// 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 MessagePack; using osu.Game.Beatmaps; using osu.Game.Graphics; using osu.Game.Online; using osu.Game.Online.Rooms; using osu.Game.Rulesets; using osu.Game.Scoring; using osuTK.Graphics; namespace osu.Game.Users { /// /// Base class for all structures describing the user's current activity. /// /// /// Warning: keep specs consistent with /// . /// [Serializable] [MessagePackObject] [Union(11, typeof(ChoosingBeatmap))] [Union(12, typeof(InSoloGame))] [Union(13, typeof(WatchingReplay))] [Union(14, typeof(SpectatingUser))] [Union(21, typeof(SearchingForLobby))] [Union(22, typeof(InLobby))] [Union(23, typeof(InMultiplayerGame))] [Union(24, typeof(SpectatingMultiplayerGame))] [Union(31, typeof(InPlaylistGame))] [Union(41, typeof(EditingBeatmap))] [Union(42, typeof(ModdingBeatmap))] [Union(43, typeof(TestingBeatmap))] public abstract class UserActivity { public abstract string GetStatus(bool hideIdentifiableInformation = false); public virtual string? GetDetails(bool hideIdentifiableInformation = false) => null; public virtual Color4 GetAppropriateColour(OsuColour colours) => colours.GreenDarker; [MessagePackObject] public class ChoosingBeatmap : UserActivity { public override string GetStatus(bool hideIdentifiableInformation = false) => "Choosing a beatmap"; } [MessagePackObject] public abstract class InGame : UserActivity { [Key(0)] public int BeatmapID { get; set; } [Key(1)] public string BeatmapDisplayTitle { get; set; } = string.Empty; [Key(2)] public int RulesetID { get; set; } [Key(3)] public string RulesetPlayingVerb { get; set; } = string.Empty; // TODO: i'm going with this for now, but this is wasteful protected InGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset) { BeatmapID = beatmapInfo.OnlineID; BeatmapDisplayTitle = beatmapInfo.GetDisplayTitle(); RulesetID = ruleset.OnlineID; RulesetPlayingVerb = ruleset.CreateInstance().PlayingVerb; } [SerializationConstructor] protected InGame() { } public override string GetStatus(bool hideIdentifiableInformation = false) => RulesetPlayingVerb; public override string GetDetails(bool hideIdentifiableInformation = false) => BeatmapDisplayTitle; } [MessagePackObject] public class InSoloGame : InGame { public InSoloGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset) : base(beatmapInfo, ruleset) { } [SerializationConstructor] public InSoloGame() { } } [MessagePackObject] public class InMultiplayerGame : InGame { public InMultiplayerGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset) : base(beatmapInfo, ruleset) { } [SerializationConstructor] public InMultiplayerGame() { } public override string GetStatus(bool hideIdentifiableInformation = false) => $@"{base.GetStatus(hideIdentifiableInformation)} with others"; } [MessagePackObject] public class InPlaylistGame : InGame { public InPlaylistGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset) : base(beatmapInfo, ruleset) { } [SerializationConstructor] public InPlaylistGame() { } } [MessagePackObject] public class TestingBeatmap : EditingBeatmap { public TestingBeatmap(IBeatmapInfo beatmapInfo) : base(beatmapInfo) { } [SerializationConstructor] public TestingBeatmap() { } public override string GetStatus(bool hideIdentifiableInformation = false) => "Testing a beatmap"; } [MessagePackObject] public class EditingBeatmap : UserActivity { [Key(0)] public int BeatmapID { get; set; } [Key(1)] public string BeatmapDisplayTitle { get; set; } = string.Empty; public EditingBeatmap(IBeatmapInfo info) { BeatmapID = info.OnlineID; BeatmapDisplayTitle = info.GetDisplayTitle(); } [SerializationConstructor] public EditingBeatmap() { } public override string GetStatus(bool hideIdentifiableInformation = false) => @"Editing a beatmap"; public override string GetDetails(bool hideIdentifiableInformation = false) => hideIdentifiableInformation // For now let's assume that showing the beatmap a user is editing could reveal unwanted information. ? string.Empty : BeatmapDisplayTitle; } [MessagePackObject] public class ModdingBeatmap : EditingBeatmap { public ModdingBeatmap(IBeatmapInfo info) : base(info) { } [SerializationConstructor] public ModdingBeatmap() { } public override string GetStatus(bool hideIdentifiableInformation = false) => "Modding a beatmap"; public override Color4 GetAppropriateColour(OsuColour colours) => colours.PurpleDark; } [MessagePackObject] public class WatchingReplay : UserActivity { [Key(0)] public long ScoreID { get; set; } [Key(1)] public string PlayerName { get; set; } = string.Empty; [Key(2)] public int BeatmapID { get; set; } [Key(3)] public string? BeatmapDisplayTitle { get; set; } public WatchingReplay(ScoreInfo score) { ScoreID = score.OnlineID; PlayerName = score.User.Username; BeatmapID = score.BeatmapInfo?.OnlineID ?? -1; BeatmapDisplayTitle = score.BeatmapInfo?.GetDisplayTitle(); } [SerializationConstructor] public WatchingReplay() { } public override string GetStatus(bool hideIdentifiableInformation = false) => hideIdentifiableInformation ? @"Watching a replay" : $@"Watching {PlayerName}'s replay"; public override string? GetDetails(bool hideIdentifiableInformation = false) => BeatmapDisplayTitle; } [MessagePackObject] public class SpectatingUser : WatchingReplay { public SpectatingUser(ScoreInfo score) : base(score) { } [SerializationConstructor] public SpectatingUser() { } public override string GetStatus(bool hideIdentifiableInformation = false) => hideIdentifiableInformation ? @"Spectating a user" : $@"Spectating {PlayerName}"; } [MessagePackObject] public class SpectatingMultiplayerGame : InGame { public SpectatingMultiplayerGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset) : base(beatmapInfo, ruleset) { } [SerializationConstructor] public SpectatingMultiplayerGame() { } public override string GetStatus(bool hideIdentifiableInformation = false) => $"Watching others {base.GetStatus(hideIdentifiableInformation).ToLowerInvariant()}"; } [MessagePackObject] public class SearchingForLobby : UserActivity { public override string GetStatus(bool hideIdentifiableInformation = false) => @"Looking for a lobby"; } [MessagePackObject] public class InLobby : UserActivity { [Key(0)] public long RoomID { get; set; } [Key(1)] public string RoomName { get; set; } = string.Empty; public InLobby(Room room) { RoomID = room.RoomID.Value ?? -1; RoomName = room.Name.Value; } [SerializationConstructor] public InLobby() { } public override string GetStatus(bool hideIdentifiableInformation = false) => @"In a lobby"; public override string? GetDetails(bool hideIdentifiableInformation = false) => hideIdentifiableInformation ? null : RoomName; } } }