mirror of
https://github.com/ppy/osu.git
synced 2024-11-17 16:42:53 +08:00
184 lines
6.5 KiB
C#
184 lines
6.5 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.
|
|
|
|
#nullable enable
|
|
|
|
using System;
|
|
using System.Diagnostics;
|
|
using System.Threading;
|
|
using System.Threading.Tasks;
|
|
using Microsoft.AspNetCore.SignalR.Client;
|
|
using Microsoft.Extensions.DependencyInjection;
|
|
using Newtonsoft.Json;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Logging;
|
|
using osu.Game.Online.API;
|
|
|
|
namespace osu.Game.Online.Multiplayer
|
|
{
|
|
public class MultiplayerClient : StatefulMultiplayerClient
|
|
{
|
|
public override IBindable<bool> IsConnected => isConnected;
|
|
|
|
private readonly Bindable<bool> isConnected = new Bindable<bool>();
|
|
private readonly IBindable<APIState> apiState = new Bindable<APIState>();
|
|
|
|
[Resolved]
|
|
private IAPIProvider api { get; set; } = null!;
|
|
|
|
private HubConnection? connection;
|
|
|
|
private readonly string endpoint;
|
|
|
|
public MultiplayerClient(EndpointConfiguration endpoints)
|
|
{
|
|
endpoint = endpoints.MultiplayerEndpointUrl;
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load()
|
|
{
|
|
apiState.BindTo(api.State);
|
|
apiState.BindValueChanged(apiStateChanged, true);
|
|
}
|
|
|
|
private void apiStateChanged(ValueChangedEvent<APIState> state)
|
|
{
|
|
switch (state.NewValue)
|
|
{
|
|
case APIState.Failing:
|
|
case APIState.Offline:
|
|
connection?.StopAsync();
|
|
connection = null;
|
|
break;
|
|
|
|
case APIState.Online:
|
|
Task.Run(Connect);
|
|
break;
|
|
}
|
|
}
|
|
|
|
protected virtual async Task Connect()
|
|
{
|
|
if (connection != null)
|
|
return;
|
|
|
|
connection = new HubConnectionBuilder()
|
|
.WithUrl(endpoint, options =>
|
|
{
|
|
options.Headers.Add("Authorization", $"Bearer {api.AccessToken}");
|
|
})
|
|
.AddNewtonsoftJsonProtocol(options => { options.PayloadSerializerSettings.ReferenceLoopHandling = ReferenceLoopHandling.Ignore; })
|
|
.Build();
|
|
|
|
// this is kind of SILLY
|
|
// https://github.com/dotnet/aspnetcore/issues/15198
|
|
connection.On<MultiplayerRoomState>(nameof(IMultiplayerClient.RoomStateChanged), ((IMultiplayerClient)this).RoomStateChanged);
|
|
connection.On<MultiplayerRoomUser>(nameof(IMultiplayerClient.UserJoined), ((IMultiplayerClient)this).UserJoined);
|
|
connection.On<MultiplayerRoomUser>(nameof(IMultiplayerClient.UserLeft), ((IMultiplayerClient)this).UserLeft);
|
|
connection.On<int>(nameof(IMultiplayerClient.HostChanged), ((IMultiplayerClient)this).HostChanged);
|
|
connection.On<MultiplayerRoomSettings>(nameof(IMultiplayerClient.SettingsChanged), ((IMultiplayerClient)this).SettingsChanged);
|
|
connection.On<int, MultiplayerUserState>(nameof(IMultiplayerClient.UserStateChanged), ((IMultiplayerClient)this).UserStateChanged);
|
|
connection.On(nameof(IMultiplayerClient.LoadRequested), ((IMultiplayerClient)this).LoadRequested);
|
|
connection.On(nameof(IMultiplayerClient.MatchStarted), ((IMultiplayerClient)this).MatchStarted);
|
|
connection.On(nameof(IMultiplayerClient.ResultsReady), ((IMultiplayerClient)this).ResultsReady);
|
|
|
|
connection.Closed += async ex =>
|
|
{
|
|
isConnected.Value = false;
|
|
|
|
if (ex != null)
|
|
{
|
|
Logger.Log($"Multiplayer client lost connection: {ex}", LoggingTarget.Network);
|
|
await tryUntilConnected();
|
|
}
|
|
};
|
|
|
|
await tryUntilConnected();
|
|
|
|
async Task tryUntilConnected()
|
|
{
|
|
Logger.Log("Multiplayer client connecting...", LoggingTarget.Network);
|
|
|
|
while (api.State.Value == APIState.Online)
|
|
{
|
|
try
|
|
{
|
|
Debug.Assert(connection != null);
|
|
|
|
// reconnect on any failure
|
|
await connection.StartAsync();
|
|
Logger.Log("Multiplayer client connected!", LoggingTarget.Network);
|
|
|
|
// Success.
|
|
isConnected.Value = true;
|
|
break;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Logger.Log($"Multiplayer client connection error: {e}", LoggingTarget.Network);
|
|
await Task.Delay(5000);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
protected override Task<MultiplayerRoom> JoinRoom(long roomId)
|
|
{
|
|
if (!isConnected.Value)
|
|
return Task.FromCanceled<MultiplayerRoom>(new CancellationToken(true));
|
|
|
|
return connection.InvokeAsync<MultiplayerRoom>(nameof(IMultiplayerServer.JoinRoom), roomId);
|
|
}
|
|
|
|
public override async Task LeaveRoom()
|
|
{
|
|
if (!isConnected.Value)
|
|
{
|
|
// even if not connected, make sure the local room state can be cleaned up.
|
|
await base.LeaveRoom();
|
|
return;
|
|
}
|
|
|
|
if (Room == null)
|
|
return;
|
|
|
|
await base.LeaveRoom();
|
|
await connection.InvokeAsync(nameof(IMultiplayerServer.LeaveRoom));
|
|
}
|
|
|
|
public override Task TransferHost(int userId)
|
|
{
|
|
if (!isConnected.Value)
|
|
return Task.CompletedTask;
|
|
|
|
return connection.InvokeAsync(nameof(IMultiplayerServer.TransferHost), userId);
|
|
}
|
|
|
|
public override Task ChangeSettings(MultiplayerRoomSettings settings)
|
|
{
|
|
if (!isConnected.Value)
|
|
return Task.CompletedTask;
|
|
|
|
return connection.InvokeAsync(nameof(IMultiplayerServer.ChangeSettings), settings);
|
|
}
|
|
|
|
public override Task ChangeState(MultiplayerUserState newState)
|
|
{
|
|
if (!isConnected.Value)
|
|
return Task.CompletedTask;
|
|
|
|
return connection.InvokeAsync(nameof(IMultiplayerServer.ChangeState), newState);
|
|
}
|
|
|
|
public override Task StartMatch()
|
|
{
|
|
if (!isConnected.Value)
|
|
return Task.CompletedTask;
|
|
|
|
return connection.InvokeAsync(nameof(IMultiplayerServer.StartMatch));
|
|
}
|
|
}
|
|
}
|