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046a76cb1d
The fix here is correcting the access of `user.Country`. The deicision to have null users display is because this is the best we can do (if osu-web could not resolve the user). We still want the users in the lobby to be aware of this user's presence, rather than hiding them from view. osu-stable does a similar thing, showing these users as `[Loading]`. I decided to go with blank names instead because having *any* text there causes confusion. We can iterate on this in future design updates.
122 lines
4.2 KiB
C#
122 lines
4.2 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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#nullable enable
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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.Game.Online.API;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Users;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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public class TestMultiplayerClient : StatefulMultiplayerClient
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{
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public override IBindable<bool> IsConnected => isConnected;
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private readonly Bindable<bool> isConnected = new Bindable<bool>(true);
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[Resolved]
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private IAPIProvider api { get; set; } = null!;
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public void Connect() => isConnected.Value = true;
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public void Disconnect() => isConnected.Value = false;
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public void AddUser(User user) => ((IMultiplayerClient)this).UserJoined(new MultiplayerRoomUser(user.Id) { User = user });
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public void AddNullUser(int userId) => ((IMultiplayerClient)this).UserJoined(new MultiplayerRoomUser(userId));
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public void RemoveUser(User user)
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{
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Debug.Assert(Room != null);
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((IMultiplayerClient)this).UserLeft(new MultiplayerRoomUser(user.Id));
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Schedule(() =>
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{
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if (Room.Users.Any())
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TransferHost(Room.Users.First().UserID);
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});
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}
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public void ChangeUserState(int userId, MultiplayerUserState newState)
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{
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Debug.Assert(Room != null);
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((IMultiplayerClient)this).UserStateChanged(userId, newState);
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Schedule(() =>
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{
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switch (newState)
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{
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case MultiplayerUserState.Loaded:
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if (Room.Users.All(u => u.State != MultiplayerUserState.WaitingForLoad))
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{
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foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.Loaded))
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ChangeUserState(u.UserID, MultiplayerUserState.Playing);
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((IMultiplayerClient)this).MatchStarted();
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}
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break;
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case MultiplayerUserState.FinishedPlay:
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if (Room.Users.All(u => u.State != MultiplayerUserState.Playing))
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{
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foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.FinishedPlay))
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ChangeUserState(u.UserID, MultiplayerUserState.Results);
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((IMultiplayerClient)this).ResultsReady();
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}
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break;
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}
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});
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}
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protected override Task<MultiplayerRoom> JoinRoom(long roomId)
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{
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var user = new MultiplayerRoomUser(api.LocalUser.Value.Id) { User = api.LocalUser.Value };
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var room = new MultiplayerRoom(roomId);
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room.Users.Add(user);
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if (room.Users.Count == 1)
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room.Host = user;
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return Task.FromResult(room);
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}
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public override Task TransferHost(int userId) => ((IMultiplayerClient)this).HostChanged(userId);
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public override async Task ChangeSettings(MultiplayerRoomSettings settings)
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{
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Debug.Assert(Room != null);
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await ((IMultiplayerClient)this).SettingsChanged(settings);
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foreach (var user in Room.Users.Where(u => u.State == MultiplayerUserState.Ready))
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ChangeUserState(user.UserID, MultiplayerUserState.Idle);
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}
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public override Task ChangeState(MultiplayerUserState newState)
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{
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ChangeUserState(api.LocalUser.Value.Id, newState);
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return Task.CompletedTask;
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}
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public override Task StartMatch()
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{
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Debug.Assert(Room != null);
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foreach (var user in Room.Users.Where(u => u.State == MultiplayerUserState.Ready))
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ChangeUserState(user.UserID, MultiplayerUserState.WaitingForLoad);
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return ((IMultiplayerClient)this).LoadRequested();
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}
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}
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}
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