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Merge pull request #11738 from peppy/fix-multiplayer-mod-propagation-race

Make server authoritative in which mods the client should be using when gameplay starts
This commit is contained in:
Dan Balasescu 2021-02-17 19:26:34 +09:00 committed by GitHub
commit d757dfa05c
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 25 additions and 4 deletions

View File

@ -78,7 +78,7 @@ namespace osu.Game.Screens.OnlinePlay.Match
managerUpdated = beatmapManager.ItemUpdated.GetBoundCopy();
managerUpdated.BindValueChanged(beatmapUpdated);
UserMods.BindValueChanged(_ => updateMods());
UserMods.BindValueChanged(_ => Scheduler.AddOnce(UpdateMods));
}
public override void OnEntering(IScreen last)
@ -97,7 +97,7 @@ namespace osu.Game.Screens.OnlinePlay.Match
{
base.OnResuming(last);
beginHandlingTrack();
updateMods();
Scheduler.AddOnce(UpdateMods);
}
public override bool OnExiting(IScreen next)
@ -128,7 +128,7 @@ namespace osu.Game.Screens.OnlinePlay.Match
.Where(m => SelectedItem.Value.AllowedMods.Any(a => m.GetType() == a.GetType()))
.ToList();
updateMods();
UpdateMods();
Ruleset.Value = SelectedItem.Value.Ruleset.Value;
}
@ -145,7 +145,7 @@ namespace osu.Game.Screens.OnlinePlay.Match
Beatmap.Value = beatmapManager.GetWorkingBeatmap(localBeatmap);
}
private void updateMods()
protected virtual void UpdateMods()
{
if (SelectedItem.Value == null)
return;

View File

@ -274,6 +274,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
UserMods.BindValueChanged(onUserModsChanged);
client.LoadRequested += onLoadRequested;
client.RoomUpdated += onRoomUpdated;
isConnected = client.IsConnected.GetBoundCopy();
isConnected.BindValueChanged(connected =>
@ -283,6 +284,17 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
}, true);
}
protected override void UpdateMods()
{
if (SelectedItem.Value == null || client.LocalUser == null)
return;
// update local mods based on room's reported status for the local user (omitting the base call implementation).
// this makes the server authoritative, and avoids the local user potentially setting mods that the server is not aware of (ie. if the match was started during the selection being changed).
var ruleset = Ruleset.Value.CreateInstance();
Mods.Value = client.LocalUser.Mods.Select(m => m.ToMod(ruleset)).Concat(SelectedItem.Value.RequiredMods).ToList();
}
public override bool OnBackButton()
{
if (client.Room != null && settingsOverlay.State.Value == Visibility.Visible)
@ -391,6 +403,12 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
}
}
private void onRoomUpdated()
{
// user mods may have changed.
Scheduler.AddOnce(UpdateMods);
}
private void onLoadRequested()
{
Debug.Assert(client.Room != null);
@ -408,7 +426,10 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
base.Dispose(isDisposing);
if (client != null)
{
client.RoomUpdated -= onRoomUpdated;
client.LoadRequested -= onLoadRequested;
}
modSettingChangeTracker?.Dispose();
}