mirror of
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fcea244537
This stuff never really worked anyway - every case except with an already created multiplayer room was broken anyway.
208 lines
8.1 KiB
C#
208 lines
8.1 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.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Humanizer;
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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.Framework.Graphics.Containers;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Online.API;
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using osu.Game.Online.Rooms;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Mods;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Select;
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using osu.Game.Users;
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using osu.Game.Utils;
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namespace osu.Game.Screens.OnlinePlay
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{
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public abstract class OnlinePlaySongSelect : SongSelect, IOnlinePlaySubScreen
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{
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public string ShortTitle => "song selection";
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public override string Title => ShortTitle.Humanize();
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public override bool AllowEditing => false;
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[Resolved(typeof(Room), nameof(Room.Playlist))]
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protected BindableList<PlaylistItem> Playlist { get; private set; } = null!;
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[Resolved]
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private RulesetStore rulesets { get; set; } = null!;
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[Resolved]
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private BeatmapManager beatmapManager { get; set; } = null!;
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protected override UserActivity InitialActivity => new UserActivity.InLobby(room);
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protected readonly Bindable<IReadOnlyList<Mod>> FreeMods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
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private readonly Room room;
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private readonly PlaylistItem? initialItem;
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private readonly FreeModSelectOverlay freeModSelectOverlay;
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private IDisposable? freeModSelectOverlayRegistration;
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/// <summary>
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/// Creates a new <see cref="OnlinePlaySongSelect"/>.
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/// </summary>
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/// <param name="room">The room.</param>
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/// <param name="initialItem">An optional initial <see cref="PlaylistItem"/> to use for the initial beatmap/ruleset/mods.
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/// If <c>null</c>, the last <see cref="PlaylistItem"/> in the room will be used.</param>
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protected OnlinePlaySongSelect(Room room, PlaylistItem? initialItem = null)
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{
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this.room = room;
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this.initialItem = initialItem ?? room.Playlist.LastOrDefault();
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Padding = new MarginPadding { Horizontal = HORIZONTAL_OVERFLOW_PADDING };
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freeModSelectOverlay = new FreeModSelectOverlay
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{
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SelectedMods = { BindTarget = FreeMods },
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IsValidMod = IsValidFreeMod,
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};
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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LeftArea.Padding = new MarginPadding { Top = Header.HEIGHT };
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LoadComponent(freeModSelectOverlay);
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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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if (initialItem != null)
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{
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// Prefer using a local databased beatmap lookup since OnlineId may be -1 for an invalid beatmap selection.
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BeatmapInfo? beatmapInfo = initialItem.Beatmap as BeatmapInfo;
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// And in the case that this isn't a local databased beatmap, query by online ID.
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if (beatmapInfo == null)
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{
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int onlineId = initialItem.Beatmap.OnlineID;
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beatmapInfo = beatmapManager.QueryBeatmap(b => b.OnlineID == onlineId);
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}
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if (beatmapInfo != null)
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Beatmap.Value = beatmapManager.GetWorkingBeatmap(beatmapInfo);
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RulesetInfo? ruleset = rulesets.GetRuleset(initialItem.RulesetID);
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if (ruleset != null)
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{
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Ruleset.Value = ruleset;
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var rulesetInstance = ruleset.CreateInstance();
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Debug.Assert(rulesetInstance != null);
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// At this point, Mods contains both the required and allowed mods. For selection purposes, it should only contain the required mods.
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// Similarly, freeMods is currently empty but should only contain the allowed mods.
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Mods.Value = initialItem.RequiredMods.Select(m => m.ToMod(rulesetInstance)).ToArray();
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FreeMods.Value = initialItem.AllowedMods.Select(m => m.ToMod(rulesetInstance)).ToArray();
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}
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}
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Mods.BindValueChanged(onModsChanged);
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Ruleset.BindValueChanged(onRulesetChanged);
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freeModSelectOverlayRegistration = OverlayManager?.RegisterBlockingOverlay(freeModSelectOverlay);
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}
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private void onModsChanged(ValueChangedEvent<IReadOnlyList<Mod>> mods)
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{
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FreeMods.Value = FreeMods.Value.Where(checkCompatibleFreeMod).ToList();
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// Reset the validity delegate to update the overlay's display.
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freeModSelectOverlay.IsValidMod = IsValidFreeMod;
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}
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private void onRulesetChanged(ValueChangedEvent<RulesetInfo> ruleset)
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{
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FreeMods.Value = Array.Empty<Mod>();
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}
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protected sealed override bool OnStart()
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{
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var item = new PlaylistItem(Beatmap.Value.BeatmapInfo)
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{
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RulesetID = Ruleset.Value.OnlineID,
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RequiredMods = Mods.Value.Select(m => new APIMod(m)).ToArray(),
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AllowedMods = FreeMods.Value.Select(m => new APIMod(m)).ToArray()
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};
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return SelectItem(item);
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}
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/// <summary>
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/// Invoked when the user has requested a selection of a beatmap.
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/// </summary>
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/// <param name="item">The resultant <see cref="PlaylistItem"/>. This item has not yet been added to the <see cref="Room"/>'s.</param>
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/// <returns><c>true</c> if a selection occurred.</returns>
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protected abstract bool SelectItem(PlaylistItem item);
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public override bool OnBackButton()
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{
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if (freeModSelectOverlay.State.Value == Visibility.Visible)
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{
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freeModSelectOverlay.Hide();
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return true;
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}
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return base.OnBackButton();
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}
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public override bool OnExiting(ScreenExitEvent e)
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{
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freeModSelectOverlay.Hide();
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return base.OnExiting(e);
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}
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protected override ModSelectOverlay CreateModSelectOverlay() => new UserModSelectOverlay(OverlayColourScheme.Plum)
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{
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IsValidMod = IsValidMod
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};
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protected override IEnumerable<(FooterButton, OverlayContainer)> CreateFooterButtons()
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{
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var buttons = base.CreateFooterButtons().ToList();
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buttons.Insert(buttons.FindIndex(b => b.Item1 is FooterButtonMods) + 1, (new FooterButtonFreeMods { Current = FreeMods }, freeModSelectOverlay));
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return buttons;
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}
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/// <summary>
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/// Checks whether a given <see cref="Mod"/> is valid for global selection.
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/// </summary>
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/// <param name="mod">The <see cref="Mod"/> to check.</param>
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/// <returns>Whether <paramref name="mod"/> is a valid mod for online play.</returns>
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protected virtual bool IsValidMod(Mod mod) => mod.HasImplementation && ModUtils.FlattenMod(mod).All(m => m.UserPlayable);
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/// <summary>
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/// Checks whether a given <see cref="Mod"/> is valid for per-player free-mod selection.
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/// </summary>
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/// <param name="mod">The <see cref="Mod"/> to check.</param>
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/// <returns>Whether <paramref name="mod"/> is a selectable free-mod.</returns>
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protected virtual bool IsValidFreeMod(Mod mod) => IsValidMod(mod) && checkCompatibleFreeMod(mod);
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private bool checkCompatibleFreeMod(Mod mod)
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=> Mods.Value.All(m => m.Acronym != mod.Acronym) // Mod must not be contained in the required mods.
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&& ModUtils.CheckCompatibleSet(Mods.Value.Append(mod).ToArray()); // Mod must be compatible with all the required mods.
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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freeModSelectOverlayRegistration?.Dispose();
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}
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}
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}
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