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osu-lazer/osu.Game/Screens/Select/Leaderboards/MultiSpectatorLeaderboardProvider.cs
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Bartłomiej Dach c231571f06 Separate gameplay leaderboard data management from display
This is a prerequisite for supporting skinning of leaderboards.

- New `IGameplayLeaderboardProvider` and `IGameplayLeaderboardScore`
  interfaces are introduced. They are strictly concerned with supplying
  leaderboard data.

- Logic of managing display, which was previously jammed into the
  inheritance hierarchy of `GameplayLeaderboard`, is now moved into
  `IGameplayLeaderboardProvider` implementations. Solo play,
  multiplayer, and multiplayer spectator get their own implementation of
  the interface.

- The inheritance hierarchy of `GameplayLeaderboard` and per-player
  overriding of the implementation of the gameplay leaderboard is gone.
  Only one drawable class (renamed to `DrawableGameplayLeaderboard`) is
  allowed to display the leaderboards, across all modes of play.
2025-04-16 14:46:55 +02:00

34 lines
1008 B
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 osu.Framework.Timing;
using osu.Game.Online.Multiplayer;
namespace osu.Game.Screens.Select.Leaderboards
{
public partial class MultiSpectatorLeaderboardProvider : MultiplayerLeaderboardProvider
{
public MultiSpectatorLeaderboardProvider(MultiplayerRoomUser[] users)
: base(users)
{
}
public void AddClock(int userId, IClock clock)
{
if (!UserScores.TryGetValue(userId, out var data))
throw new ArgumentException(@"Provided user is not tracked by this leaderboard", nameof(userId));
data.ScoreProcessor.ReferenceClock = clock;
}
protected override void Update()
{
base.Update();
foreach (var (_, data) in UserScores)
data.ScoreProcessor.UpdateScore();
}
}
}