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63 lines
2.2 KiB
C#
63 lines
2.2 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 Humanizer.Localisation;
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using osu.Framework.Allocation;
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using osu.Framework.Threading;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Utils;
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namespace osu.Game.Online.Multiplayer
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{
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public partial class ServerShutdownNotification : SimpleNotification
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{
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private readonly DateTimeOffset endDate;
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private ScheduledDelegate? updateDelegate;
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public ServerShutdownNotification(TimeSpan duration)
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{
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endDate = DateTimeOffset.UtcNow + duration;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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updateTime();
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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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updateDelegate = Scheduler.Add(updateTimeWithReschedule);
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}
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private void updateTimeWithReschedule()
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{
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updateTime();
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// The remaining time on a countdown may be at a fractional portion between two seconds.
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// We want to align certain audio/visual cues to the point at which integer seconds change.
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// To do so, we schedule to the next whole second. Note that scheduler invocation isn't
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// guaranteed to be accurate, so this may still occur slightly late, but even in such a case
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// the next invocation will be roughly correct.
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double timeToNextSecond = endDate.Subtract(DateTimeOffset.UtcNow).TotalMilliseconds % 1000;
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updateDelegate = Scheduler.AddDelayed(updateTimeWithReschedule, timeToNextSecond);
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}
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private void updateTime()
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{
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TimeSpan remaining = endDate.Subtract(DateTimeOffset.Now);
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if (remaining.TotalSeconds <= 5)
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{
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updateDelegate?.Cancel();
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Text = "The multiplayer server will be right back...";
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}
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else
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Text = $"The multiplayer server is restarting in {HumanizerUtils.Humanize(remaining, precision: 3, minUnit: TimeUnit.Second)}.";
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}
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}
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}
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