJoined">Whether the channel should be added to <see cref="JoinedChannels"/> if not already.</param>
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/// <returns>The found channel.</returns>
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private Channel getChannel(Channel lookup, bool addToAvailable = false, bool addToJoined = false)
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{
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if (channel == null) return;
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Channel found = null;
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// ReSharper disable once AccessToModifiedClosure
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var existing = JoinedChannels.FirstOrDefault(c => c.Id == channel.Id);
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var available = AvailableChannels.FirstOrDefault(c => c.Id == lookup.Id);
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if (available != null)
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found = available;
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if (existing != null)
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var joined = JoinedChannels.FirstOrDefault(c => c.Id == lookup.Id);
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if (found == null && joined != null)
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found = joined;
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if (found == null)
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{
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// if we already have this channel loaded, we don't want to make a second one.
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channel = existing;
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}
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else
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{
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var foundSelf = channel.Users.FirstOrDefault(u => u.Id == api.LocalUser.Value.Id);
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found = lookup;
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// if we're using a channel object from the server, we want to remove ourselves from the users list.
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// this is because we check the first user in the channel to display a name/icon on tabs for now.
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var foundSelf = found.Users.FirstOrDefault(u => u.Id == api.LocalUser.Value.Id);
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if (foundSelf != null)
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channel.Users.Remove(foundSelf);
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found.Users.Remove(foundSelf);
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}
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JoinedChannels.Add(channel);
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if (joined == null && addToJoined) JoinedChannels.Add(found);
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if (available == null && addToAvailable) AvailableChannels.Add(found);
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if (channel.Type == ChannelType.Public && !channel.Joined)
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return found;
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}
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/// <summary>
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/// Joins a channel if it has not already been joined.
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/// </summary>
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/// <param name="channel">The channel to join.</param>
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/// <param name="alreadyJoined">Whether the channel has already been joined server-side. Will skip a join request.</param>
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/// <returns>The joined channel. Note that this may not match the parameter channel as it is a backed object.</returns>
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public Channel JoinChannel(Channel channel, bool alreadyJoined = false)
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{
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if (channel == null) return null;
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channel = getChannel(channel, addToJoined: true);
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// ensure we are joined to the channel
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if (!channel.Joined.Value)
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{
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if (!alreadyJoined && channel.Type == ChannelType.Public)
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{
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var req = new JoinChannelRequest(channel, api.LocalUser);
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req.Success += () =>
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{
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channel.Joined.Value = true;
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JoinChannel(channel);
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};
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req.Success += () => JoinChannel(channel, true);
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req.Failure += ex => LeaveChannel(channel);
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api.Queue(req);
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return;
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return channel;
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}
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channel.Joined.Value = true;
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}
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if (CurrentChannel.Value == null)
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@ -304,6 +332,8 @@ namespace osu.Game.Online.Chat
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// let's fetch a small number of messages to bring us up-to-date with the backlog.
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fetchInitalMessages(channel);
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}
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return channel;
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}
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public void LeaveChannel(Channel channel)
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@ -353,13 +383,8 @@ namespace osu.Game.Online.Chat
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{
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foreach (var channel in updates.Presence)
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{
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if (!channel.Joined.Value)
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{
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// we received this from the server so should mark the channel already joined.
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channel.Joined.Value = true;
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JoinChannel(channel);
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}
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// we received this from the server so should mark the channel already joined.
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JoinChannel(channel, true);
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}
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