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osu-lazer/osu.Game/Screens/Play/HUD/MultiplayerGameplayLeaderboard.cs

172 lines
5.9 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.Collections.Generic;
using System.Collections.Specialized;
using System.Diagnostics;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Online.API;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Spectator;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Screens.Play.HUD
{
[LongRunningLoad]
public class MultiplayerGameplayLeaderboard : GameplayLeaderboard
{
private readonly ScoreProcessor scoreProcessor;
private readonly Dictionary<int, TrackedUserData> userScores = new Dictionary<int, TrackedUserData>();
[Resolved]
private SpectatorStreamingClient streamingClient { get; set; }
[Resolved]
private StatefulMultiplayerClient multiplayerClient { get; set; }
[Resolved]
private UserLookupCache userLookupCache { get; set; }
private Bindable<ScoringMode> scoringMode;
private readonly BindableList<int> playingUsers;
/// <summary>
/// Construct a new leaderboard.
/// </summary>
/// <param name="scoreProcessor">A score processor instance to handle score calculation for scores of users in the match.</param>
/// <param name="userIds">IDs of all users in this match.</param>
public MultiplayerGameplayLeaderboard(ScoreProcessor scoreProcessor, int[] userIds)
{
// todo: this will eventually need to be created per user to support different mod combinations.
this.scoreProcessor = scoreProcessor;
// todo: this will likely be passed in as User instances.
playingUsers = new BindableList<int>(userIds);
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config, IAPIProvider api)
{
streamingClient.OnNewFrames += handleIncomingFrames;
foreach (var userId in playingUsers)
{
streamingClient.WatchUser(userId);
// probably won't be required in the final implementation.
var resolvedUser = userLookupCache.GetUserAsync(userId).Result;
var trackedUser = new TrackedUserData();
userScores[userId] = trackedUser;
var leaderboardScore = AddPlayer(resolvedUser, resolvedUser.Id == api.LocalUser.Value.Id);
((IBindable<double>)leaderboardScore.Accuracy).BindTo(trackedUser.Accuracy);
((IBindable<double>)leaderboardScore.TotalScore).BindTo(trackedUser.Score);
((IBindable<int>)leaderboardScore.Combo).BindTo(trackedUser.CurrentCombo);
}
scoringMode = config.GetBindable<ScoringMode>(OsuSetting.ScoreDisplayMode);
scoringMode.BindValueChanged(updateAllScores, true);
}
protected override void LoadComplete()
{
base.LoadComplete();
playingUsers.BindCollectionChanged(usersChanged);
playingUsers.BindTo(multiplayerClient.PlayingUsers);
}
private void usersChanged(object sender, NotifyCollectionChangedEventArgs e)
{
switch (e.Action)
{
case NotifyCollectionChangedAction.Remove:
foreach (var userId in e.OldItems.OfType<int>())
{
streamingClient.StopWatchingUser(userId);
if (userScores.TryGetValue(userId, out var trackedData))
trackedData.MarkUserQuit();
}
break;
}
}
private void updateAllScores(ValueChangedEvent<ScoringMode> mode)
{
foreach (var trackedData in userScores.Values)
trackedData.UpdateScore(scoreProcessor, mode.NewValue);
}
private void handleIncomingFrames(int userId, FrameDataBundle bundle)
{
if (userScores.TryGetValue(userId, out var trackedData))
{
trackedData.LastHeader = bundle.Header;
trackedData.UpdateScore(scoreProcessor, scoringMode.Value);
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (streamingClient != null)
{
foreach (var user in playingUsers)
{
streamingClient.StopWatchingUser(user);
}
streamingClient.OnNewFrames -= handleIncomingFrames;
}
}
private class TrackedUserData
{
public IBindableNumber<double> Score => score;
private readonly BindableDouble score = new BindableDouble();
public IBindableNumber<double> Accuracy => accuracy;
private readonly BindableDouble accuracy = new BindableDouble(1);
public IBindableNumber<int> CurrentCombo => currentCombo;
private readonly BindableInt currentCombo = new BindableInt();
public IBindable<bool> UserQuit => userQuit;
private readonly BindableBool userQuit = new BindableBool();
[CanBeNull]
public FrameHeader LastHeader;
public void MarkUserQuit() => userQuit.Value = true;
public void UpdateScore(ScoreProcessor processor, ScoringMode mode)
{
Debug.Assert(UserQuit.Value);
if (LastHeader == null)
return;
score.Value = processor.GetImmediateScore(mode, LastHeader.MaxCombo, LastHeader.Statistics);
accuracy.Value = LastHeader.Accuracy;
currentCombo.Value = LastHeader.Combo;
}
}
}
}