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cb823f367f
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.
126 lines
4.0 KiB
C#
126 lines
4.0 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.Collections.Generic;
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using System.Linq;
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using System.Text;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Online.API;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Users;
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namespace osu.Game.Online.Chat
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{
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public partial class NowPlayingCommand : Component
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{
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[Resolved]
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private IChannelPostTarget channelManager { get; set; } = null!;
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[Resolved]
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private IAPIProvider api { get; set; } = null!;
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[Resolved]
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private Bindable<WorkingBeatmap> currentBeatmap { get; set; } = null!;
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[Resolved]
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private Bindable<IReadOnlyList<Mod>> selectedMods { get; set; } = null!;
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[Resolved]
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private IBindable<RulesetInfo> currentRuleset { get; set; } = null!;
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private readonly Channel? target;
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/// <summary>
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/// Creates a new <see cref="NowPlayingCommand"/> to post the currently-playing beatmap to a parenting <see cref="IChannelPostTarget"/>.
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/// </summary>
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/// <param name="target">The target channel to post to. If <c>null</c>, the currently-selected channel will be posted to.</param>
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public NowPlayingCommand(Channel target)
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{
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this.target = target;
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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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string verb;
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int beatmapOnlineID;
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string beatmapDisplayTitle;
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switch (api.Activity.Value)
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{
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case UserActivity.InGame game:
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verb = "playing";
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beatmapOnlineID = game.BeatmapID;
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beatmapDisplayTitle = game.BeatmapDisplayTitle;
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break;
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case UserActivity.EditingBeatmap edit:
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verb = "editing";
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beatmapOnlineID = edit.BeatmapID;
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beatmapDisplayTitle = edit.BeatmapDisplayTitle;
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break;
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default:
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verb = "listening to";
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beatmapOnlineID = currentBeatmap.Value.BeatmapInfo.OnlineID;
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beatmapDisplayTitle = currentBeatmap.Value.BeatmapInfo.GetDisplayTitle();
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break;
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}
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string[] pieces =
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{
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"is",
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verb,
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getBeatmapPart(),
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getRulesetPart(),
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getModPart(),
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};
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channelManager.PostMessage(string.Join(' ', pieces.Where(p => !string.IsNullOrEmpty(p))), true, target);
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Expire();
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string getBeatmapPart()
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{
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return beatmapOnlineID > 0 ? $"[{api.WebsiteRootUrl}/b/{beatmapOnlineID} {beatmapDisplayTitle}]" : beatmapDisplayTitle;
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}
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string getRulesetPart()
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{
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if (api.Activity.Value is not UserActivity.InGame) return string.Empty;
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return $"<{currentRuleset.Value.Name}>";
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}
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string getModPart()
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{
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if (api.Activity.Value is not UserActivity.InGame) return string.Empty;
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if (selectedMods.Value.Count == 0)
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{
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return string.Empty;
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}
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StringBuilder modsString = new StringBuilder();
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foreach (var mod in selectedMods.Value.Where(mod => mod.Type == ModType.DifficultyIncrease))
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{
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modsString.Append($"+{mod.Acronym} ");
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}
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foreach (var mod in selectedMods.Value.Where(mod => mod.Type != ModType.DifficultyIncrease))
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{
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modsString.Append($"-{mod.Acronym} ");
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}
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return modsString.ToString().Trim();
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}
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}
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}
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}
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