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60 lines
1.8 KiB
C#
60 lines
1.8 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.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Screens.Play;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer
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{
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public class MultiplayerPlayerLoader : PlayerLoader
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{
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public bool GameplayPassed => player?.GameplayState.HasPassed == true;
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[Resolved]
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private MultiplayerClient multiplayerClient { get; set; }
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private Player player;
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public MultiplayerPlayerLoader(Func<Player> createPlayer)
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: base(createPlayer)
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{
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}
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protected override bool ReadyForGameplay =>
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base.ReadyForGameplay
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// The server is forcefully starting gameplay.
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|| multiplayerClient.LocalUser?.State == MultiplayerUserState.Playing;
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protected override void OnPlayerLoaded()
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{
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base.OnPlayerLoaded();
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multiplayerClient.ChangeState(MultiplayerUserState.Loaded)
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.ContinueWith(task => failAndBail(task.Exception?.Message ?? "Server error"), TaskContinuationOptions.NotOnRanToCompletion);
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}
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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(() =>
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{
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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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public override void OnSuspending(ScreenTransitionEvent e)
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{
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base.OnSuspending(e);
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player = (Player)e.Next;
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}
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}
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}
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