// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Diagnostics; using System.Threading.Tasks; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Extensions.ExceptionExtensions; using osu.Framework.Logging; using osu.Game.Online.Multiplayer; using osu.Game.Online.Rooms; using osu.Game.Online.Rooms.RoomStatuses; using osu.Game.Screens.OnlinePlay.Components; namespace osu.Game.Screens.OnlinePlay.Multiplayer { public class MultiplayerRoomManager : RoomManager { [Resolved] private StatefulMultiplayerClient multiplayerClient { get; set; } public readonly Bindable TimeBetweenListingPolls = new Bindable(); public readonly Bindable TimeBetweenSelectionPolls = new Bindable(); private readonly IBindable isConnected = new Bindable(); private readonly Bindable allowPolling = new Bindable(); private ListingPollingComponent listingPollingComponent; protected override void LoadComplete() { base.LoadComplete(); isConnected.BindTo(multiplayerClient.IsConnected); isConnected.BindValueChanged(_ => Scheduler.AddOnce(updatePolling)); JoinedRoom.BindValueChanged(_ => Scheduler.AddOnce(updatePolling), true); } public override void CreateRoom(Room room, Action onSuccess = null, Action onError = null) => base.CreateRoom(room, r => joinMultiplayerRoom(r, onSuccess, onError), onError); public override void JoinRoom(Room room, Action onSuccess = null, Action 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. // 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) { onError?.Invoke("Cannot join an ended room."); return; } base.JoinRoom(room, r => joinMultiplayerRoom(r, onSuccess, onError), onError); } public override void PartRoom() { if (JoinedRoom.Value == null) return; var joinedRoom = JoinedRoom.Value; base.PartRoom(); multiplayerClient.LeaveRoom(); // Todo: This is not the way to do this. Basically when we're the only participant and the room closes, there's no way to know if this is actually the case. // This is delayed one frame because upon exiting the match subscreen, multiplayer updates the polling rate and messes with polling. Schedule(() => { RemoveRoom(joinedRoom); listingPollingComponent.PollImmediately(); }); } private void joinMultiplayerRoom(Room room, Action onSuccess = null, Action onError = null) { Debug.Assert(room.RoomID.Value != null); multiplayerClient.JoinRoom(room).ContinueWith(t => { if (t.IsCompletedSuccessfully) Schedule(() => onSuccess?.Invoke(room)); else { const string message = "Failed to join multiplayer room."; if (t.Exception != null) Logger.Error(t.Exception, message); PartRoom(); Schedule(() => onError?.Invoke(t.Exception?.AsSingular().Message ?? message)); } }); } private void updatePolling() { if (!isConnected.Value) ClearRooms(); // Don't poll when not connected or when a room has been joined. allowPolling.Value = isConnected.Value && JoinedRoom.Value == null; } protected override IEnumerable CreatePollingComponents() => new RoomPollingComponent[] { listingPollingComponent = new MultiplayerListingPollingComponent { TimeBetweenPolls = { BindTarget = TimeBetweenListingPolls }, AllowPolling = { BindTarget = allowPolling } }, new MultiplayerSelectionPollingComponent { TimeBetweenPolls = { BindTarget = TimeBetweenSelectionPolls }, AllowPolling = { BindTarget = allowPolling } } }; private class MultiplayerListingPollingComponent : ListingPollingComponent { public readonly IBindable AllowPolling = new Bindable(); protected override void LoadComplete() { base.LoadComplete(); AllowPolling.BindValueChanged(allowPolling => { if (!allowPolling.NewValue) return; if (IsLoaded) PollImmediately(); }); } protected override Task Poll() => !AllowPolling.Value ? Task.CompletedTask : base.Poll(); } private class MultiplayerSelectionPollingComponent : SelectionPollingComponent { public readonly IBindable AllowPolling = new Bindable(); protected override void LoadComplete() { base.LoadComplete(); AllowPolling.BindValueChanged(allowPolling => { if (!allowPolling.NewValue) return; if (IsLoaded) PollImmediately(); }); } protected override Task Poll() => !AllowPolling.Value ? Task.CompletedTask : base.Poll(); } } }