From a1d42dc4a061a8fb2f50064c485cbd3cf07186be Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Wed, 23 Dec 2020 16:17:55 +0900 Subject: [PATCH] Don't allow creating or joining a room when not connected to server --- .../Screens/Multi/Lounge/LoungeSubScreen.cs | 2 +- .../RealtimeLoungeSubScreen.cs | 17 +++++++++++++++++ .../RealtimeMultiplayer/RealtimeRoomManager.cs | 6 ++++++ 3 files changed, 24 insertions(+), 1 deletion(-) diff --git a/osu.Game/Screens/Multi/Lounge/LoungeSubScreen.cs b/osu.Game/Screens/Multi/Lounge/LoungeSubScreen.cs index 44c893363b..6b08745dd7 100644 --- a/osu.Game/Screens/Multi/Lounge/LoungeSubScreen.cs +++ b/osu.Game/Screens/Multi/Lounge/LoungeSubScreen.cs @@ -184,7 +184,7 @@ namespace osu.Game.Screens.Multi.Lounge /// /// Push a room as a new subscreen. /// - public void Open(Room room) + public virtual void Open(Room room) { // Handles the case where a room is clicked 3 times in quick succession if (!this.IsCurrentScreen()) diff --git a/osu.Game/Screens/Multi/RealtimeMultiplayer/RealtimeLoungeSubScreen.cs b/osu.Game/Screens/Multi/RealtimeMultiplayer/RealtimeLoungeSubScreen.cs index 9fbf0c4654..b53ec94519 100644 --- a/osu.Game/Screens/Multi/RealtimeMultiplayer/RealtimeLoungeSubScreen.cs +++ b/osu.Game/Screens/Multi/RealtimeMultiplayer/RealtimeLoungeSubScreen.cs @@ -1,7 +1,10 @@ // Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. +using osu.Framework.Allocation; +using osu.Framework.Logging; using osu.Game.Online.Multiplayer; +using osu.Game.Online.RealtimeMultiplayer; using osu.Game.Screens.Multi.Lounge; using osu.Game.Screens.Multi.Lounge.Components; using osu.Game.Screens.Multi.Match; @@ -13,5 +16,19 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer protected override FilterControl CreateFilterControl() => new RealtimeFilterControl(); protected override RoomSubScreen CreateRoomSubScreen(Room room) => new RealtimeMatchSubScreen(room); + + [Resolved] + private StatefulMultiplayerClient client { get; set; } + + public override void Open(Room room) + { + if (!client.IsConnected.Value) + { + Logger.Log("Not currently connected to the multiplayer server.", LoggingTarget.Runtime, LogLevel.Important); + return; + } + + base.Open(room); + } } } diff --git a/osu.Game/Screens/Multi/RealtimeMultiplayer/RealtimeRoomManager.cs b/osu.Game/Screens/Multi/RealtimeMultiplayer/RealtimeRoomManager.cs index f982574eb3..2f60f504de 100644 --- a/osu.Game/Screens/Multi/RealtimeMultiplayer/RealtimeRoomManager.cs +++ b/osu.Game/Screens/Multi/RealtimeMultiplayer/RealtimeRoomManager.cs @@ -43,6 +43,12 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer public override void JoinRoom(Room room, Action onSuccess = null, Action onError = null) { + if (!multiplayerClient.IsConnected.Value) + { + onError?.Invoke("Not currently connected to the multiplayer server."); + return; + } + // this is done here as a pre-check to avoid clicking on already closed rooms in the lounge from triggering a server join. // should probably be done at a higher level, but due to the current structure of things this is the easiest place for now. if (room.Status.Value is RoomStatusEnded)