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Merge pull request #16237 from smoogipoo/fix-finished-play-exception-2

Improve reliability of exiting gameplay in multiplayer
This commit is contained in:
Dean Herbert 2021-12-25 15:32:14 +09:00 committed by GitHub
commit 957a1648c7
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 83 additions and 17 deletions

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@ -15,6 +15,26 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
[Resolved] [Resolved]
private MultiplayerClient client { get; set; } private MultiplayerClient client { get; set; }
protected override void LoadComplete()
{
base.LoadComplete();
client.RoomUpdated += onRoomUpdated;
onRoomUpdated();
}
private void onRoomUpdated()
{
if (client.Room == null)
return;
Debug.Assert(client.LocalUser != null);
// If the user exits gameplay before score submission completes, we'll transition to idle when results has been prepared.
if (client.LocalUser.State == MultiplayerUserState.Results && this.IsCurrentScreen())
transitionFromResults();
}
public override void OnResuming(IScreen last) public override void OnResuming(IScreen last)
{ {
base.OnResuming(last); base.OnResuming(last);
@ -22,23 +42,27 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
if (client.Room == null) if (client.Room == null)
return; return;
if (!(last is MultiplayerPlayerLoader playerLoader))
return;
// If gameplay wasn't finished, then we have a simple path back to the idle state by aborting gameplay.
if (!playerLoader.GameplayPassed)
{
client.AbortGameplay();
return;
}
// If gameplay was completed and the user went all the way to results, we'll transition to idle here.
// Otherwise, the transition will happen in onRoomUpdated().
transitionFromResults();
}
private void transitionFromResults()
{
Debug.Assert(client.LocalUser != null); Debug.Assert(client.LocalUser != null);
switch (client.LocalUser.State) if (client.LocalUser.State == MultiplayerUserState.Results)
{ client.ChangeState(MultiplayerUserState.Idle);
case MultiplayerUserState.Spectating:
break;
case MultiplayerUserState.WaitingForLoad:
case MultiplayerUserState.Loaded:
case MultiplayerUserState.Playing:
client.AbortGameplay();
break;
default:
client.ChangeState(MultiplayerUserState.Idle);
break;
}
} }
protected override string ScreenTitle => "Multiplayer"; protected override string ScreenTitle => "Multiplayer";
@ -46,5 +70,13 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
protected override RoomManager CreateRoomManager() => new MultiplayerRoomManager(); protected override RoomManager CreateRoomManager() => new MultiplayerRoomManager();
protected override LoungeSubScreen CreateLounge() => new MultiplayerLoungeSubScreen(); protected override LoungeSubScreen CreateLounge() => new MultiplayerLoungeSubScreen();
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (client != null)
client.RoomUpdated -= onRoomUpdated;
}
} }
} }

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@ -30,7 +30,6 @@ using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
using osu.Game.Screens.OnlinePlay.Multiplayer.Match.Playlist; using osu.Game.Screens.OnlinePlay.Multiplayer.Match.Playlist;
using osu.Game.Screens.OnlinePlay.Multiplayer.Participants; using osu.Game.Screens.OnlinePlay.Multiplayer.Participants;
using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate; using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.HUD; using osu.Game.Screens.Play.HUD;
using osu.Game.Users; using osu.Game.Users;
using osuTK; using osuTK;
@ -478,7 +477,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
return new MultiSpectatorScreen(users.Take(PlayerGrid.MAX_PLAYERS).ToArray()); return new MultiSpectatorScreen(users.Take(PlayerGrid.MAX_PLAYERS).ToArray());
default: default:
return new PlayerLoader(() => new MultiplayerPlayer(Room, SelectedItem.Value, users)); return new MultiplayerPlayerLoader(() => new MultiplayerPlayer(Room, SelectedItem.Value, users));
} }
} }

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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;
using osu.Framework.Screens;
using osu.Game.Screens.Play;
namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
public class MultiplayerPlayerLoader : PlayerLoader
{
public bool GameplayPassed => player?.GameplayPassed == true;
private Player player;
public MultiplayerPlayerLoader(Func<Player> createPlayer)
: base(createPlayer)
{
}
public override void OnSuspending(IScreen next)
{
base.OnSuspending(next);
player = (Player)next;
}
}
}

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@ -66,6 +66,11 @@ namespace osu.Game.Screens.Play
/// </summary> /// </summary>
protected virtual bool PauseOnFocusLost => true; protected virtual bool PauseOnFocusLost => true;
/// <summary>
/// Whether gameplay has completed without the user having failed.
/// </summary>
public bool GameplayPassed { get; private set; }
public Action RestartRequested; public Action RestartRequested;
public bool HasFailed { get; private set; } public bool HasFailed { get; private set; }
@ -666,6 +671,7 @@ namespace osu.Game.Screens.Play
resultsDisplayDelegate?.Cancel(); resultsDisplayDelegate?.Cancel();
resultsDisplayDelegate = null; resultsDisplayDelegate = null;
GameplayPassed = false;
ValidForResume = true; ValidForResume = true;
skipOutroOverlay.Hide(); skipOutroOverlay.Hide();
return; return;
@ -675,6 +681,8 @@ namespace osu.Game.Screens.Play
if (HealthProcessor.HasFailed) if (HealthProcessor.HasFailed)
return; return;
GameplayPassed = true;
// Setting this early in the process means that even if something were to go wrong in the order of events following, there // Setting this early in the process means that even if something were to go wrong in the order of events following, there
// is no chance that a user could return to the (already completed) Player instance from a child screen. // is no chance that a user could return to the (already completed) Player instance from a child screen.
ValidForResume = false; ValidForResume = false;