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Commit Graph

15 Commits

Author SHA1 Message Date
Dean Herbert
77adf687c6 Consume ability to lookup multiple users in MultiplayerGameplayLeaderboard
Avoids syncrhonously blocking on asynchronous operations (which was
leading to LCA starvation in tests).
2021-07-05 19:56:37 +09:00
smoogipoo
d197a7f6f5 Rename multiplayer client classes 2021-05-20 15:39:45 +09:00
Christine Chen
b15838b220 Move storyboard outro logic to DrawableStoryboard 2021-04-16 00:59:10 -04:00
Christine Chen
25b8c2f257 Allow skipping storyboard outro
Reuses SkipOverlay by calculating the endtime of the storyboard and using that as a "start point". Upon skipping the outro the score is instantly shown.
When the end of the storyboard is reached the score screen automatically shows up. If the player holds ESC (pause) during the outro, the score is displayed

The storyboard endtime is calculated by getting the latest endtime of the storyboard's elements, or simply returning 0 if there is no storyboard.

Co-Authored-By: Marlina José <marlina@umich.edu>
2021-04-15 13:20:40 -04:00
Dean Herbert
84b2f9a848 Make token private 2021-03-24 13:20:44 +09:00
Dean Herbert
3cd8bf2d7f Move token request construction to LoadAsyncComplete to better allow DI usage 2021-03-23 18:20:55 +09:00
Dean Herbert
571124669d Remove all references to "score submission" from Player 2021-03-23 18:20:55 +09:00
Dean Herbert
12f050264a Further split out a player class which submits to "rooms" 2021-03-23 18:20:55 +09:00
Dean Herbert
7045fce555 Move score submission logic in general out to its own Player type 2021-03-23 18:20:55 +09:00
Dean Herbert
b1cd01ceb8 Apply ConfigureAwait changes to game side 2021-03-08 14:36:35 +09:00
Dean Herbert
9d02f589fe Compact leaderboard during gameplay 2021-02-19 16:51:39 +09:00
Dean Herbert
7298adc9d9 Fix non-threadsafe usage of MultiplayerClient.IsConnected 2021-01-12 19:04:16 +09:00
Dean Herbert
54982dcdd7 Refactor LoadingLayer to avoid applying effects to external drawables
In theory this seemed like a good idea (and an optimisation in some
cases, due to lower fill rate), but in practice this leads to weird edge
cases.

This aims to do away with the operations on external drawables by
applying a dim to the area behind the `LoadingLayer` when required.
I went over each usage and ensured they look as good or better than
previously.

The specific bad usage here was the restoration of the colour on dispose
(if the `LoadingLayer` was disposed in a still-visible state).

I'm aware that the `BeatmapListingOverlay` will now dim completely during
load. I think this is fine for the time being.
2021-01-05 17:31:45 +09:00
Bartłomiej Dach
83fb7c7a1a Re-namespace all files in OnlinePlay directory 2020-12-25 16:50:09 +01:00
Bartłomiej Dach
e797e5ce7a Rename Multi directory to OnlinePlay 2020-12-25 16:50:02 +01:00