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169 lines
6.1 KiB
C#
169 lines
6.1 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ExceptionExtensions;
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using osu.Framework.Logging;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Online.Rooms.RoomStatuses;
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using osu.Game.Screens.OnlinePlay.Components;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer
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{
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public class MultiplayerRoomManager : RoomManager
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{
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[Resolved]
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private StatefulMultiplayerClient multiplayerClient { get; set; }
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public readonly Bindable<double> TimeBetweenListingPolls = new Bindable<double>();
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public readonly Bindable<double> TimeBetweenSelectionPolls = new Bindable<double>();
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private readonly IBindable<bool> isConnected = new Bindable<bool>();
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private readonly Bindable<bool> allowPolling = new Bindable<bool>();
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private ListingPollingComponent listingPollingComponent;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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isConnected.BindTo(multiplayerClient.IsConnected);
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isConnected.BindValueChanged(_ => Scheduler.AddOnce(updatePolling));
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JoinedRoom.BindValueChanged(_ => Scheduler.AddOnce(updatePolling), true);
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}
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public override void CreateRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
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=> base.CreateRoom(room, r => joinMultiplayerRoom(r, onSuccess, onError), onError);
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public override void JoinRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
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{
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if (!multiplayerClient.IsConnected.Value)
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{
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onError?.Invoke("Not currently connected to the multiplayer server.");
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return;
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}
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// this is done here as a pre-check to avoid clicking on already closed rooms in the lounge from triggering a server join.
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// should probably be done at a higher level, but due to the current structure of things this is the easiest place for now.
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if (room.Status.Value is RoomStatusEnded)
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{
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onError?.Invoke("Cannot join an ended room.");
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return;
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}
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base.JoinRoom(room, r => joinMultiplayerRoom(r, onSuccess, onError), onError);
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}
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public override void PartRoom()
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{
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if (JoinedRoom.Value == null)
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return;
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var joinedRoom = JoinedRoom.Value;
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base.PartRoom();
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multiplayerClient.LeaveRoom();
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// Todo: This is not the way to do this. Basically when we're the only participant and the room closes, there's no way to know if this is actually the case.
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// This is delayed one frame because upon exiting the match subscreen, multiplayer updates the polling rate and messes with polling.
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Schedule(() =>
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{
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RemoveRoom(joinedRoom);
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listingPollingComponent.PollImmediately();
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});
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}
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private void joinMultiplayerRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
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{
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Debug.Assert(room.RoomID.Value != null);
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multiplayerClient.JoinRoom(room).ContinueWith(t =>
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{
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if (t.IsCompletedSuccessfully)
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Schedule(() => onSuccess?.Invoke(room));
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else if (t.IsFaulted)
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{
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const string message = "Failed to join multiplayer room.";
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if (t.Exception != null)
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Logger.Error(t.Exception, message);
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PartRoom();
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Schedule(() => onError?.Invoke(t.Exception?.AsSingular().Message ?? message));
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}
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});
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}
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private void updatePolling()
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{
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if (!isConnected.Value)
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ClearRooms();
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// Don't poll when not connected or when a room has been joined.
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allowPolling.Value = isConnected.Value && JoinedRoom.Value == null;
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}
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protected override IEnumerable<RoomPollingComponent> CreatePollingComponents() => new RoomPollingComponent[]
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{
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listingPollingComponent = new MultiplayerListingPollingComponent
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{
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TimeBetweenPolls = { BindTarget = TimeBetweenListingPolls },
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AllowPolling = { BindTarget = allowPolling }
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},
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new MultiplayerSelectionPollingComponent
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{
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TimeBetweenPolls = { BindTarget = TimeBetweenSelectionPolls },
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AllowPolling = { BindTarget = allowPolling }
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}
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};
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private class MultiplayerListingPollingComponent : ListingPollingComponent
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{
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public readonly IBindable<bool> AllowPolling = new Bindable<bool>();
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protected override void LoadComplete()
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{
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base.LoadComplete();
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AllowPolling.BindValueChanged(allowPolling =>
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{
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if (!allowPolling.NewValue)
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return;
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if (IsLoaded)
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PollImmediately();
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});
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}
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protected override Task Poll() => !AllowPolling.Value ? Task.CompletedTask : base.Poll();
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}
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private class MultiplayerSelectionPollingComponent : SelectionPollingComponent
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{
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public readonly IBindable<bool> AllowPolling = new Bindable<bool>();
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protected override void LoadComplete()
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{
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base.LoadComplete();
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AllowPolling.BindValueChanged(allowPolling =>
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{
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if (!allowPolling.NewValue)
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return;
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if (IsLoaded)
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PollImmediately();
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});
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}
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protected override Task Poll() => !AllowPolling.Value ? Task.CompletedTask : base.Poll();
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}
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}
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}
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