mirror of
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4a30b6ef56
At once a second, it regularly skips whole seconds (because scheduler isn't guaranteed to run exactly as often as specified). 10 updates a second seems amicable and less noticeable to my eye.
179 lines
5.4 KiB
C#
179 lines
5.4 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.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Localisation;
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using osu.Framework.Threading;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Screens.OnlinePlay.Components;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
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{
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public class MultiplayerReadyButton : ReadyButton
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{
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public new Triangles Triangles => base.Triangles;
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[Resolved]
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private MultiplayerClient multiplayerClient { get; set; }
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[Resolved]
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private OsuColour colours { get; set; }
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[CanBeNull]
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private MultiplayerRoom room => multiplayerClient.Room;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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multiplayerClient.RoomUpdated += onRoomUpdated;
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onRoomUpdated();
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}
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private MultiplayerCountdown countdown;
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private DateTimeOffset countdownReceivedTime;
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private ScheduledDelegate countdownUpdateDelegate;
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private void onRoomUpdated() => Scheduler.AddOnce(() =>
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{
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if (countdown == null && room?.Countdown != null)
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countdownReceivedTime = DateTimeOffset.Now;
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countdown = room?.Countdown;
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if (room?.Countdown != null)
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countdownUpdateDelegate ??= Scheduler.AddDelayed(updateButtonText, 100, true);
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else
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{
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countdownUpdateDelegate?.Cancel();
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countdownUpdateDelegate = null;
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}
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updateButtonText();
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updateButtonColour();
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});
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private void updateButtonText()
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{
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if (room == null)
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{
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Text = "Ready";
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return;
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}
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var localUser = multiplayerClient.LocalUser;
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int countReady = room.Users.Count(u => u.State == MultiplayerUserState.Ready);
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int countTotal = room.Users.Count(u => u.State != MultiplayerUserState.Spectating);
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string countText = $"({countReady} / {countTotal} ready)";
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if (countdown != null)
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{
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TimeSpan timeElapsed = DateTimeOffset.Now - countdownReceivedTime;
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TimeSpan countdownRemaining;
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if (timeElapsed > countdown.TimeRemaining)
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countdownRemaining = TimeSpan.Zero;
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else
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countdownRemaining = countdown.TimeRemaining - timeElapsed;
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string countdownText = $"Starting in {countdownRemaining:mm\\:ss}";
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switch (localUser?.State)
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{
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default:
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Text = $"Ready ({countdownText.ToLowerInvariant()})";
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break;
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case MultiplayerUserState.Spectating:
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case MultiplayerUserState.Ready:
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Text = $"{countdownText} {countText}";
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break;
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}
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}
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else
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{
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switch (localUser?.State)
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{
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default:
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Text = "Ready";
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break;
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case MultiplayerUserState.Spectating:
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case MultiplayerUserState.Ready:
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Text = room.Host?.Equals(localUser) == true
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? $"Start match {countText}"
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: $"Waiting for host... {countText}";
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break;
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}
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}
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}
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private void updateButtonColour()
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{
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if (room == null)
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{
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setGreen();
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return;
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}
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var localUser = multiplayerClient.LocalUser;
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switch (localUser?.State)
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{
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default:
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setGreen();
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break;
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case MultiplayerUserState.Spectating:
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case MultiplayerUserState.Ready:
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if (room?.Host?.Equals(localUser) == true && room.Countdown == null)
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setGreen();
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else
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setYellow();
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break;
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}
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void setYellow()
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{
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BackgroundColour = colours.YellowDark;
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Triangles.ColourDark = colours.YellowDark;
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Triangles.ColourLight = colours.Yellow;
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}
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void setGreen()
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{
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BackgroundColour = colours.Green;
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Triangles.ColourDark = colours.Green;
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Triangles.ColourLight = colours.GreenLight;
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (multiplayerClient != null)
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multiplayerClient.RoomUpdated -= onRoomUpdated;
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}
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public override LocalisableString TooltipText
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{
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get
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{
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if (room?.Countdown != null && multiplayerClient.IsHost && multiplayerClient.LocalUser?.State == MultiplayerUserState.Ready)
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return "Cancel countdown";
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return base.TooltipText;
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}
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}
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}
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}
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