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b29e535ca5
At this point its primary usage is the daily challenge event feed, but the leaderboard will be using this too shortly. Because the playlists results screen that exists in `master` is hard-coupled to showing the *local user's* best result on a given playlist by way of hard-coupling itself to the relevant API request, allowing show of *arbitrary* score by ID requires a whole bunch of subclassery as things stand. Oh well. Class naming is... best effort, due to the above.
260 lines
10 KiB
C#
260 lines
10 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 System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.API;
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using osu.Game.Online.Rooms;
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using osu.Game.Rulesets;
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using osu.Game.Scoring;
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using osu.Game.Screens.Ranking;
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namespace osu.Game.Screens.OnlinePlay.Playlists
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{
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public abstract partial class PlaylistItemResultsScreen : ResultsScreen
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{
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protected readonly long RoomId;
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protected readonly PlaylistItem PlaylistItem;
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protected LoadingSpinner LeftSpinner { get; private set; } = null!;
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protected LoadingSpinner CentreSpinner { get; private set; } = null!;
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protected LoadingSpinner RightSpinner { get; private set; } = null!;
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private MultiplayerScores? higherScores;
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private MultiplayerScores? lowerScores;
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[Resolved]
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protected IAPIProvider API { get; private set; } = null!;
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[Resolved]
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protected ScoreManager ScoreManager { get; private set; } = null!;
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[Resolved]
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protected RulesetStore Rulesets { get; private set; } = null!;
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protected PlaylistItemResultsScreen(ScoreInfo? score, long roomId, PlaylistItem playlistItem)
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: base(score)
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{
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RoomId = roomId;
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PlaylistItem = playlistItem;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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AddInternal(new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Bottom = TwoLayerButton.SIZE_EXTENDED.Y },
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Children = new Drawable[]
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{
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LeftSpinner = new PanelListLoadingSpinner(ScorePanelList)
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.Centre,
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},
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CentreSpinner = new PanelListLoadingSpinner(ScorePanelList)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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State = { Value = Score == null ? Visibility.Visible : Visibility.Hidden },
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},
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RightSpinner = new PanelListLoadingSpinner(ScorePanelList)
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{
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Anchor = Anchor.CentreRight,
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Origin = Anchor.Centre,
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},
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}
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});
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}
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protected abstract APIRequest<MultiplayerScore> CreateScoreRequest();
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protected sealed override APIRequest FetchScores(Action<IEnumerable<ScoreInfo>> scoresCallback)
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{
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// This performs two requests:
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// 1. A request to show the relevant score (and scores around).
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// 2. If that fails, a request to index the room starting from the highest score.
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var userScoreReq = CreateScoreRequest();
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userScoreReq.Success += userScore =>
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{
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var allScores = new List<MultiplayerScore> { userScore };
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// Other scores could have arrived between score submission and entering the results screen. Ensure the local player score position is up to date.
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if (Score != null)
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{
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Score.Position = userScore.Position;
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ScorePanelList.GetPanelForScore(Score).ScorePosition.Value = userScore.Position;
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}
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if (userScore.ScoresAround?.Higher != null)
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{
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allScores.AddRange(userScore.ScoresAround.Higher.Scores);
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higherScores = userScore.ScoresAround.Higher;
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Debug.Assert(userScore.Position != null);
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setPositions(higherScores, userScore.Position.Value, -1);
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}
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if (userScore.ScoresAround?.Lower != null)
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{
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allScores.AddRange(userScore.ScoresAround.Lower.Scores);
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lowerScores = userScore.ScoresAround.Lower;
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Debug.Assert(userScore.Position != null);
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setPositions(lowerScores, userScore.Position.Value, 1);
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}
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Schedule(() => PerformSuccessCallback(scoresCallback, allScores));
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hideLoadingSpinners();
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};
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// On failure, fallback to a normal index.
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userScoreReq.Failure += _ => API.Queue(createIndexRequest(scoresCallback));
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return userScoreReq;
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}
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protected override APIRequest? FetchNextPage(int direction, Action<IEnumerable<ScoreInfo>> scoresCallback)
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{
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Debug.Assert(direction == 1 || direction == -1);
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MultiplayerScores? pivot = direction == -1 ? higherScores : lowerScores;
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if (pivot?.Cursor == null)
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return null;
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if (pivot == higherScores)
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LeftSpinner.Show();
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else
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RightSpinner.Show();
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return createIndexRequest(scoresCallback, pivot);
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}
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/// <summary>
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/// Creates a <see cref="IndexPlaylistScoresRequest"/> with an optional score pivot.
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/// </summary>
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/// <remarks>Does not queue the request.</remarks>
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/// <param name="scoresCallback">The callback to perform with the resulting scores.</param>
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/// <param name="pivot">An optional score pivot to retrieve scores around. Can be null to retrieve scores from the highest score.</param>
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/// <returns>The indexing <see cref="APIRequest"/>.</returns>
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private APIRequest createIndexRequest(Action<IEnumerable<ScoreInfo>> scoresCallback, MultiplayerScores? pivot = null)
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{
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var indexReq = pivot != null
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? new IndexPlaylistScoresRequest(RoomId, PlaylistItem.ID, pivot.Cursor, pivot.Params)
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: new IndexPlaylistScoresRequest(RoomId, PlaylistItem.ID);
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indexReq.Success += r =>
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{
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if (pivot == lowerScores)
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{
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lowerScores = r;
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setPositions(r, pivot, 1);
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}
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else
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{
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higherScores = r;
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setPositions(r, pivot, -1);
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}
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Schedule(() =>
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{
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PerformSuccessCallback(scoresCallback, r.Scores, r);
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hideLoadingSpinners(pivot);
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});
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};
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indexReq.Failure += _ => hideLoadingSpinners(pivot);
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return indexReq;
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}
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/// <summary>
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/// Transforms returned <see cref="MultiplayerScores"/> into <see cref="ScoreInfo"/>s, ensure the <see cref="ScorePanelList"/> is put into a sane state, and invokes a given success callback.
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/// </summary>
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/// <param name="callback">The callback to invoke with the final <see cref="ScoreInfo"/>s.</param>
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/// <param name="scores">The <see cref="MultiplayerScore"/>s that were retrieved from <see cref="APIRequest"/>s.</param>
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/// <param name="pivot">An optional pivot around which the scores were retrieved.</param>
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protected virtual ScoreInfo[] PerformSuccessCallback(Action<IEnumerable<ScoreInfo>> callback, List<MultiplayerScore> scores, MultiplayerScores? pivot = null)
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{
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var scoreInfos = scores.Select(s => s.CreateScoreInfo(ScoreManager, Rulesets, PlaylistItem, Beatmap.Value.BeatmapInfo)).OrderByTotalScore().ToArray();
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// Invoke callback to add the scores.
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callback.Invoke(scoreInfos);
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return scoreInfos;
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}
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private void hideLoadingSpinners(MultiplayerScores? pivot = null)
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{
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CentreSpinner.Hide();
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if (pivot == lowerScores)
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RightSpinner.Hide();
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else if (pivot == higherScores)
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LeftSpinner.Hide();
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}
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/// <summary>
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/// Applies positions to all <see cref="MultiplayerScore"/>s referenced to a given pivot.
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/// </summary>
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/// <param name="scores">The <see cref="MultiplayerScores"/> to set positions on.</param>
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/// <param name="pivot">The pivot.</param>
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/// <param name="increment">The amount to increment the pivot position by for each <see cref="MultiplayerScore"/> in <paramref name="scores"/>.</param>
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private void setPositions(MultiplayerScores scores, MultiplayerScores? pivot, int increment)
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=> setPositions(scores, pivot?.Scores[^1].Position ?? 0, increment);
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/// <summary>
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/// Applies positions to all <see cref="MultiplayerScore"/>s referenced to a given pivot.
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/// </summary>
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/// <param name="scores">The <see cref="MultiplayerScores"/> to set positions on.</param>
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/// <param name="pivotPosition">The pivot position.</param>
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/// <param name="increment">The amount to increment the pivot position by for each <see cref="MultiplayerScore"/> in <paramref name="scores"/>.</param>
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private void setPositions(MultiplayerScores scores, int pivotPosition, int increment)
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{
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foreach (var s in scores.Scores)
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{
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pivotPosition += increment;
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s.Position = pivotPosition;
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}
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}
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private partial class PanelListLoadingSpinner : LoadingSpinner
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{
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private readonly ScorePanelList list;
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/// <summary>
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/// Creates a new <see cref="PanelListLoadingSpinner"/>.
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/// </summary>
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/// <param name="list">The list to track.</param>
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/// <param name="withBox">Whether the spinner should have a surrounding black box for visibility.</param>
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public PanelListLoadingSpinner(ScorePanelList list, bool withBox = true)
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: base(withBox)
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{
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this.list = list;
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}
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protected override void Update()
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{
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base.Update();
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float panelOffset = list.DrawWidth / 2 - ScorePanel.EXPANDED_WIDTH;
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if ((Anchor & Anchor.x0) > 0)
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X = (float)(panelOffset - list.Current);
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else if ((Anchor & Anchor.x2) > 0)
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X = (float)(list.ScrollableExtent - list.Current - panelOffset);
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}
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}
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}
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}
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