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348 lines
13 KiB
C#
348 lines
13 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.Linq;
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using System.Threading;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Online;
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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.Overlays;
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using osu.Game.Overlays.Dialog;
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using osu.Game.Rulesets;
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using osu.Game.Screens.OnlinePlay.Match.Components;
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using osu.Game.Screens.OnlinePlay.Matchmaking.Screens;
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using osu.Game.Screens.OnlinePlay.Multiplayer;
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using osu.Game.Users;
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namespace osu.Game.Screens.OnlinePlay.Matchmaking
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{
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public partial class MatchmakingScreen : OsuScreen
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{
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/// <summary>
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/// Padding between rows of the content.
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/// </summary>
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private const float row_padding = 10;
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public override bool? ApplyModTrackAdjustments => true;
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public override bool DisallowExternalBeatmapRulesetChanges => true;
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public override bool ShowFooter => true;
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[Cached(typeof(OnlinePlayBeatmapAvailabilityTracker))]
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private readonly OnlinePlayBeatmapAvailabilityTracker beatmapAvailabilityTracker = new MultiplayerBeatmapAvailabilityTracker();
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[Resolved]
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private MultiplayerClient client { get; set; } = null!;
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[Resolved]
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private BeatmapManager beatmapManager { get; set; } = null!;
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[Resolved]
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private RulesetStore rulesets { get; set; } = null!;
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[Resolved]
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private BeatmapLookupCache beatmapLookupCache { get; set; } = null!;
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[Resolved]
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private BeatmapModelDownloader beatmapDownloader { get; set; } = null!;
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[Resolved]
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private IDialogOverlay dialogOverlay { get; set; } = null!;
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[Resolved]
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private AudioManager audio { get; set; } = null!;
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private readonly MultiplayerRoom room;
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private Sample? sampleStart;
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private CancellationTokenSource? downloadCheckCancellation;
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private int? lastDownloadCheckedBeatmapId;
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private MatchChatDisplay chat = null!;
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public MatchmakingScreen(MultiplayerRoom room)
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{
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this.room = room;
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Activity.Value = new UserActivity.InLobby(room);
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Padding = new MarginPadding { Horizontal = -HORIZONTAL_OVERFLOW_PADDING };
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}
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[BackgroundDependencyLoader]
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private void load(OverlayColourProvider colourProvider)
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{
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sampleStart = audio.Samples.Get(@"SongSelect/confirm-selection");
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InternalChild = new OsuContextMenuContainer
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{
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RelativeSizeAxes = Axes.Both,
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Child = new PopoverContainer
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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beatmapAvailabilityTracker,
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new MultiplayerRoomSounds(),
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new GridContainer
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding
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{
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Horizontal = WaveOverlayContainer.WIDTH_PADDING,
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Top = row_padding,
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},
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RowDimensions = new[]
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{
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new Dimension(),
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new Dimension(GridSizeMode.Absolute, row_padding),
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new Dimension(GridSizeMode.AutoSize),
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},
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Content = new Drawable[]?[]
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{
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[
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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CornerRadius = 10,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = colourProvider.Background6,
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},
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new MatchmakingScreenStack(),
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}
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}
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],
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null,
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[
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new Container
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Width = 700,
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Height = 130,
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Padding = new MarginPadding { Bottom = row_padding },
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Child = chat = new MatchChatDisplay(new Room(room))
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{
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RelativeSizeAxes = Axes.Both,
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}
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}
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]
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}
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}
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}
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}
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};
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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client.RoomUpdated += onRoomUpdated;
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client.UserStateChanged += onUserStateChanged;
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client.SettingsChanged += onSettingsChanged;
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client.LoadRequested += onLoadRequested;
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beatmapAvailabilityTracker.Availability.BindValueChanged(onBeatmapAvailabilityChanged, true);
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Footer!.Add(chat.CreateProxy());
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}
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private void onRoomUpdated()
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{
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if (this.IsCurrentScreen() && client.Room == null)
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{
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Logger.Log($"{this} exiting due to loss of room or connection");
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this.Exit();
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}
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}
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private void onUserStateChanged(MultiplayerRoomUser user, MultiplayerUserState state)
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{
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if (user.Equals(client.LocalUser) && state == MultiplayerUserState.Idle)
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this.MakeCurrent();
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}
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private void onSettingsChanged(MultiplayerRoomSettings _) => Scheduler.Add(() =>
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{
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checkForAutomaticDownload();
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updateGameplayState();
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});
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private void onBeatmapAvailabilityChanged(ValueChangedEvent<BeatmapAvailability> e) => Scheduler.Add(() =>
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{
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if (client.Room == null || client.LocalUser == null)
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return;
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client.ChangeBeatmapAvailability(e.NewValue).FireAndForget();
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switch (e.NewValue.State)
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{
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case DownloadState.NotDownloaded:
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case DownloadState.LocallyAvailable:
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updateGameplayState();
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break;
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}
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});
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private void updateGameplayState()
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{
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MultiplayerPlaylistItem item = client.Room!.CurrentPlaylistItem;
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if (item.Expired)
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return;
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RulesetInfo ruleset = rulesets.GetRuleset(item.RulesetID)!;
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Ruleset rulesetInstance = ruleset.CreateInstance();
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// Update global gameplay state to correspond to the new selection.
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// Retrieve the corresponding local beatmap, since we can't directly use the playlist's beatmap info
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var localBeatmap = beatmapManager.QueryBeatmap($@"{nameof(BeatmapInfo.OnlineID)} == $0 AND {nameof(BeatmapInfo.MD5Hash)} == {nameof(BeatmapInfo.OnlineMD5Hash)}", item.BeatmapID);
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Beatmap.Value = beatmapManager.GetWorkingBeatmap(localBeatmap);
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Ruleset.Value = ruleset;
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Mods.Value = item.RequiredMods.Select(m => m.ToMod(rulesetInstance)).ToArray();
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if (Beatmap.Value is DummyWorkingBeatmap)
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{
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if (client.LocalUser!.State == MultiplayerUserState.Ready)
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client.ChangeState(MultiplayerUserState.Idle).FireAndForget();
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}
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else
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{
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if (client.LocalUser!.State == MultiplayerUserState.Idle)
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client.ChangeState(MultiplayerUserState.Ready).FireAndForget();
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}
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client.ChangeBeatmapAvailability(beatmapAvailabilityTracker.Availability.Value).FireAndForget();
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}
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private void onLoadRequested() => Scheduler.Add(() =>
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{
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updateGameplayState();
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if (Beatmap.IsDefault)
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{
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Logger.Log("Aborting gameplay start - beatmap not downloaded.");
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return;
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}
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sampleStart?.Play();
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this.Push(new MultiplayerPlayerLoader(() => new MatchmakingPlayer(new Room(room), new PlaylistItem(client.Room!.CurrentPlaylistItem), room.Users.ToArray())));
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});
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private void checkForAutomaticDownload()
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{
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if (client.Room == null)
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return;
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MultiplayerPlaylistItem item = client.Room.CurrentPlaylistItem;
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// This method is called every time anything changes in the room.
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// This could result in download requests firing far too often, when we only expect them to fire once per beatmap.
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//
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// Without this check, we would see especially egregious behaviour when a user has hit the download rate limit.
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if (lastDownloadCheckedBeatmapId == item.BeatmapID)
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return;
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lastDownloadCheckedBeatmapId = item.BeatmapID;
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downloadCheckCancellation?.Cancel();
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// In a perfect world we'd use BeatmapAvailability, but there's no event-driven flow for when a selection changes.
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// ie. if selection changes from "not downloaded" to another "not downloaded" we wouldn't get a value changed raised.
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beatmapLookupCache
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.GetBeatmapAsync(item.BeatmapID, (downloadCheckCancellation = new CancellationTokenSource()).Token)
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.ContinueWith(resolved => Schedule(() =>
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{
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var beatmapSet = resolved.GetResultSafely()?.BeatmapSet;
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if (beatmapSet == null)
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return;
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if (beatmapManager.IsAvailableLocally(new BeatmapSetInfo { OnlineID = beatmapSet.OnlineID }))
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return;
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beatmapDownloader.Download(beatmapSet);
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}));
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}
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private bool exitConfirmed;
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public override bool OnExiting(ScreenExitEvent e)
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{
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if (base.OnExiting(e))
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return true;
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if (exitConfirmed)
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{
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client.LeaveRoom().FireAndForget();
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return false;
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}
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if (dialogOverlay.CurrentDialog is ConfirmDialog confirmDialog)
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confirmDialog.PerformOkAction();
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else
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{
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dialogOverlay.Push(new ConfirmDialog("Are you sure you want to leave this multiplayer match?", () =>
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{
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exitConfirmed = true;
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if (this.IsCurrentScreen())
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this.Exit();
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}));
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}
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return true;
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}
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public override void OnResuming(ScreenTransitionEvent e)
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{
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base.OnResuming(e);
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if (e.Last is not MultiplayerPlayerLoader playerLoader)
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return;
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if (!playerLoader.GameplayPassed)
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{
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client.AbortGameplay().FireAndForget();
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return;
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}
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client.ChangeState(MultiplayerUserState.Idle);
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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 (client.IsNotNull())
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{
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client.RoomUpdated -= onRoomUpdated;
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client.UserStateChanged -= onUserStateChanged;
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client.SettingsChanged -= onSettingsChanged;
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client.LoadRequested -= onLoadRequested;
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}
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}
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}
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}
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