// 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.Linq; using System.Threading.Tasks; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Logging; using osu.Framework.Screens; using osu.Game.Graphics.UserInterface; using osu.Game.Online.Multiplayer; using osu.Game.Online.Rooms; using osu.Game.Scoring; using osu.Game.Screens.Play; using osu.Game.Screens.Play.HUD; using osu.Game.Screens.Ranking; using osu.Game.Users; using osuTK; namespace osu.Game.Screens.OnlinePlay.Multiplayer { public class MultiplayerPlayer : RoomSubmittingPlayer { protected override bool PauseOnFocusLost => false; // Disallow fails in multiplayer for now. protected override bool CheckModsAllowFailure() => false; protected override UserActivity InitialActivity => new UserActivity.InMultiplayerGame(Beatmap.Value.BeatmapInfo, Ruleset.Value); [Resolved] private MultiplayerClient client { get; set; } private IBindable isConnected; private readonly TaskCompletionSource resultsReady = new TaskCompletionSource(); private MultiplayerGameplayLeaderboard leaderboard; private readonly MultiplayerRoomUser[] users; private readonly Bindable leaderboardExpanded = new BindableBool(); private LoadingLayer loadingDisplay; private FillFlowContainer leaderboardFlow; /// /// Construct a multiplayer player. /// /// The room. /// The playlist item to be played. /// The users which are participating in this game. public MultiplayerPlayer(Room room, PlaylistItem playlistItem, MultiplayerRoomUser[] users) : base(room, playlistItem, new PlayerConfiguration { AllowPause = false, AllowRestart = false, AllowSkipping = false, }) { this.users = users; } [BackgroundDependencyLoader] private void load() { if (!LoadedBeatmapSuccessfully) return; HUDOverlay.Add(leaderboardFlow = new FillFlowContainer { AutoSizeAxes = Axes.Both, Direction = FillDirection.Vertical, Spacing = new Vector2(5) }); HUDOverlay.HoldingForHUD.BindValueChanged(_ => updateLeaderboardExpandedState()); LocalUserPlaying.BindValueChanged(_ => updateLeaderboardExpandedState(), true); // todo: this should be implemented via a custom HUD implementation, and correctly masked to the main content area. LoadComponentAsync(leaderboard = new MultiplayerGameplayLeaderboard(users), l => { if (!LoadedBeatmapSuccessfully) return; leaderboard.Expanded.BindTo(leaderboardExpanded); leaderboardFlow.Insert(0, l); if (leaderboard.TeamScores.Count >= 2) { LoadComponentAsync(new GameplayMatchScoreDisplay { Team1Score = { BindTarget = leaderboard.TeamScores.First().Value }, Team2Score = { BindTarget = leaderboard.TeamScores.Last().Value }, Expanded = { BindTarget = HUDOverlay.ShowHud }, }, scoreDisplay => leaderboardFlow.Insert(1, scoreDisplay)); } }); LoadComponentAsync(new GameplayChatDisplay(Room) { Expanded = { BindTarget = leaderboardExpanded }, }, chat => leaderboardFlow.Insert(2, chat)); HUDOverlay.Add(loadingDisplay = new LoadingLayer(true) { Depth = float.MaxValue }); } protected override void LoadAsyncComplete() { base.LoadAsyncComplete(); if (!LoadedBeatmapSuccessfully) return; if (!ValidForResume) return; // token retrieval may have failed. client.GameplayStarted += onGameplayStarted; 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); } protected override void LoadComplete() { base.LoadComplete(); Debug.Assert(client.Room != null); } protected override void StartGameplay() { // We can enter this screen one of two ways: // 1. Via the automatic natural progression of PlayerLoader into Player. // We'll arrive here in a Loaded state, and we need to let the server know that we're ready to start. // 2. Via the server forcefully starting gameplay because players have been hanging out in PlayerLoader for too long. // We'll arrive here in a Playing state, and we should neither show the loading spinner nor tell the server that we're ready to start (gameplay has already started). // // The base call is blocked here because in both cases gameplay is started only when the server says so via onGameplayStarted(). if (client.LocalUser?.State == MultiplayerUserState.Loaded) { loadingDisplay.Show(); client.ChangeState(MultiplayerUserState.ReadyForGameplay); } } private void updateLeaderboardExpandedState() => leaderboardExpanded.Value = !LocalUserPlaying.Value || HUDOverlay.HoldingForHUD.Value; 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(); if (!LoadedBeatmapSuccessfully) return; adjustLeaderboardPosition(); } private void adjustLeaderboardPosition() { const float padding = 44; // enough margin to avoid the hit error display. leaderboardFlow.Position = new Vector2(padding, padding + HUDOverlay.TopScoringElementsHeight); } private void onGameplayStarted() => Scheduler.Add(() => { if (!this.IsCurrentScreen()) return; loadingDisplay.Hide(); base.StartGameplay(); }); private void onResultsReady() { // Schedule is required to ensure that `TaskCompletionSource.SetResult` is not called more than once. // A scenario where this can occur is if this instance is not immediately disposed (ie. async disposal queue). Schedule(() => { if (!this.IsCurrentScreen()) return; resultsReady.SetResult(true); }); } protected override async Task PrepareScoreForResultsAsync(Score score) { await base.PrepareScoreForResultsAsync(score).ConfigureAwait(false); await client.ChangeState(MultiplayerUserState.FinishedPlay).ConfigureAwait(false); // 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))).ConfigureAwait(false); } protected override ResultsScreen CreateResults(ScoreInfo score) { Debug.Assert(Room.RoomID.Value != null); return leaderboard.TeamScores.Count == 2 ? new MultiplayerTeamResultsScreen(score, Room.RoomID.Value.Value, PlaylistItem, leaderboard.TeamScores) : new MultiplayerResultsScreen(score, Room.RoomID.Value.Value, PlaylistItem); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (client != null) { client.GameplayStarted -= onGameplayStarted; client.ResultsReady -= onResultsReady; } } } }