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mirror of https://github.com/ppy/osu.git synced 2024-12-18 03:52:54 +08:00
osu-lazer/osu.Game/Users/UserActivity.cs
Bartłomiej Dach cb823f367f
Simplify UserActivity for serialisability over the wire
Up until now, the `UserActivity` class hierarchy contained things like
beatmap info, room info, full replay info, etc. While this was
convenient, it is soon going to be less so, as the data is sent over the
wire to the spectator server so that the user's activity can be
broadcast to other clients.

To counteract this without creating a second separate and slimmed-down
class hierarchy, slim down the `UserActivity` structure to contain the
bare minimum amounts of data such that the structures aren't overly
large and complex to serialise, but also contain enough data that they
can be used by receiving clients directly without having to do beatmap
or score lookups.
2023-12-06 18:52:26 +01:00

262 lines
8.6 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 MessagePack;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Online;
using osu.Game.Online.Rooms;
using osu.Game.Rulesets;
using osu.Game.Scoring;
using osuTK.Graphics;
namespace osu.Game.Users
{
/// <summary>
/// Base class for all structures describing the user's current activity.
/// </summary>
/// <remarks>
/// Warning: keep <see cref="UnionAttribute"/> specs consistent with
/// <see cref="SignalRWorkaroundTypes.BASE_TYPE_MAPPING"/>.
/// </remarks>
[Serializable]
[MessagePackObject]
[Union(11, typeof(ChoosingBeatmap))]
[Union(12, typeof(InSoloGame))]
[Union(13, typeof(WatchingReplay))]
[Union(14, typeof(SpectatingUser))]
[Union(21, typeof(SearchingForLobby))]
[Union(22, typeof(InLobby))]
[Union(23, typeof(InMultiplayerGame))]
[Union(24, typeof(SpectatingMultiplayerGame))]
[Union(31, typeof(InPlaylistGame))]
[Union(41, typeof(EditingBeatmap))]
[Union(42, typeof(ModdingBeatmap))]
[Union(43, typeof(TestingBeatmap))]
public abstract class UserActivity
{
public abstract string GetStatus(bool hideIdentifiableInformation = false);
public virtual string? GetDetails(bool hideIdentifiableInformation = false) => null;
public virtual Color4 GetAppropriateColour(OsuColour colours) => colours.GreenDarker;
[MessagePackObject]
public class ChoosingBeatmap : UserActivity
{
public override string GetStatus(bool hideIdentifiableInformation = false) => "Choosing a beatmap";
}
[MessagePackObject]
public abstract class InGame : UserActivity
{
[Key(0)]
public int BeatmapID { get; set; }
[Key(1)]
public string BeatmapDisplayTitle { get; set; } = string.Empty;
[Key(2)]
public int RulesetID { get; set; }
[Key(3)]
public string RulesetPlayingVerb { get; set; } = string.Empty; // TODO: i'm going with this for now, but this is wasteful
protected InGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
{
BeatmapID = beatmapInfo.OnlineID;
BeatmapDisplayTitle = beatmapInfo.GetDisplayTitle();
RulesetID = ruleset.OnlineID;
RulesetPlayingVerb = ruleset.CreateInstance().PlayingVerb;
}
[SerializationConstructor]
protected InGame() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => RulesetPlayingVerb;
public override string GetDetails(bool hideIdentifiableInformation = false) => BeatmapDisplayTitle;
}
[MessagePackObject]
public class InSoloGame : InGame
{
public InSoloGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
: base(beatmapInfo, ruleset)
{
}
[SerializationConstructor]
public InSoloGame() { }
}
[MessagePackObject]
public class InMultiplayerGame : InGame
{
public InMultiplayerGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
: base(beatmapInfo, ruleset)
{
}
[SerializationConstructor]
public InMultiplayerGame()
{
}
public override string GetStatus(bool hideIdentifiableInformation = false) => $@"{base.GetStatus(hideIdentifiableInformation)} with others";
}
[MessagePackObject]
public class InPlaylistGame : InGame
{
public InPlaylistGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
: base(beatmapInfo, ruleset)
{
}
[SerializationConstructor]
public InPlaylistGame() { }
}
[MessagePackObject]
public class TestingBeatmap : InGame
{
public TestingBeatmap(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
: base(beatmapInfo, ruleset)
{
}
[SerializationConstructor]
public TestingBeatmap() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => "Testing a beatmap";
}
[MessagePackObject]
public class EditingBeatmap : UserActivity
{
[Key(0)]
public int BeatmapID { get; set; }
[Key(1)]
public string BeatmapDisplayTitle { get; set; } = string.Empty;
public EditingBeatmap(IBeatmapInfo info)
{
BeatmapID = info.OnlineID;
BeatmapDisplayTitle = info.GetDisplayTitle();
}
[SerializationConstructor]
public EditingBeatmap() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => @"Editing a beatmap";
public override string GetDetails(bool hideIdentifiableInformation = false) => BeatmapDisplayTitle;
}
[MessagePackObject]
public class ModdingBeatmap : EditingBeatmap
{
public ModdingBeatmap(IBeatmapInfo info)
: base(info)
{
}
[SerializationConstructor]
public ModdingBeatmap() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => "Modding a beatmap";
public override Color4 GetAppropriateColour(OsuColour colours) => colours.PurpleDark;
}
[MessagePackObject]
public class WatchingReplay : UserActivity
{
[Key(0)]
public long ScoreID { get; set; }
[Key(1)]
public string PlayerName { get; set; } = string.Empty;
[Key(2)]
public int BeatmapID { get; set; }
[Key(3)]
public string? BeatmapDisplayTitle { get; set; }
public WatchingReplay(ScoreInfo score)
{
ScoreID = score.OnlineID;
PlayerName = score.User.Username;
BeatmapID = score.BeatmapInfo?.OnlineID ?? -1;
BeatmapDisplayTitle = score.BeatmapInfo?.GetDisplayTitle();
}
[SerializationConstructor]
public WatchingReplay() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => hideIdentifiableInformation ? @"Watching a replay" : $@"Watching {PlayerName}'s replay";
public override string? GetDetails(bool hideIdentifiableInformation = false) => BeatmapDisplayTitle;
}
[MessagePackObject]
public class SpectatingUser : WatchingReplay
{
public SpectatingUser(ScoreInfo score)
: base(score)
{
}
[SerializationConstructor]
public SpectatingUser() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => hideIdentifiableInformation ? @"Spectating a user" : $@"Spectating {PlayerName}";
}
[MessagePackObject]
public class SpectatingMultiplayerGame : InGame
{
public SpectatingMultiplayerGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
: base(beatmapInfo, ruleset)
{
}
[SerializationConstructor]
public SpectatingMultiplayerGame() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => $"Watching others {base.GetStatus(hideIdentifiableInformation).ToLowerInvariant()}";
}
[MessagePackObject]
public class SearchingForLobby : UserActivity
{
public override string GetStatus(bool hideIdentifiableInformation = false) => @"Looking for a lobby";
}
[MessagePackObject]
public class InLobby : UserActivity
{
[Key(0)]
public long RoomID { get; set; }
[Key(1)]
public string RoomName { get; set; } = string.Empty;
public InLobby(Room room)
{
RoomID = room.RoomID.Value ?? -1;
RoomName = room.Name.Value;
}
[SerializationConstructor]
public InLobby() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => @"In a lobby";
public override string? GetDetails(bool hideIdentifiableInformation = false) => hideIdentifiableInformation
? null
: RoomName;
}
}
}