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Use show/index requests in results screen
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osu.Game/Online/Multiplayer/ShowPlaylistUserScoreRequest.cs
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23
osu.Game/Online/Multiplayer/ShowPlaylistUserScoreRequest.cs
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@ -0,0 +1,23 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Online.API;
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namespace osu.Game.Online.Multiplayer
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{
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public class ShowPlaylistUserScoreRequest : APIRequest<MultiplayerScore>
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{
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private readonly int roomId;
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private readonly int playlistItemId;
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private readonly long userId;
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public ShowPlaylistUserScoreRequest(int roomId, int playlistItemId, long userId)
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{
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this.roomId = roomId;
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this.playlistItemId = playlistItemId;
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this.userId = userId;
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}
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protected override string Target => $"rooms/{roomId}/playlist/{playlistItemId}/scores/users/{userId}";
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}
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}
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@ -9,6 +9,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Scoring;
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using osu.Game.Screens.Ranking;
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@ -21,6 +22,11 @@ namespace osu.Game.Screens.Multi.Ranking
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private readonly PlaylistItem playlistItem;
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private LoadingSpinner loadingLayer;
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private Cursor higherScoresCursor;
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private Cursor lowerScoresCursor;
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[Resolved]
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private IAPIProvider api { get; set; }
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public TimeshiftResultsScreen(ScoreInfo score, int roomId, PlaylistItem playlistItem, bool allowRetry = true)
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: base(score, allowRetry)
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@ -44,17 +50,62 @@ namespace osu.Game.Screens.Multi.Ranking
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protected override APIRequest FetchScores(Action<IEnumerable<ScoreInfo>> scoresCallback)
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{
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var req = new IndexPlaylistScoresRequest(roomId, playlistItem.ID);
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// This performs two requests:
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// 1. A request to show the user's score.
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// 2. If (1) fails, a request to index the room.
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req.Success += r =>
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var userScoreReq = new ShowPlaylistUserScoreRequest(roomId, playlistItem.ID, api.LocalUser.Value.Id);
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userScoreReq.Success += userScore =>
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{
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scoresCallback?.Invoke(r.Scores.Where(s => s.ID != Score?.OnlineScoreID).Select(s => s.CreateScoreInfo(playlistItem)));
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loadingLayer.Hide();
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var allScores = new List<MultiplayerScore> { userScore };
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if (userScore.ScoresAround?.Higher != null)
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{
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allScores.AddRange(userScore.ScoresAround.Higher.Scores);
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higherScoresCursor = userScore.ScoresAround.Higher.Cursor;
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}
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if (userScore.ScoresAround?.Lower != null)
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{
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allScores.AddRange(userScore.ScoresAround.Lower.Scores);
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lowerScoresCursor = userScore.ScoresAround.Lower.Cursor;
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}
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success(allScores);
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};
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req.Failure += _ => loadingLayer.Hide();
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userScoreReq.Failure += _ =>
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{
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// Fallback to a normal index.
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var indexReq = new IndexPlaylistScoresRequest(roomId, playlistItem.ID);
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indexReq.Success += r => success(r.Scores);
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indexReq.Failure += __ => loadingLayer.Hide();
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api.Queue(indexReq);
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};
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return req;
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return userScoreReq;
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void success(List<MultiplayerScore> scores)
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{
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var scoreInfos = new List<ScoreInfo>(scores.Select(s => s.CreateScoreInfo(playlistItem)));
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// Select a score if we don't already have one selected.
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// Note: This is done before the callback so that the panel list centres on the selected score before panels are added (eliminating initial scroll).
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if (SelectedScore.Value == null)
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{
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Schedule(() =>
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{
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// Prefer selecting the local user's score, or otherwise default to the first visible score.
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SelectedScore.Value = scoreInfos.FirstOrDefault(s => s.User.Id == api.LocalUser.Value.Id) ?? scoreInfos.FirstOrDefault();
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});
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}
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// Invoke callback to add the scores. Exclude the user's current score which was added previously.
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scoresCallback?.Invoke(scoreInfos.Where(s => s.ID != Score?.OnlineScoreID));
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loadingLayer.Hide();
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}
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}
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}
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}
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