1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-12 06:47:25 +08:00
osu-lazer/osu.Game/Screens/Multi/RealtimeMultiplayer/RealtimeRoomManager.cs

134 lines
4.9 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;
using System.Diagnostics;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Logging;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.RealtimeMultiplayer;
using osu.Game.Screens.Multi.Components;
namespace osu.Game.Screens.Multi.RealtimeMultiplayer
{
public class RealtimeRoomManager : RoomManager
{
[Resolved]
private StatefulMultiplayerClient multiplayerClient { get; set; }
public readonly Bindable<double> TimeBetweenListingPolls = new Bindable<double>();
public readonly Bindable<double> TimeBetweenSelectionPolls = new Bindable<double>();
private readonly IBindable<bool> isConnected = new Bindable<bool>();
private readonly Bindable<bool> allowPolling = new Bindable<bool>();
private ListingPollingComponent listingPollingComponent;
protected override void LoadComplete()
{
base.LoadComplete();
isConnected.BindTo(multiplayerClient.IsConnected);
isConnected.BindValueChanged(_ => Schedule(updatePolling), true);
updatePolling();
}
public override void CreateRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
=> base.CreateRoom(room, r => joinMultiplayerRoom(r, onSuccess), onError);
public override void JoinRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
=> base.JoinRoom(room, r => joinMultiplayerRoom(r, onSuccess), onError);
public override void PartRoom()
{
if (JoinedRoom == null)
return;
var joinedRoom = JoinedRoom;
base.PartRoom();
multiplayerClient.LeaveRoom().Wait();
// Todo: This is not the way to do this. Basically when we're the only participant and the room closes, there's no way to know if this is actually the case.
RemoveRoom(joinedRoom);
// This is delayed one frame because upon exiting the match subscreen, multiplayer updates the polling rate and messes with polling.
Schedule(() => listingPollingComponent.PollImmediately());
}
private void joinMultiplayerRoom(Room room, Action<Room> onSuccess = null)
{
Debug.Assert(room.RoomID.Value != null);
var joinTask = multiplayerClient.JoinRoom(room);
joinTask.ContinueWith(_ => onSuccess?.Invoke(room), TaskContinuationOptions.OnlyOnRanToCompletion);
joinTask.ContinueWith(t =>
{
PartRoom();
if (t.Exception != null)
Logger.Error(t.Exception, "Failed to join multiplayer room.");
}, TaskContinuationOptions.NotOnRanToCompletion);
}
private void updatePolling()
{
if (!isConnected.Value)
ClearRooms();
// Don't poll when not connected or when a room has been joined.
allowPolling.Value = isConnected.Value && JoinedRoom == null;
}
protected override RoomPollingComponent[] CreatePollingComponents() => new RoomPollingComponent[]
{
listingPollingComponent = new RealtimeListingPollingComponent
{
TimeBetweenPolls = { BindTarget = TimeBetweenListingPolls },
AllowPolling = { BindTarget = allowPolling }
},
new RealtimeSelectionPollingComponent
{
TimeBetweenPolls = { BindTarget = TimeBetweenSelectionPolls },
AllowPolling = { BindTarget = allowPolling }
}
};
private class RealtimeListingPollingComponent : ListingPollingComponent
{
public readonly IBindable<bool> AllowPolling = new Bindable<bool>();
protected override void LoadComplete()
{
base.LoadComplete();
AllowPolling.BindValueChanged(_ =>
{
if (IsLoaded)
PollImmediately();
});
}
protected override Task Poll() => !AllowPolling.Value ? Task.CompletedTask : base.Poll();
}
private class RealtimeSelectionPollingComponent : SelectionPollingComponent
{
public readonly IBindable<bool> AllowPolling = new Bindable<bool>();
protected override void LoadComplete()
{
base.LoadComplete();
AllowPolling.BindValueChanged(_ =>
{
if (IsLoaded)
PollImmediately();
});
}
protected override Task Poll() => !AllowPolling.Value ? Task.CompletedTask : base.Poll();
}
}
}