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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerPlayer.cs
Bartłomiej Dach f06f13215b
Split off multiplayer team results screen to separate class
The previous version tried to keep both normal multiplayer and team
multiplayer results as one screen, but didn't check that team-specific
components aren't null in `LoadComplete()`.

To decrease number of conditional, split off the team results screen to
a separate implementation, and choose one or the other at push time in
`MultiplayerPlayer`, depending on team count.
2021-08-12 20:01:31 +02:00

201 lines
6.9 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.Linq;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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.Play;
using osu.Game.Screens.Play.HUD;
using osu.Game.Screens.Ranking;
using osuTK;
namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
public class MultiplayerPlayer : RoomSubmittingPlayer
{
protected override bool PauseOnFocusLost => false;
// Disallow fails in multiplayer for now.
protected override bool CheckModsAllowFailure() => false;
[Resolved]
private MultiplayerClient client { get; set; }
private IBindable<bool> isConnected;
private readonly TaskCompletionSource<bool> resultsReady = new TaskCompletionSource<bool>();
private MultiplayerGameplayLeaderboard leaderboard;
private readonly MultiplayerRoomUser[] users;
private LoadingLayer loadingDisplay;
private FillFlowContainer leaderboardFlow;
/// <summary>
/// Construct a multiplayer player.
/// </summary>
/// <param name="playlistItem">The playlist item to be played.</param>
/// <param name="users">The users which are participating in this game.</param>
public MultiplayerPlayer(PlaylistItem playlistItem, MultiplayerRoomUser[] users)
: base(playlistItem, new PlayerConfiguration
{
AllowPause = false,
AllowRestart = false,
AllowSkipping = false,
})
{
this.users = users;
}
[BackgroundDependencyLoader]
private void load()
{
if (!LoadedBeatmapSuccessfully)
return;
HUDOverlay.Add(leaderboardFlow = new FillFlowContainer
{
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Vertical,
});
// todo: this should be implemented via a custom HUD implementation, and correctly masked to the main content area.
LoadComponentAsync(leaderboard = new MultiplayerGameplayLeaderboard(ScoreProcessor, users), l =>
{
if (!LoadedBeatmapSuccessfully)
return;
((IBindable<bool>)leaderboard.Expanded).BindTo(HUDOverlay.ShowHud);
leaderboardFlow.Add(l);
if (leaderboard.TeamScores.Count >= 2)
{
LoadComponentAsync(new GameplayMatchScoreDisplay
{
Team1Score = { BindTarget = leaderboard.TeamScores.First().Value },
Team2Score = { BindTarget = leaderboard.TeamScores.Last().Value },
Expanded = { BindTarget = HUDOverlay.ShowHud },
}, leaderboardFlow.Add);
}
});
HUDOverlay.Add(loadingDisplay = new LoadingLayer(true) { Depth = float.MaxValue });
}
protected override void LoadAsyncComplete()
{
base.LoadAsyncComplete();
if (!LoadedBeatmapSuccessfully)
return;
if (!ValidForResume)
return; // token retrieval may have failed.
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 => Schedule(() =>
{
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();
if (!LoadedBeatmapSuccessfully)
return;
adjustLeaderboardPosition();
}
private void adjustLeaderboardPosition()
{
const float padding = 44; // enough margin to avoid the hit error display.
leaderboardFlow.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 PrepareScoreForResultsAsync(Score score)
{
await base.PrepareScoreForResultsAsync(score).ConfigureAwait(false);
await client.ChangeState(MultiplayerUserState.FinishedPlay).ConfigureAwait(false);
// 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))).ConfigureAwait(false);
}
protected override ResultsScreen CreateResults(ScoreInfo score)
{
Debug.Assert(RoomId.Value != null);
return leaderboard.TeamScores.Count == 2
? new MultiplayerTeamResultsScreen(score, RoomId.Value.Value, PlaylistItem, leaderboard.TeamScores)
: 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;
}
}
}
}