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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerPlayer.cs
Christine Chen 25b8c2f257 Allow skipping storyboard outro
Reuses SkipOverlay by calculating the endtime of the storyboard and using that as a "start point". Upon skipping the outro the score is instantly shown.
When the end of the storyboard is reached the score screen automatically shows up. If the player holds ESC (pause) during the outro, the score is displayed

The storyboard endtime is calculated by getting the latest endtime of the storyboard's elements, or simply returning 0 if there is no storyboard.

Co-Authored-By: Marlina José <marlina@umich.edu>
2021-04-15 13:20:40 -04:00

171 lines
5.7 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.Diagnostics;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Logging;
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 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;
[Resolved]
private StatefulMultiplayerClient client { get; set; }
private IBindable<bool> isConnected;
private readonly TaskCompletionSource<bool> resultsReady = new TaskCompletionSource<bool>();
private MultiplayerGameplayLeaderboard leaderboard;
private readonly int[] userIds;
private LoadingLayer loadingDisplay;
/// <summary>
/// Construct a multiplayer player.
/// </summary>
/// <param name="playlistItem">The playlist item to be played.</param>
/// <param name="userIds">The users which are participating in this game.</param>
public MultiplayerPlayer(PlaylistItem playlistItem, int[] userIds)
: base(playlistItem, new PlayerConfiguration
{
AllowPause = false,
AllowRestart = false,
AllowSkippingIntro = false,
AllowSkippingOutro = false,
})
{
this.userIds = userIds;
}
[BackgroundDependencyLoader]
private void load()
{
// todo: this should be implemented via a custom HUD implementation, and correctly masked to the main content area.
LoadComponentAsync(leaderboard = new MultiplayerGameplayLeaderboard(ScoreProcessor, userIds), HUDOverlay.Add);
HUDOverlay.Add(loadingDisplay = new LoadingLayer(true) { Depth = float.MaxValue });
}
protected override void LoadAsyncComplete()
{
base.LoadAsyncComplete();
if (!ValidForResume)
return; // token retrieval may have failed.
client.MatchStarted += onMatchStarted;
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);
Debug.Assert(client.Room != null);
}
protected override void LoadComplete()
{
base.LoadComplete();
((IBindable<bool>)leaderboard.Expanded).BindTo(IsBreakTime);
}
protected override void StartGameplay()
{
// block base call, but let the server know we are ready to start.
loadingDisplay.Show();
client.ChangeState(MultiplayerUserState.Loaded).ContinueWith(task => failAndBail(task.Exception?.Message ?? "Server error"), TaskContinuationOptions.NotOnRanToCompletion);
}
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();
adjustLeaderboardPosition();
}
private void adjustLeaderboardPosition()
{
const float padding = 44; // enough margin to avoid the hit error display.
leaderboard.Position = new Vector2(
padding,
padding + HUDOverlay.TopScoringElementsHeight);
}
private void onMatchStarted() => Scheduler.Add(() =>
{
loadingDisplay.Hide();
base.StartGameplay();
});
private void onResultsReady() => 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(RoomId.Value != null);
return new MultiplayerResultsScreen(score, RoomId.Value.Value, PlaylistItem);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (client != null)
{
client.MatchStarted -= onMatchStarted;
client.ResultsReady -= onResultsReady;
}
}
}
}