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249 lines
9.3 KiB
C#
249 lines
9.3 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.Diagnostics;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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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.Logging;
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using osu.Framework.Screens;
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using osu.Game.Graphics.UserInterface;
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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.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Ranking;
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using osu.Game.Screens.Select.Leaderboards;
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using osu.Game.Users;
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using osuTK;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer
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{
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public partial class MultiplayerPlayer : RoomSubmittingPlayer
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{
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protected override bool PauseOnFocusLost => false;
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protected override UserActivity InitialActivity => new UserActivity.InMultiplayerGame(Beatmap.Value.BeatmapInfo, Ruleset.Value);
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[Resolved]
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private MultiplayerClient client { get; set; } = null!;
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private IBindable<bool> isConnected = null!;
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private readonly TaskCompletionSource<bool> resultsReady = new TaskCompletionSource<bool>();
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private LoadingLayer loadingDisplay = null!;
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[Cached(typeof(IGameplayLeaderboardProvider))]
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private readonly MultiplayerLeaderboardProvider leaderboardProvider;
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private GameplayMatchScoreDisplay teamScoreDisplay = null!;
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private GameplayChatDisplay chat = null!;
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/// <summary>
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/// Construct a multiplayer player.
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/// </summary>
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/// <param name="room">The room.</param>
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/// <param name="playlistItem">The playlist item to be played.</param>
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/// <param name="users">The users which are participating in this game.</param>
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public MultiplayerPlayer(Room room, PlaylistItem playlistItem, MultiplayerRoomUser[] users)
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: base(room, playlistItem, new PlayerConfiguration
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{
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AllowPause = false,
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AllowRestart = false,
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AllowSkipping = room.AutoSkip,
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AutomaticallySkipIntro = room.AutoSkip,
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ShowLeaderboard = true,
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})
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{
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leaderboardProvider = new MultiplayerLeaderboardProvider(users);
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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if (!LoadedBeatmapSuccessfully)
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return;
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// also applied in `MultiSpectatorPlayer.load()`
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ScoreProcessor.ApplyNewJudgementsWhenFailed = true;
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LoadComponentAsync(new FillFlowContainer
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{
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Width = 260,
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Direction = FillDirection.Vertical,
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Spacing = new Vector2(5),
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Children = new Drawable[]
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{
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chat = new GameplayChatDisplay(Room),
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teamScoreDisplay = new GameplayMatchScoreDisplay
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{
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Expanded = { BindTarget = HUDOverlay.ShowHud },
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Alpha = 0,
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}
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}
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}, HUDOverlay.TopLeftElements.Add);
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LoadComponentAsync(new MultiplayerPositionDisplay
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{
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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}, d => HUDOverlay.BottomRightElements.Insert(-1, d));
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LoadComponentAsync(leaderboardProvider, loaded =>
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{
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AddInternal(loaded);
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if (loaded.HasTeams)
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{
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teamScoreDisplay.Alpha = 1;
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teamScoreDisplay.Team1Score.BindTarget = leaderboardProvider.TeamScores.First().Value;
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teamScoreDisplay.Team2Score.BindTarget = leaderboardProvider.TeamScores.Last().Value;
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}
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});
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HUDOverlay.Add(loadingDisplay = new LoadingLayer(true) { Depth = float.MaxValue });
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}
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protected override void LoadAsyncComplete()
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{
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base.LoadAsyncComplete();
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if (!LoadedBeatmapSuccessfully)
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return;
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if (!ValidForResume)
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return; // token retrieval may have failed.
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client.GameplayStarted += onGameplayStarted;
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client.ResultsReady += onResultsReady;
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ScoreProcessor.HasCompleted.BindValueChanged(_ =>
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{
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// wait for server to tell us that results are ready (see SubmitScore implementation)
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loadingDisplay.Show();
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});
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isConnected = client.IsConnected.GetBoundCopy();
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isConnected.BindValueChanged(connected => Schedule(() =>
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{
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if (!connected.NewValue)
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{
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// messaging to the user about this disconnect will be provided by the MultiplayerMatchSubScreen.
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failAndBail();
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}
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}), true);
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LocalUserPlaying.BindValueChanged(_ => chat.Expanded.Value = !LocalUserPlaying.Value, true);
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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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Debug.Assert(client.Room != null);
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}
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protected override void StartGameplay()
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{
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// We can enter this screen one of two ways:
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// 1. Via the automatic natural progression of PlayerLoader into Player.
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// We'll arrive here in a Loaded state, and we need to let the server know that we're ready to start.
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// 2. Via the server forcefully starting gameplay because players have been hanging out in PlayerLoader for too long.
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// We'll arrive here in a Playing state, and we should neither show the loading spinner nor tell the server that we're ready to start (gameplay has already started).
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//
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// The base call is blocked here because in both cases gameplay is started only when the server says so via onGameplayStarted().
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if (client.LocalUser?.State == MultiplayerUserState.Loaded)
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{
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loadingDisplay.Show();
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client.ChangeState(MultiplayerUserState.ReadyForGameplay);
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}
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// This will pause the clock, pending the gameplay started callback from the server.
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GameplayClockContainer.Reset();
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}
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protected override void PerformFail()
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{
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// base logic intentionally suppressed - failing in multiplayer only marks the score with F rank
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// see also: `MultiSpectatorPlayer.PerformFail()`
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ScoreProcessor.FailScore(Score.ScoreInfo);
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}
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protected override void ConcludeFailedScore(Score score)
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=> throw new NotSupportedException($"{nameof(MultiplayerPlayer)} should never be calling {nameof(ConcludeFailedScore)}. Failing in multiplayer only marks the score with F rank.");
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private void failAndBail(string? message = null)
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{
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if (!string.IsNullOrEmpty(message))
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Logger.Log(message, LoggingTarget.Runtime, LogLevel.Important);
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Schedule(() => PerformExit());
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}
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private void onGameplayStarted() => Scheduler.Add(() =>
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{
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if (!this.IsCurrentScreen())
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return;
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loadingDisplay.Hide();
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base.StartGameplay();
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});
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private void onResultsReady()
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{
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// Schedule is required to ensure that `TaskCompletionSource.SetResult` is not called more than once.
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// A scenario where this can occur is if this instance is not immediately disposed (ie. async disposal queue).
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Schedule(() =>
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{
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if (!this.IsCurrentScreen())
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return;
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resultsReady.SetResult(true);
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});
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}
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protected override async Task PrepareScoreForResultsAsync(Score score)
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{
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await base.PrepareScoreForResultsAsync(score).ConfigureAwait(false);
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await client.ChangeState(MultiplayerUserState.FinishedPlay).ConfigureAwait(false);
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// Await up to 60 seconds for results to become available (6 api request timeouts).
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// This is arbitrary just to not leave the player in an essentially deadlocked state if any connection issues occur.
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await Task.WhenAny(resultsReady.Task, Task.Delay(TimeSpan.FromSeconds(60))).ConfigureAwait(false);
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}
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protected override ResultsScreen CreateResults(ScoreInfo score)
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{
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Debug.Assert(Room.RoomID != null);
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return leaderboardProvider.TeamScores.Count == 2
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? new MultiplayerTeamResultsScreen(score, Room.RoomID.Value, PlaylistItem, leaderboardProvider.TeamScores)
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{
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IsLocalPlay = true,
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}
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: new MultiplayerResultsScreen(score, Room.RoomID.Value, PlaylistItem)
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{
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IsLocalPlay = true,
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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 (client.IsNotNull())
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{
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client.GameplayStarted -= onGameplayStarted;
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client.ResultsReady -= onResultsReady;
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}
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}
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}
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}
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