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osu-lazer/osu.Game/Screens/OnlinePlay/OnlinePlayScreen.cs
Bartłomiej Dach 788b70469d
Exit daily challenge screen when going offline
This sort of thing is bound to happen when rewriting screens from
scratch without invoking abstract eldritch entities sometimes. Damned if
you do, damned if you don't...
2024-07-24 09:15:32 +02:00

236 lines
8.0 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.
#nullable disable
using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Game.Graphics.Containers;
using osu.Game.Online.API;
using osu.Game.Overlays;
using osu.Game.Screens.Menu;
using osu.Game.Screens.OnlinePlay.Components;
using osu.Game.Screens.OnlinePlay.Lounge;
using osu.Game.Users;
namespace osu.Game.Screens.OnlinePlay
{
[Cached]
public abstract partial class OnlinePlayScreen : OsuScreen, IHasSubScreenStack
{
[Cached]
protected readonly OverlayColourProvider ColourProvider = new OverlayColourProvider(OverlayColourScheme.Plum);
public IScreen CurrentSubScreen => screenStack.CurrentScreen;
public override bool CursorVisible => (screenStack?.CurrentScreen as IOnlinePlaySubScreen)?.CursorVisible ?? true;
// this is required due to PlayerLoader eventually being pushed to the main stack
// while leases may be taken out by a subscreen.
public override bool DisallowExternalBeatmapRulesetChanges => true;
protected LoungeSubScreen Lounge { get; private set; }
private OnlinePlayScreenWaveContainer waves;
private ScreenStack screenStack;
[Cached(Type = typeof(IRoomManager))]
protected RoomManager RoomManager { get; private set; }
[Cached]
private readonly OngoingOperationTracker ongoingOperationTracker = new OngoingOperationTracker();
[Resolved]
protected IAPIProvider API { get; private set; }
protected OnlinePlayScreen()
{
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
RelativeSizeAxes = Axes.Both;
Padding = new MarginPadding { Horizontal = -HORIZONTAL_OVERFLOW_PADDING };
RoomManager = CreateRoomManager();
}
private readonly IBindable<APIState> apiState = new Bindable<APIState>();
[BackgroundDependencyLoader]
private void load()
{
InternalChild = waves = new OnlinePlayScreenWaveContainer
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
screenStack = new OnlinePlaySubScreenStack { RelativeSizeAxes = Axes.Both },
new Header(ScreenTitle, screenStack),
RoomManager,
ongoingOperationTracker,
}
};
}
private void onlineStateChanged(ValueChangedEvent<APIState> state) => Schedule(() =>
{
if (state.NewValue != APIState.Online)
Schedule(forcefullyExit);
});
protected override void LoadComplete()
{
base.LoadComplete();
screenStack.ScreenPushed += screenPushed;
screenStack.ScreenExited += screenExited;
screenStack.Push(Lounge = CreateLounge());
apiState.BindTo(API.State);
apiState.BindValueChanged(onlineStateChanged, true);
}
private void forcefullyExit()
{
Logger.Log($"{this} forcefully exiting due to loss of API connection");
// This is temporary since we don't currently have a way to force screens to be exited
// See also: `DailyChallenge.forcefullyExit()`
if (this.IsCurrentScreen())
{
while (this.IsCurrentScreen())
this.Exit();
}
// Also handle the case where a child screen is current (ie. gameplay).
else if (this.GetChildScreen() != null)
{
this.MakeCurrent();
Schedule(forcefullyExit);
}
}
public override void OnEntering(ScreenTransitionEvent e)
{
this.FadeIn();
waves.Show();
Mods.SetDefault();
if (Lounge.IsCurrentScreen())
Lounge.OnEntering(e);
else
Lounge.MakeCurrent();
}
public override void OnResuming(ScreenTransitionEvent e)
{
this.FadeIn(250);
this.ScaleTo(1, 250, Easing.OutSine);
Debug.Assert(screenStack.CurrentScreen != null);
// if a subscreen was pushed to the nested stack while the stack was not present, this path will proxy `OnResuming()`
// to the subscreen before `OnEntering()` can even be called for the subscreen, breaking ordering expectations.
// to work around this, do not proxy resume to screens that haven't loaded yet.
if ((screenStack.CurrentScreen as Drawable)?.IsLoaded == true)
screenStack.CurrentScreen.OnResuming(e);
base.OnResuming(e);
}
public override void OnSuspending(ScreenTransitionEvent e)
{
this.ScaleTo(1.1f, 250, Easing.InSine);
this.FadeOut(250);
Debug.Assert(screenStack.CurrentScreen != null);
// if a subscreen was pushed to the nested stack while the stack was not present, this path will proxy `OnSuspending()`
// to the subscreen before `OnEntering()` can even be called for the subscreen, breaking ordering expectations.
// to work around this, do not proxy suspend to screens that haven't loaded yet.
if ((screenStack.CurrentScreen as Drawable)?.IsLoaded == true)
screenStack.CurrentScreen.OnSuspending(e);
}
public override bool OnExiting(ScreenExitEvent e)
{
while (screenStack.CurrentScreen != null && screenStack.CurrentScreen is not LoungeSubScreen)
{
var subScreen = (Screen)screenStack.CurrentScreen;
if (subScreen.IsLoaded && subScreen.OnExiting(e))
return true;
subScreen.Exit();
}
RoomManager.PartRoom();
waves.Hide();
this.Delay(WaveContainer.DISAPPEAR_DURATION).FadeOut();
base.OnExiting(e);
return false;
}
public override bool OnBackButton()
{
if (!(screenStack.CurrentScreen is IOnlinePlaySubScreen onlineSubScreen))
return false;
if (((Drawable)onlineSubScreen).IsLoaded && onlineSubScreen.AllowBackButton && onlineSubScreen.OnBackButton())
return true;
if (screenStack.CurrentScreen != null && !(screenStack.CurrentScreen is LoungeSubScreen))
{
screenStack.Exit();
return true;
}
return false;
}
protected override void LogoExiting(OsuLogo logo)
{
base.LogoExiting(logo);
// the wave overlay transition takes longer than expected to run.
logo.Delay(WaveContainer.DISAPPEAR_DURATION / 2).FadeOut();
}
private void screenPushed(IScreen lastScreen, IScreen newScreen)
{
subScreenChanged(lastScreen, newScreen);
}
private void screenExited(IScreen lastScreen, IScreen newScreen)
{
subScreenChanged(lastScreen, newScreen);
if (screenStack.CurrentScreen == null && this.IsCurrentScreen())
this.Exit();
}
private void subScreenChanged(IScreen lastScreen, IScreen newScreen)
{
if (lastScreen is IOsuScreen lastOsuScreen)
Activity.UnbindFrom(lastOsuScreen.Activity);
if (newScreen is IOsuScreen newOsuScreen)
((IBindable<UserActivity>)Activity).BindTo(newOsuScreen.Activity);
}
protected abstract string ScreenTitle { get; }
protected virtual RoomManager CreateRoomManager() => new RoomManager();
protected abstract LoungeSubScreen CreateLounge();
ScreenStack IHasSubScreenStack.SubScreenStack => screenStack;
}
}