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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/Match/MultiplayerSpectateButton.cs

155 lines
5.4 KiB
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.Threading;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Graphics;
using osu.Game.Graphics.UserInterfaceV2;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osuTK;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
{
public partial class MultiplayerSpectateButton : MultiplayerRoomComposite
{
[Resolved]
private OngoingOperationTracker ongoingOperationTracker { get; set; } = null!;
[Resolved]
private OsuColour colours { get; set; } = null!;
private IBindable<bool> operationInProgress = null!;
private readonly RoundedButton button;
public MultiplayerSpectateButton()
{
InternalChild = button = new RoundedButton
{
RelativeSizeAxes = Axes.Both,
Size = Vector2.One,
Enabled = { Value = true },
Action = onClick
};
}
private void onClick()
{
var clickOperation = ongoingOperationTracker.BeginOperation();
Client.ToggleSpectate().ContinueWith(_ => endOperation());
void endOperation() => clickOperation?.Dispose();
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
operationInProgress = ongoingOperationTracker.InProgress.GetBoundCopy();
operationInProgress.BindValueChanged(_ => updateState());
automaticallyDownload = config.GetBindable<bool>(OsuSetting.AutomaticallyDownloadMissingBeatmaps);
automaticallyDownload.BindValueChanged(_ => Scheduler.AddOnce(checkForAutomaticDownload));
}
protected override void LoadComplete()
{
base.LoadComplete();
CurrentPlaylistItem.BindValueChanged(_ => Scheduler.AddOnce(checkForAutomaticDownload), true);
}
protected override void OnRoomUpdated()
{
base.OnRoomUpdated();
updateState();
}
private void updateState()
{
switch (Client.LocalUser?.State)
{
default:
button.Text = "Spectate";
button.BackgroundColour = colours.BlueDark;
break;
case MultiplayerUserState.Spectating:
button.Text = "Stop spectating";
button.BackgroundColour = colours.Gray4;
break;
}
button.Enabled.Value = Client.Room != null
&& Client.Room.State != MultiplayerRoomState.Closed
&& !operationInProgress.Value;
Scheduler.AddOnce(checkForAutomaticDownload);
}
#region Automatic download handling
[Resolved]
private BeatmapLookupCache beatmapLookupCache { get; set; } = null!;
[Resolved]
private BeatmapModelDownloader beatmapDownloader { get; set; } = null!;
[Resolved]
private BeatmapManager beatmaps { get; set; } = null!;
private Bindable<bool> automaticallyDownload = null!;
private CancellationTokenSource? downloadCheckCancellation;
private void checkForAutomaticDownload()
{
PlaylistItem? currentItem = CurrentPlaylistItem.Value;
downloadCheckCancellation?.Cancel();
if (currentItem == null)
return;
if (!automaticallyDownload.Value)
return;
// While we can support automatic downloads when not spectating, there are some usability concerns.
// - In host rotate mode, this could potentially be unwanted by some users (even though they want automatic downloads everywhere else).
// - When first joining a room, the expectation should be that the user is checking out the room, and they may not immediately want to download the selected beatmap.
//
// Rather than over-complicating this flow, let's only auto-download when spectating for the time being.
// A potential path forward would be to have a local auto-download checkbox above the playlist item list area.
if (Client.LocalUser?.State != MultiplayerUserState.Spectating)
return;
// In a perfect world we'd use BeatmapAvailability, but there's no event-driven flow for when a selection changes.
// ie. if selection changes from "not downloaded" to another "not downloaded" we wouldn't get a value changed raised.
beatmapLookupCache
.GetBeatmapAsync(currentItem.Beatmap.OnlineID, (downloadCheckCancellation = new CancellationTokenSource()).Token)
.ContinueWith(resolved => Schedule(() =>
{
var beatmapSet = resolved.GetResultSafely()?.BeatmapSet;
if (beatmapSet == null)
return;
if (beatmaps.IsAvailableLocally(new BeatmapSetInfo { OnlineID = beatmapSet.OnlineID }))
return;
beatmapDownloader.Download(beatmapSet);
}));
}
#endregion
}
}