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osu-lazer/osu.Game/Screens/Play/HUD/MultiplayerGameplayLeaderboard.cs
Dean Herbert 20da1051d9 Apply NRT to GameplayLeaderboard hierarchy
Just some cleanup work that I wanted to do as part of my last changes.
2022-09-26 16:21:24 +09:00

221 lines
8.0 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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.Collections.Specialized;
using System.Linq;
using System.Threading;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Graphics;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Multiplayer.MatchTypes.TeamVersus;
using osu.Game.Online.Spectator;
using osu.Game.Rulesets.Scoring;
using osu.Game.Users;
using osuTK.Graphics;
namespace osu.Game.Screens.Play.HUD
{
[LongRunningLoad]
public class MultiplayerGameplayLeaderboard : GameplayLeaderboard
{
protected readonly Dictionary<int, TrackedUserData> UserScores = new Dictionary<int, TrackedUserData>();
public readonly SortedDictionary<int, BindableLong> TeamScores = new SortedDictionary<int, BindableLong>();
[Resolved]
private OsuColour colours { get; set; } = null!;
[Resolved]
private SpectatorClient spectatorClient { get; set; } = null!;
[Resolved]
private MultiplayerClient multiplayerClient { get; set; } = null!;
[Resolved]
private UserLookupCache userLookupCache { get; set; } = null!;
private Bindable<ScoringMode> scoringMode = null!;
private readonly MultiplayerRoomUser[] playingUsers;
private readonly IBindableList<int> playingUserIds = new BindableList<int>();
private bool hasTeams => TeamScores.Count > 0;
/// <summary>
/// Construct a new leaderboard.
/// </summary>
/// <param name="users">IDs of all users in this match.</param>
public MultiplayerGameplayLeaderboard(MultiplayerRoomUser[] users)
{
playingUsers = users;
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config, IAPIProvider api, CancellationToken cancellationToken)
{
scoringMode = config.GetBindable<ScoringMode>(OsuSetting.ScoreDisplayMode);
foreach (var user in playingUsers)
{
var scoreProcessor = new SpectatorScoreProcessor(user.UserID);
scoreProcessor.Mode.BindTo(scoringMode);
scoreProcessor.TotalScore.BindValueChanged(_ => Scheduler.AddOnce(updateTotals));
AddInternal(scoreProcessor);
var trackedUser = new TrackedUserData(user, scoreProcessor);
UserScores[user.UserID] = trackedUser;
if (trackedUser.Team is int team && !TeamScores.ContainsKey(team))
TeamScores.Add(team, new BindableLong());
}
userLookupCache.GetUsersAsync(playingUsers.Select(u => u.UserID).ToArray(), cancellationToken)
.ContinueWith(task =>
{
Schedule(() =>
{
var users = task.GetResultSafely();
for (int i = 0; i < users.Length; i++)
{
var user = users[i] ?? new APIUser
{
Id = playingUsers[i].UserID,
Username = "Unknown user",
};
var trackedUser = UserScores[user.Id];
var leaderboardScore = Add(user, user.Id == api.LocalUser.Value.Id);
leaderboardScore.Accuracy.BindTo(trackedUser.ScoreProcessor.Accuracy);
leaderboardScore.TotalScore.BindTo(trackedUser.ScoreProcessor.TotalScore);
leaderboardScore.Combo.BindTo(trackedUser.ScoreProcessor.Combo);
leaderboardScore.HasQuit.BindTo(trackedUser.UserQuit);
}
});
}, cancellationToken);
}
protected override void LoadComplete()
{
base.LoadComplete();
// BindableList handles binding in a really bad way (Clear then AddRange) so we need to do this manually..
foreach (var user in playingUsers)
{
spectatorClient.WatchUser(user.UserID);
if (!multiplayerClient.CurrentMatchPlayingUserIds.Contains(user.UserID))
playingUsersChanged(this, new NotifyCollectionChangedEventArgs(NotifyCollectionChangedAction.Remove, new[] { user.UserID }));
}
// bind here is to support players leaving the match.
// new players are not supported.
playingUserIds.BindTo(multiplayerClient.CurrentMatchPlayingUserIds);
playingUserIds.BindCollectionChanged(playingUsersChanged);
}
protected override GameplayLeaderboardScore CreateLeaderboardScoreDrawable(IUser? user, bool isTracked)
{
var leaderboardScore = base.CreateLeaderboardScoreDrawable(user, isTracked);
if (user != null)
{
if (UserScores[user.OnlineID].Team is int team)
{
leaderboardScore.BackgroundColour = getTeamColour(team).Lighten(1.2f);
leaderboardScore.TextColour = Color4.White;
}
}
return leaderboardScore;
}
private Color4 getTeamColour(int team)
{
switch (team)
{
case 0:
return colours.TeamColourRed;
default:
return colours.TeamColourBlue;
}
}
private void playingUsersChanged(object sender, NotifyCollectionChangedEventArgs e)
{
switch (e.Action)
{
case NotifyCollectionChangedAction.Remove:
foreach (int userId in e.OldItems.OfType<int>())
{
spectatorClient.StopWatchingUser(userId);
if (UserScores.TryGetValue(userId, out var trackedData))
trackedData.MarkUserQuit();
}
break;
}
}
private void updateTotals()
{
if (!hasTeams)
return;
foreach (var scores in TeamScores.Values) scores.Value = 0;
foreach (var u in UserScores.Values)
{
if (u.Team == null)
continue;
if (TeamScores.TryGetValue(u.Team.Value, out var team))
team.Value += (int)Math.Round(u.ScoreProcessor.TotalScore.Value);
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (spectatorClient.IsNotNull())
{
foreach (var user in playingUsers)
spectatorClient.StopWatchingUser(user.UserID);
}
}
protected class TrackedUserData
{
public readonly MultiplayerRoomUser User;
public readonly SpectatorScoreProcessor ScoreProcessor;
public readonly BindableBool UserQuit = new BindableBool();
public int? Team => (User.MatchState as TeamVersusUserState)?.TeamID;
public TrackedUserData(MultiplayerRoomUser user, SpectatorScoreProcessor scoreProcessor)
{
User = user;
ScoreProcessor = scoreProcessor;
}
public void MarkUserQuit() => UserQuit.Value = true;
}
}
}