// 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.Diagnostics; using System.Threading.Tasks; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Logging; using osu.Game.Graphics.UserInterface; using osu.Game.Online.Multiplayer; using osu.Game.Online.Rooms; using osu.Game.Scoring; using osu.Game.Screens.OnlinePlay.Playlists; using osu.Game.Screens.Play; using osu.Game.Screens.Play.HUD; using osu.Game.Screens.Ranking; using osuTK; namespace osu.Game.Screens.OnlinePlay.Multiplayer { // Todo: The "room" part of PlaylistsPlayer should be split out into an abstract player class to be inherited instead. public class MultiplayerPlayer : PlaylistsPlayer { protected override bool PauseOnFocusLost => false; // Disallow fails in multiplayer for now. protected override bool CheckModsAllowFailure() => false; [Resolved] private StatefulMultiplayerClient client { get; set; } private IBindable isConnected; private readonly TaskCompletionSource resultsReady = new TaskCompletionSource(); private MultiplayerGameplayLeaderboard leaderboard; private readonly int[] userIds; private LoadingLayer loadingDisplay; /// /// Construct a multiplayer player. /// /// The playlist item to be played. /// The users which are participating in this game. public MultiplayerPlayer(PlaylistItem playlistItem, int[] userIds) : base(playlistItem, new PlayerConfiguration { AllowPause = false, AllowRestart = false, AllowSkippingIntro = false, }) { this.userIds = userIds; } [BackgroundDependencyLoader] private void load() { // todo: this should be implemented via a custom HUD implementation, and correctly masked to the main content area. LoadComponentAsync(leaderboard = new MultiplayerGameplayLeaderboard(ScoreProcessor, userIds), HUDOverlay.Add); HUDOverlay.Add(loadingDisplay = new LoadingLayer(true) { Depth = float.MaxValue }); if (Token == null) return; // Todo: Somehow handle token retrieval failure. client.MatchStarted += onMatchStarted; client.ResultsReady += onResultsReady; ScoreProcessor.HasCompleted.BindValueChanged(completed => { // wait for server to tell us that results are ready (see SubmitScore implementation) loadingDisplay.Show(); }); isConnected = client.IsConnected.GetBoundCopy(); isConnected.BindValueChanged(connected => Schedule(() => { if (!connected.NewValue) { // messaging to the user about this disconnect will be provided by the MultiplayerMatchSubScreen. failAndBail(); } }), true); Debug.Assert(client.Room != null); } protected override void LoadComplete() { base.LoadComplete(); ((IBindable)leaderboard.Expanded).BindTo(IsBreakTime); } protected override void StartGameplay() { // block base call, but let the server know we are ready to start. loadingDisplay.Show(); client.ChangeState(MultiplayerUserState.Loaded).ContinueWith(task => failAndBail(task.Exception?.Message ?? "Server error"), TaskContinuationOptions.NotOnRanToCompletion); } private void failAndBail(string message = null) { if (!string.IsNullOrEmpty(message)) Logger.Log(message, LoggingTarget.Runtime, LogLevel.Important); Schedule(() => PerformExit(false)); } protected override void Update() { base.Update(); adjustLeaderboardPosition(); } private void adjustLeaderboardPosition() { const float padding = 44; // enough margin to avoid the hit error display. leaderboard.Position = new Vector2( padding, padding + HUDOverlay.TopScoringElementsHeight); } private void onMatchStarted() => Scheduler.Add(() => { loadingDisplay.Hide(); base.StartGameplay(); }); private void onResultsReady() => resultsReady.SetResult(true); protected override async Task SubmitScore(Score score) { await base.SubmitScore(score); await client.ChangeState(MultiplayerUserState.FinishedPlay); // Await up to 60 seconds for results to become available (6 api request timeouts). // This is arbitrary just to not leave the player in an essentially deadlocked state if any connection issues occur. await Task.WhenAny(resultsReady.Task, Task.Delay(TimeSpan.FromSeconds(60))); } protected override ResultsScreen CreateResults(ScoreInfo score) { Debug.Assert(RoomId.Value != null); return new MultiplayerResultsScreen(score, RoomId.Value.Value, PlaylistItem); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (client != null) { client.MatchStarted -= onMatchStarted; client.ResultsReady -= onResultsReady; } } } }