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Finishing an operation started via `OngoingOperationTracker.BeginOperation()` was risky in cases where the operation ended at a callback on another thread (which, in the case of multiplayer, is *most* cases). In particular, if any consumer registered a callback that mutates transforms when the operation ends, it would result in crashes after the framework-side safety checks. Rework `OngoingOperationTracker` into an always-present component residing in the drawable hierarchy, and ensure that the `operationInProgress` bindable is always updated on the update thread. This way consumers don't have to add local schedules in multiple places.
45 lines
1.5 KiB
C#
45 lines
1.5 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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Screens.OnlinePlay;
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using osu.Game.Screens.OnlinePlay.Lounge.Components;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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public class TestMultiplayerRoomContainer : Container
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{
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protected override Container<Drawable> Content => content;
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private readonly Container content;
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[Cached(typeof(StatefulMultiplayerClient))]
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public readonly TestMultiplayerClient Client;
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[Cached(typeof(IRoomManager))]
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public readonly TestMultiplayerRoomManager RoomManager;
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[Cached]
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public readonly Bindable<FilterCriteria> Filter = new Bindable<FilterCriteria>(new FilterCriteria());
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[Cached]
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public readonly OngoingOperationTracker OngoingOperationTracker;
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public TestMultiplayerRoomContainer()
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{
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RelativeSizeAxes = Axes.Both;
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AddRangeInternal(new Drawable[]
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{
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Client = new TestMultiplayerClient(),
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RoomManager = new TestMultiplayerRoomManager(),
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OngoingOperationTracker = new OngoingOperationTracker(),
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content = new Container { RelativeSizeAxes = Axes.Both }
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});
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}
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}
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}
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