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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerPlayer.cs
Dean Herbert 54982dcdd7 Refactor LoadingLayer to avoid applying effects to external drawables
In theory this seemed like a good idea (and an optimisation in some
cases, due to lower fill rate), but in practice this leads to weird edge
cases.

This aims to do away with the operations on external drawables by
applying a dim to the area behind the `LoadingLayer` when required.
I went over each usage and ensured they look as good or better than
previously.

The specific bad usage here was the restoration of the colour on dispose
(if the `LoadingLayer` was disposed in a still-visible state).

I'm aware that the `BeatmapListingOverlay` will now dim completely during
load. I think this is fine for the time being.
2021-01-05 17:31:45 +09:00

160 lines
5.5 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;
using System.Diagnostics;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Logging;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osu.Game.Scoring;
using osu.Game.Screens.OnlinePlay.Playlists;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.HUD;
using osu.Game.Screens.Ranking;
using osuTK;
namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
// Todo: The "room" part of PlaylistsPlayer should be split out into an abstract player class to be inherited instead.
public class MultiplayerPlayer : PlaylistsPlayer
{
protected override bool PauseOnFocusLost => false;
// Disallow fails in multiplayer for now.
protected override bool CheckModsAllowFailure() => false;
[Resolved]
private StatefulMultiplayerClient client { get; set; }
private IBindable<bool> isConnected;
private readonly TaskCompletionSource<bool> resultsReady = new TaskCompletionSource<bool>();
private MultiplayerGameplayLeaderboard leaderboard;
private readonly int[] userIds;
private LoadingLayer loadingDisplay;
/// <summary>
/// Construct a multiplayer player.
/// </summary>
/// <param name="playlistItem">The playlist item to be played.</param>
/// <param name="userIds">The users which are participating in this game.</param>
public MultiplayerPlayer(PlaylistItem playlistItem, int[] userIds)
: base(playlistItem, new PlayerConfiguration
{
AllowPause = false,
AllowRestart = false,
AllowSkippingIntro = false,
})
{
this.userIds = userIds;
}
[BackgroundDependencyLoader]
private void load()
{
// todo: this should be implemented via a custom HUD implementation, and correctly masked to the main content area.
LoadComponentAsync(leaderboard = new MultiplayerGameplayLeaderboard(ScoreProcessor, userIds), HUDOverlay.Add);
HUDOverlay.Add(loadingDisplay = new LoadingLayer(true) { Depth = float.MaxValue });
if (Token == null)
return; // Todo: Somehow handle token retrieval failure.
client.MatchStarted += onMatchStarted;
client.ResultsReady += onResultsReady;
ScoreProcessor.HasCompleted.BindValueChanged(completed =>
{
// wait for server to tell us that results are ready (see SubmitScore implementation)
loadingDisplay.Show();
});
isConnected = client.IsConnected.GetBoundCopy();
isConnected.BindValueChanged(connected =>
{
if (!connected.NewValue)
{
// messaging to the user about this disconnect will be provided by the MultiplayerMatchSubScreen.
failAndBail();
}
}, true);
Debug.Assert(client.Room != null);
}
protected override void StartGameplay()
{
// block base call, but let the server know we are ready to start.
loadingDisplay.Show();
client.ChangeState(MultiplayerUserState.Loaded).ContinueWith(task => failAndBail(task.Exception?.Message ?? "Server error"), TaskContinuationOptions.NotOnRanToCompletion);
}
private void failAndBail(string message = null)
{
if (!string.IsNullOrEmpty(message))
Logger.Log(message, LoggingTarget.Runtime, LogLevel.Important);
Schedule(() => PerformExit(false));
}
protected override void Update()
{
base.Update();
adjustLeaderboardPosition();
}
private void adjustLeaderboardPosition()
{
const float padding = 44; // enough margin to avoid the hit error display.
leaderboard.Position = new Vector2(
padding,
padding + HUDOverlay.TopScoringElementsHeight);
}
private void onMatchStarted() => Scheduler.Add(() =>
{
loadingDisplay.Hide();
base.StartGameplay();
});
private void onResultsReady() => resultsReady.SetResult(true);
protected override async Task SubmitScore(Score score)
{
await base.SubmitScore(score);
await client.ChangeState(MultiplayerUserState.FinishedPlay);
// Await up to 60 seconds for results to become available (6 api request timeouts).
// This is arbitrary just to not leave the player in an essentially deadlocked state if any connection issues occur.
await Task.WhenAny(resultsReady.Task, Task.Delay(TimeSpan.FromSeconds(60)));
}
protected override ResultsScreen CreateResults(ScoreInfo score)
{
Debug.Assert(RoomId.Value != null);
return new MultiplayerResultsScreen(score, RoomId.Value.Value, PlaylistItem);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (client != null)
{
client.MatchStarted -= onMatchStarted;
client.ResultsReady -= onResultsReady;
}
}
}
}