1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-21 07:53:38 +08:00
osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerRoomManager.cs
2022-06-17 16:37:17 +09:00

76 lines
2.8 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.
#nullable disable
using System;
using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Extensions.ExceptionExtensions;
using osu.Framework.Logging;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osu.Game.Online.Rooms.RoomStatuses;
using osu.Game.Screens.OnlinePlay.Components;
namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
public class MultiplayerRoomManager : RoomManager
{
[Resolved]
private MultiplayerClient multiplayerClient { get; set; }
public override void CreateRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
=> base.CreateRoom(room, r => joinMultiplayerRoom(r, r.Password.Value, onSuccess, onError), onError);
public override void JoinRoom(Room room, string password = null, Action<Room> onSuccess = null, Action<string> onError = null)
{
if (!multiplayerClient.IsConnected.Value)
{
onError?.Invoke("Not currently connected to the multiplayer server.");
return;
}
// this is done here as a pre-check to avoid clicking on already closed rooms in the lounge from triggering a server join.
// should probably be done at a higher level, but due to the current structure of things this is the easiest place for now.
if (room.Status.Value is RoomStatusEnded)
{
onError?.Invoke("Cannot join an ended room.");
return;
}
base.JoinRoom(room, password, r => joinMultiplayerRoom(r, password, onSuccess, onError), onError);
}
public override void PartRoom()
{
if (JoinedRoom.Value == null)
return;
base.PartRoom();
multiplayerClient.LeaveRoom();
}
private void joinMultiplayerRoom(Room room, string password, Action<Room> onSuccess = null, Action<string> onError = null)
{
Debug.Assert(room.RoomID.Value != null);
multiplayerClient.JoinRoom(room, password).ContinueWith(t =>
{
if (t.IsCompletedSuccessfully)
Schedule(() => onSuccess?.Invoke(room));
else if (t.IsFaulted)
{
const string message = "Failed to join multiplayer room.";
if (t.Exception != null)
Logger.Error(t.Exception, message);
PartRoom();
Schedule(() => onError?.Invoke(t.Exception?.AsSingular().Message ?? message));
}
});
}
}
}