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Merge pull request #11127 from peppy/realtime-multiplayer

Add client-side models and interfaces required for multiplayer
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Dean Herbert 2020-12-16 13:22:01 +09:00 committed by GitHub
commit ef57ae6f40
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14 changed files with 484 additions and 1 deletions

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@ -6,6 +6,7 @@ namespace osu.Game.Online.Multiplayer
public enum RoomCategory
{
Normal,
Spotlight
Spotlight,
Realtime,
}
}

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@ -0,0 +1,65 @@
// 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.Threading.Tasks;
namespace osu.Game.Online.RealtimeMultiplayer
{
/// <summary>
/// An interface defining a multiplayer client instance.
/// </summary>
public interface IMultiplayerClient
{
/// <summary>
/// Signals that the room has changed state.
/// </summary>
/// <param name="state">The state of the room.</param>
Task RoomStateChanged(MultiplayerRoomState state);
/// <summary>
/// Signals that a user has joined the room.
/// </summary>
/// <param name="user">The user.</param>
Task UserJoined(MultiplayerRoomUser user);
/// <summary>
/// Signals that a user has left the room.
/// </summary>
/// <param name="user">The user.</param>
Task UserLeft(MultiplayerRoomUser user);
/// <summary>
/// Signal that the host of the room has changed.
/// </summary>
/// <param name="userId">The user ID of the new host.</param>
Task HostChanged(long userId);
/// <summary>
/// Signals that the settings for this room have changed.
/// </summary>
/// <param name="newSettings">The updated room settings.</param>
Task SettingsChanged(MultiplayerRoomSettings newSettings);
/// <summary>
/// Signals that a user in this room changed their state.
/// </summary>
/// <param name="userId">The ID of the user performing a state change.</param>
/// <param name="state">The new state of the user.</param>
Task UserStateChanged(long userId, MultiplayerUserState state);
/// <summary>
/// Signals that a match is to be started. This will *only* be sent to clients which are to begin loading at this point.
/// </summary>
Task LoadRequested();
/// <summary>
/// Signals that a match has started. All users in the <see cref="MultiplayerUserState.Loaded"/> state should begin gameplay as soon as possible.
/// </summary>
Task MatchStarted();
/// <summary>
/// Signals that the match has ended, all players have finished and results are ready to be displayed.
/// </summary>
Task ResultsReady();
}
}

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@ -0,0 +1,20 @@
// 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.Threading.Tasks;
namespace osu.Game.Online.RealtimeMultiplayer
{
/// <summary>
/// Interface for an out-of-room multiplayer server.
/// </summary>
public interface IMultiplayerLoungeServer
{
/// <summary>
/// Request to join a multiplayer room.
/// </summary>
/// <param name="roomId">The databased room ID.</param>
/// <exception cref="InvalidStateException">If the user is already in the requested (or another) room.</exception>
Task<MultiplayerRoom> JoinRoom(long roomId);
}
}

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@ -0,0 +1,51 @@
// 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.Threading.Tasks;
namespace osu.Game.Online.RealtimeMultiplayer
{
/// <summary>
/// Interface for an in-room multiplayer server.
/// </summary>
public interface IMultiplayerRoomServer
{
/// <summary>
/// Request to leave the currently joined room.
/// </summary>
/// <exception cref="NotJoinedRoomException">If the user is not in a room.</exception>
Task LeaveRoom();
/// <summary>
/// Transfer the host of the currently joined room to another user in the room.
/// </summary>
/// <param name="userId">The new user which is to become host.</param>
/// <exception cref="NotHostException">A user other than the current host is attempting to transfer host.</exception>
/// <exception cref="NotJoinedRoomException">If the user is not in a room.</exception>
Task TransferHost(long userId);
/// <summary>
/// As the host, update the settings of the currently joined room.
/// </summary>
/// <param name="settings">The new settings to apply.</param>
/// <exception cref="NotHostException">A user other than the current host is attempting to transfer host.</exception>
/// <exception cref="NotJoinedRoomException">If the user is not in a room.</exception>
Task ChangeSettings(MultiplayerRoomSettings settings);
/// <summary>
/// Change the local user state in the currently joined room.
/// </summary>
/// <param name="newState">The proposed new state.</param>
/// <exception cref="InvalidStateChangeException">If the state change requested is not valid, given the previous state or room state.</exception>
/// <exception cref="NotJoinedRoomException">If the user is not in a room.</exception>
Task ChangeState(MultiplayerUserState newState);
/// <summary>
/// As the host of a room, start the match.
/// </summary>
/// <exception cref="NotHostException">A user other than the current host is attempting to start the game.</exception>
/// <exception cref="NotJoinedRoomException">If the user is not in a room.</exception>
/// <exception cref="InvalidStateException">If an attempt to start the game occurs when the game's (or users') state disallows it.</exception>
Task StartMatch();
}
}

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@ -0,0 +1,12 @@
// 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.
namespace osu.Game.Online.RealtimeMultiplayer
{
/// <summary>
/// An interface defining the multiplayer server instance.
/// </summary>
public interface IMultiplayerServer : IMultiplayerRoomServer, IMultiplayerLoungeServer
{
}
}

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@ -0,0 +1,23 @@
// 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 System.Runtime.Serialization;
using Microsoft.AspNetCore.SignalR;
namespace osu.Game.Online.RealtimeMultiplayer
{
[Serializable]
public class InvalidStateChangeException : HubException
{
public InvalidStateChangeException(MultiplayerUserState oldState, MultiplayerUserState newState)
: base($"Cannot change from {oldState} to {newState}")
{
}
protected InvalidStateChangeException(SerializationInfo info, StreamingContext context)
: base(info, context)
{
}
}
}

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@ -0,0 +1,23 @@
// 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 System.Runtime.Serialization;
using Microsoft.AspNetCore.SignalR;
namespace osu.Game.Online.RealtimeMultiplayer
{
[Serializable]
public class InvalidStateException : HubException
{
public InvalidStateException(string message)
: base(message)
{
}
protected InvalidStateException(SerializationInfo info, StreamingContext context)
: base(info, context)
{
}
}
}

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@ -0,0 +1,76 @@
// 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.
#nullable enable
using System;
using System.Collections.Generic;
using System.Threading;
using Newtonsoft.Json;
using osu.Framework.Allocation;
namespace osu.Game.Online.RealtimeMultiplayer
{
/// <summary>
/// A multiplayer room.
/// </summary>
[Serializable]
public class MultiplayerRoom
{
/// <summary>
/// The ID of the room, used for database persistence.
/// </summary>
public readonly long RoomID;
/// <summary>
/// The current state of the room (ie. whether it is in progress or otherwise).
/// </summary>
public MultiplayerRoomState State { get; set; }
/// <summary>
/// All currently enforced game settings for this room.
/// </summary>
public MultiplayerRoomSettings Settings { get; set; } = new MultiplayerRoomSettings();
/// <summary>
/// All users currently in this room.
/// </summary>
public List<MultiplayerRoomUser> Users { get; set; } = new List<MultiplayerRoomUser>();
/// <summary>
/// The host of this room, in control of changing room settings.
/// </summary>
public MultiplayerRoomUser? Host { get; set; }
private object writeLock = new object();
[JsonConstructor]
public MultiplayerRoom(in long roomId)
{
RoomID = roomId;
}
private object updateLock = new object();
private ManualResetEventSlim freeForWrite = new ManualResetEventSlim(true);
/// <summary>
/// Request a lock on this room to perform a thread-safe update.
/// </summary>
public IDisposable LockForUpdate()
{
// ReSharper disable once InconsistentlySynchronizedField
freeForWrite.Wait();
lock (updateLock)
{
freeForWrite.Wait();
freeForWrite.Reset();
return new ValueInvokeOnDisposal<MultiplayerRoom>(this, r => freeForWrite.Set());
}
}
public override string ToString() => $"RoomID:{RoomID} Host:{Host?.UserID} Users:{Users.Count} State:{State} Settings: [{Settings}]";
}
}

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@ -0,0 +1,30 @@
// 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.
#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using osu.Game.Online.API;
namespace osu.Game.Online.RealtimeMultiplayer
{
[Serializable]
public class MultiplayerRoomSettings : IEquatable<MultiplayerRoomSettings>
{
public int BeatmapID { get; set; }
public int RulesetID { get; set; }
public string Name { get; set; } = "Unnamed room";
[NotNull]
public IEnumerable<APIMod> Mods { get; set; } = Enumerable.Empty<APIMod>();
public bool Equals(MultiplayerRoomSettings other) => BeatmapID == other.BeatmapID && Mods.SequenceEqual(other.Mods) && RulesetID == other.RulesetID && Name.Equals(other.Name, StringComparison.Ordinal);
public override string ToString() => $"Name:{Name} Beatmap:{BeatmapID} Mods:{string.Join(',', Mods)} Ruleset:{RulesetID}";
}
}

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@ -0,0 +1,33 @@
// 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.
#nullable enable
namespace osu.Game.Online.RealtimeMultiplayer
{
/// <summary>
/// The current overall state of a realtime multiplayer room.
/// </summary>
public enum MultiplayerRoomState
{
/// <summary>
/// The room is open and accepting new players.
/// </summary>
Open,
/// <summary>
/// A game start has been triggered but players have not finished loading.
/// </summary>
WaitingForLoad,
/// <summary>
/// A game is currently ongoing.
/// </summary>
Playing,
/// <summary>
/// The room has been disbanded and closed.
/// </summary>
Closed
}
}

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@ -0,0 +1,44 @@
// 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.
#nullable enable
using System;
using Newtonsoft.Json;
using osu.Game.Users;
namespace osu.Game.Online.RealtimeMultiplayer
{
[Serializable]
public class MultiplayerRoomUser : IEquatable<MultiplayerRoomUser>
{
public readonly int UserID;
public MultiplayerUserState State { get; set; } = MultiplayerUserState.Idle;
public User? User { get; set; }
[JsonConstructor]
public MultiplayerRoomUser(in int userId)
{
UserID = userId;
}
public bool Equals(MultiplayerRoomUser other)
{
if (ReferenceEquals(this, other)) return true;
return UserID == other.UserID;
}
public override bool Equals(object obj)
{
if (ReferenceEquals(this, obj)) return true;
if (obj.GetType() != GetType()) return false;
return Equals((MultiplayerRoomUser)obj);
}
public override int GetHashCode() => UserID.GetHashCode();
}
}

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@ -0,0 +1,59 @@
// 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.
namespace osu.Game.Online.RealtimeMultiplayer
{
public enum MultiplayerUserState
{
/// <summary>
/// The user is idle and waiting for something to happen (or watching the match but not participating).
/// </summary>
Idle,
/// <summary>
/// The user has marked themselves as ready to participate and should be considered for the next game start.
/// </summary>
/// <remarks>
/// Clients in this state will receive gameplay channel messages.
/// As a client the only thing to look for in this state is a <see cref="IMultiplayerClient.LoadRequested"/> call.
/// </remarks>
Ready,
/// <summary>
/// The server is waiting for this user to finish loading. This is a reserved state, and is set by the server.
/// </summary>
/// <remarks>
/// All users in <see cref="Ready"/> state when the game start will be transitioned to this state.
/// All users in this state need to transition to <see cref="Loaded"/> before the game can start.
/// </remarks>
WaitingForLoad,
/// <summary>
/// The user's client has marked itself as loaded and ready to begin gameplay.
/// </summary>
Loaded,
/// <summary>
/// The user is currently playing in a game. This is a reserved state, and is set by the server.
/// </summary>
/// <remarks>
/// Once there are no remaining <see cref="WaitingForLoad"/> users, all users in <see cref="Loaded"/> state will be transitioned to this state.
/// At this point the game will start for all users.
/// </remarks>
Playing,
/// <summary>
/// The user has finished playing and is ready to view results.
/// </summary>
/// <remarks>
/// Once all users transition from <see cref="Playing"/> to this state, the game will end and results will be distributed.
/// All users will be transitioned to the <see cref="Results"/> state.
/// </remarks>
FinishedPlay,
/// <summary>
/// The user is currently viewing results. This is a reserved state, and is set by the server.
/// </summary>
Results,
}
}

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@ -0,0 +1,23 @@
// 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 System.Runtime.Serialization;
using Microsoft.AspNetCore.SignalR;
namespace osu.Game.Online.RealtimeMultiplayer
{
[Serializable]
public class NotHostException : HubException
{
public NotHostException()
: base("User is attempting to perform a host level operation while not the host")
{
}
protected NotHostException(SerializationInfo info, StreamingContext context)
: base(info, context)
{
}
}
}

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@ -0,0 +1,23 @@
// 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 System.Runtime.Serialization;
using Microsoft.AspNetCore.SignalR;
namespace osu.Game.Online.RealtimeMultiplayer
{
[Serializable]
public class NotJoinedRoomException : HubException
{
public NotJoinedRoomException()
: base("This user has not yet joined a multiplayer room.")
{
}
protected NotJoinedRoomException(SerializationInfo info, StreamingContext context)
: base(info, context)
{
}
}
}