mirror of
https://github.com/ppy/osu.git
synced 2024-12-26 02:22:54 +08:00
103 lines
3.8 KiB
C#
103 lines
3.8 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.Linq;
|
|
using System.Threading.Tasks;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Screens;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Graphics.UserInterface;
|
|
using osu.Game.Online.Multiplayer;
|
|
using osu.Game.Online.Rooms;
|
|
using osu.Game.Rulesets;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Screens.Select;
|
|
|
|
namespace osu.Game.Screens.OnlinePlay.Multiplayer
|
|
{
|
|
public class MultiplayerMatchSongSelect : OnlinePlaySongSelect
|
|
{
|
|
[Resolved]
|
|
private MultiplayerClient client { get; set; }
|
|
|
|
private readonly long? itemToEdit;
|
|
|
|
private LoadingLayer loadingLayer;
|
|
|
|
/// <summary>
|
|
/// Construct a new instance of multiplayer song select.
|
|
/// </summary>
|
|
/// <param name="room">The room.</param>
|
|
/// <param name="itemToEdit">The item to be edited. May be null, in which case a new item will be added to the playlist.</param>
|
|
/// <param name="beatmap">An optional initial beatmap selection to perform.</param>
|
|
/// <param name="ruleset">An optional initial ruleset selection to perform.</param>
|
|
public MultiplayerMatchSongSelect(Room room, long? itemToEdit = null, WorkingBeatmap beatmap = null, RulesetInfo ruleset = null)
|
|
: base(room)
|
|
{
|
|
this.itemToEdit = itemToEdit;
|
|
|
|
if (beatmap != null || ruleset != null)
|
|
{
|
|
Schedule(() =>
|
|
{
|
|
if (beatmap != null) Beatmap.Value = beatmap;
|
|
if (ruleset != null) Ruleset.Value = ruleset;
|
|
});
|
|
}
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load()
|
|
{
|
|
AddInternal(loadingLayer = new LoadingLayer(true));
|
|
}
|
|
|
|
protected override void SelectItem(PlaylistItem item)
|
|
{
|
|
// If the client is already in a room, update via the client.
|
|
// Otherwise, update the playlist directly in preparation for it to be submitted to the API on match creation.
|
|
if (client.Room != null)
|
|
{
|
|
loadingLayer.Show();
|
|
|
|
var multiplayerItem = new MultiplayerPlaylistItem
|
|
{
|
|
ID = itemToEdit ?? 0,
|
|
BeatmapID = item.Beatmap.OnlineID,
|
|
BeatmapChecksum = item.Beatmap.MD5Hash,
|
|
RulesetID = item.RulesetID,
|
|
RequiredMods = item.RequiredMods.ToArray(),
|
|
AllowedMods = item.AllowedMods.ToArray()
|
|
};
|
|
|
|
Task task = itemToEdit != null ? client.EditPlaylistItem(multiplayerItem) : client.AddPlaylistItem(multiplayerItem);
|
|
|
|
task.FireAndForget(onSuccess: () => Schedule(() =>
|
|
{
|
|
loadingLayer.Hide();
|
|
|
|
// If an error or server side trigger occurred this screen may have already exited by external means.
|
|
if (this.IsCurrentScreen())
|
|
this.Exit();
|
|
}), onError: _ => Schedule(() =>
|
|
{
|
|
loadingLayer.Hide();
|
|
Carousel.AllowSelection = true;
|
|
}));
|
|
}
|
|
else
|
|
{
|
|
Playlist.Clear();
|
|
Playlist.Add(item);
|
|
this.Exit();
|
|
}
|
|
}
|
|
|
|
protected override BeatmapDetailArea CreateBeatmapDetailArea() => new PlayBeatmapDetailArea();
|
|
|
|
protected override bool IsValidMod(Mod mod) => base.IsValidMod(mod) && mod.ValidForMultiplayer;
|
|
|
|
protected override bool IsValidFreeMod(Mod mod) => base.IsValidFreeMod(mod) && mod.ValidForMultiplayerAsFreeMod;
|
|
}
|
|
}
|