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Don't allow creating or joining a room when not connected to server

This commit is contained in:
Dean Herbert 2020-12-23 16:17:55 +09:00
parent 12df3056e6
commit a1d42dc4a0
3 changed files with 24 additions and 1 deletions

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@ -184,7 +184,7 @@ namespace osu.Game.Screens.Multi.Lounge
/// <summary> /// <summary>
/// Push a room as a new subscreen. /// Push a room as a new subscreen.
/// </summary> /// </summary>
public void Open(Room room) public virtual void Open(Room room)
{ {
// Handles the case where a room is clicked 3 times in quick succession // Handles the case where a room is clicked 3 times in quick succession
if (!this.IsCurrentScreen()) if (!this.IsCurrentScreen())

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@ -1,7 +1,10 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // 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.Multiplayer;
using osu.Game.Online.RealtimeMultiplayer;
using osu.Game.Screens.Multi.Lounge; using osu.Game.Screens.Multi.Lounge;
using osu.Game.Screens.Multi.Lounge.Components; using osu.Game.Screens.Multi.Lounge.Components;
using osu.Game.Screens.Multi.Match; using osu.Game.Screens.Multi.Match;
@ -13,5 +16,19 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
protected override FilterControl CreateFilterControl() => new RealtimeFilterControl(); protected override FilterControl CreateFilterControl() => new RealtimeFilterControl();
protected override RoomSubScreen CreateRoomSubScreen(Room room) => new RealtimeMatchSubScreen(room); 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);
}
} }
} }

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@ -43,6 +43,12 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
public override void JoinRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null) public override void JoinRoom(Room room, Action<Room> onSuccess = null, Action<string> 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. // 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. // 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) if (room.Status.Value is RoomStatusEnded)