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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/Multiplayer.cs
2021-12-24 14:23:09 +09:00

75 lines
2.4 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.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Screens;
using osu.Game.Online.Multiplayer;
using osu.Game.Screens.OnlinePlay.Components;
using osu.Game.Screens.OnlinePlay.Lounge;
namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
public class Multiplayer : OnlinePlayScreen
{
[Resolved]
private MultiplayerClient client { get; set; }
protected override void LoadComplete()
{
base.LoadComplete();
client.RoomUpdated += onRoomUpdated;
onRoomUpdated();
}
private void onRoomUpdated()
{
if (client.Room == null)
return;
Debug.Assert(client.LocalUser != null);
// If the user exits gameplay before score submission completes, we'll transition to idle when results has been prepared.
if (client.LocalUser.State == MultiplayerUserState.Results && this.IsCurrentScreen())
transitionFromResults();
}
public override void OnResuming(IScreen last)
{
base.OnResuming(last);
if (client.Room == null)
return;
if (!(last is MultiplayerPlayerLoader playerLoader))
return;
// If gameplay wasn't finished, then we have a simple path back to the idle state by aborting gameplay.
if (!playerLoader.GameplayCompleted)
{
client.AbortGameplay();
return;
}
// If gameplay was completed and the user went all the way to results, we'll transition to idle here.
// Otherwise, the transition will happen in onRoomUpdated().
transitionFromResults();
}
private void transitionFromResults()
{
Debug.Assert(client.LocalUser != null);
if (client.LocalUser.State == MultiplayerUserState.Results)
client.ChangeState(MultiplayerUserState.Idle);
}
protected override string ScreenTitle => "Multiplayer";
protected override RoomManager CreateRoomManager() => new MultiplayerRoomManager();
protected override LoungeSubScreen CreateLounge() => new MultiplayerLoungeSubScreen();
}
}