// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System.Diagnostics; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Logging; using osu.Framework.Screens; using osu.Game.Graphics.Containers; using osu.Game.Online.API; using osu.Game.Overlays; using osu.Game.Screens.Menu; using osu.Game.Screens.OnlinePlay.Components; using osu.Game.Screens.OnlinePlay.Lounge; using osu.Game.Users; namespace osu.Game.Screens.OnlinePlay { [Cached] public abstract partial class OnlinePlayScreen : OsuScreen, IHasSubScreenStack { [Cached] protected readonly OverlayColourProvider ColourProvider = new OverlayColourProvider(OverlayColourScheme.Plum); public IScreen CurrentSubScreen => screenStack.CurrentScreen; public override bool CursorVisible => (screenStack?.CurrentScreen as IOnlinePlaySubScreen)?.CursorVisible ?? true; // this is required due to PlayerLoader eventually being pushed to the main stack // while leases may be taken out by a subscreen. public override bool DisallowExternalBeatmapRulesetChanges => true; protected LoungeSubScreen Lounge { get; private set; } private OnlinePlayScreenWaveContainer waves; private ScreenStack screenStack; [Cached(Type = typeof(IRoomManager))] protected RoomManager RoomManager { get; private set; } [Cached] private readonly OngoingOperationTracker ongoingOperationTracker = new OngoingOperationTracker(); [Resolved] protected IAPIProvider API { get; private set; } protected OnlinePlayScreen() { Anchor = Anchor.Centre; Origin = Anchor.Centre; RelativeSizeAxes = Axes.Both; Padding = new MarginPadding { Horizontal = -HORIZONTAL_OVERFLOW_PADDING }; RoomManager = CreateRoomManager(); } private readonly IBindable apiState = new Bindable(); [BackgroundDependencyLoader] private void load() { InternalChild = waves = new OnlinePlayScreenWaveContainer { RelativeSizeAxes = Axes.Both, Children = new Drawable[] { screenStack = new OnlinePlaySubScreenStack { RelativeSizeAxes = Axes.Both }, new Header(ScreenTitle, screenStack), RoomManager, ongoingOperationTracker, } }; } private void onlineStateChanged(ValueChangedEvent state) => Schedule(() => { if (state.NewValue != APIState.Online) Schedule(forcefullyExit); }); protected override void LoadComplete() { base.LoadComplete(); screenStack.ScreenPushed += screenPushed; screenStack.ScreenExited += screenExited; screenStack.Push(Lounge = CreateLounge()); apiState.BindTo(API.State); apiState.BindValueChanged(onlineStateChanged, true); } private void forcefullyExit() { Logger.Log($"{this} forcefully exiting due to loss of API connection"); // This is temporary since we don't currently have a way to force screens to be exited // See also: `DailyChallenge.forcefullyExit()` if (this.IsCurrentScreen()) { while (this.IsCurrentScreen()) this.Exit(); } // Also handle the case where a child screen is current (ie. gameplay). else if (this.GetChildScreen() != null) { this.MakeCurrent(); Schedule(forcefullyExit); } } public override void OnEntering(ScreenTransitionEvent e) { this.FadeIn(); waves.Show(); Mods.SetDefault(); if (Lounge.IsCurrentScreen()) Lounge.OnEntering(e); else Lounge.MakeCurrent(); } public override void OnResuming(ScreenTransitionEvent e) { this.FadeIn(250); this.ScaleTo(1, 250, Easing.OutSine); Debug.Assert(screenStack.CurrentScreen != null); // if a subscreen was pushed to the nested stack while the stack was not present, this path will proxy `OnResuming()` // to the subscreen before `OnEntering()` can even be called for the subscreen, breaking ordering expectations. // to work around this, do not proxy resume to screens that haven't loaded yet. if ((screenStack.CurrentScreen as Drawable)?.IsLoaded == true) screenStack.CurrentScreen.OnResuming(e); base.OnResuming(e); } public override void OnSuspending(ScreenTransitionEvent e) { this.ScaleTo(1.1f, 250, Easing.InSine); this.FadeOut(250); Debug.Assert(screenStack.CurrentScreen != null); // if a subscreen was pushed to the nested stack while the stack was not present, this path will proxy `OnSuspending()` // to the subscreen before `OnEntering()` can even be called for the subscreen, breaking ordering expectations. // to work around this, do not proxy suspend to screens that haven't loaded yet. if ((screenStack.CurrentScreen as Drawable)?.IsLoaded == true) screenStack.CurrentScreen.OnSuspending(e); } public override bool OnExiting(ScreenExitEvent e) { while (screenStack.CurrentScreen != null && screenStack.CurrentScreen is not LoungeSubScreen) { var subScreen = (Screen)screenStack.CurrentScreen; if (subScreen.IsLoaded && subScreen.OnExiting(e)) return true; subScreen.Exit(); } RoomManager.PartRoom(); waves.Hide(); this.Delay(WaveContainer.DISAPPEAR_DURATION).FadeOut(); base.OnExiting(e); return false; } public override bool OnBackButton() { if (!(screenStack.CurrentScreen is IOnlinePlaySubScreen onlineSubScreen)) return false; if (((Drawable)onlineSubScreen).IsLoaded && onlineSubScreen.AllowBackButton && onlineSubScreen.OnBackButton()) return true; if (screenStack.CurrentScreen != null && !(screenStack.CurrentScreen is LoungeSubScreen)) { screenStack.Exit(); return true; } return false; } protected override void LogoExiting(OsuLogo logo) { base.LogoExiting(logo); // the wave overlay transition takes longer than expected to run. logo.Delay(WaveContainer.DISAPPEAR_DURATION / 2).FadeOut(); } private void screenPushed(IScreen lastScreen, IScreen newScreen) { subScreenChanged(lastScreen, newScreen); } private void screenExited(IScreen lastScreen, IScreen newScreen) { subScreenChanged(lastScreen, newScreen); if (screenStack.CurrentScreen == null && this.IsCurrentScreen()) this.Exit(); } private void subScreenChanged(IScreen lastScreen, IScreen newScreen) { if (lastScreen is IOsuScreen lastOsuScreen) Activity.UnbindFrom(lastOsuScreen.Activity); if (newScreen is IOsuScreen newOsuScreen) ((IBindable)Activity).BindTo(newOsuScreen.Activity); } protected abstract string ScreenTitle { get; } protected virtual RoomManager CreateRoomManager() => new RoomManager(); protected abstract LoungeSubScreen CreateLounge(); ScreenStack IHasSubScreenStack.SubScreenStack => screenStack; } }