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264 lines
9.1 KiB
C#
264 lines
9.1 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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#nullable disable
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using System;
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using System.Diagnostics;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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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.Framework.Threading;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Multiplayer.Countdown;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Dialog;
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using osuTK;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
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{
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public partial class MatchStartControl : MultiplayerRoomComposite
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{
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[Resolved]
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private OngoingOperationTracker ongoingOperationTracker { get; set; }
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[CanBeNull]
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private IDisposable clickOperation;
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[Resolved(canBeNull: true)]
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private IDialogOverlay dialogOverlay { get; set; }
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private Sample sampleReady;
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private Sample sampleReadyAll;
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private Sample sampleUnready;
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private readonly MultiplayerReadyButton readyButton;
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private readonly MultiplayerCountdownButton countdownButton;
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private int countReady;
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private ScheduledDelegate readySampleDelegate;
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private IBindable<bool> operationInProgress;
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public MatchStartControl()
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{
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InternalChild = new GridContainer
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{
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RelativeSizeAxes = Axes.Both,
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ColumnDimensions = new[]
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{
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new Dimension(),
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new Dimension(GridSizeMode.AutoSize)
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},
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Content = new[]
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{
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new Drawable[]
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{
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readyButton = new MultiplayerReadyButton
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{
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RelativeSizeAxes = Axes.Both,
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Size = Vector2.One,
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Action = onReadyButtonClick,
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},
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countdownButton = new MultiplayerCountdownButton
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{
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RelativeSizeAxes = Axes.Y,
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Size = new Vector2(40, 1),
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Alpha = 0,
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Action = startCountdown,
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CancelAction = cancelCountdown
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}
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}
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}
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};
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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operationInProgress = ongoingOperationTracker.InProgress.GetBoundCopy();
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operationInProgress.BindValueChanged(_ => updateState());
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sampleReady = audio.Samples.Get(@"Multiplayer/player-ready");
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sampleReadyAll = audio.Samples.Get(@"Multiplayer/player-ready-all");
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sampleUnready = audio.Samples.Get(@"Multiplayer/player-unready");
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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CurrentPlaylistItem.BindValueChanged(_ => updateState());
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}
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protected override void OnRoomUpdated()
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{
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base.OnRoomUpdated();
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updateState();
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}
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protected override void OnRoomLoadRequested()
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{
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base.OnRoomLoadRequested();
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endOperation();
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}
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private void onReadyButtonClick()
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{
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if (Room == null)
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return;
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Debug.Assert(clickOperation == null);
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clickOperation = ongoingOperationTracker.BeginOperation();
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if (Client.IsHost)
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{
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if (Room.State == MultiplayerRoomState.Open)
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{
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if (isReady() && !Room.ActiveCountdowns.Any(c => c is MatchStartCountdown))
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startMatch();
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else
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toggleReady();
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}
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else
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{
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if (dialogOverlay == null)
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abortMatch();
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else
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dialogOverlay.Push(new ConfirmAbortDialog(abortMatch, endOperation));
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}
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}
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else if (Room.State != MultiplayerRoomState.Closed)
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toggleReady();
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bool isReady() => Client.LocalUser?.State == MultiplayerUserState.Ready || Client.LocalUser?.State == MultiplayerUserState.Spectating;
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void toggleReady() => Client.ToggleReady().FireAndForget(
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onSuccess: endOperation,
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onError: _ => endOperation());
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void startMatch() => Client.StartMatch().FireAndForget(onSuccess: () =>
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{
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// gameplay is starting, the button will be unblocked on load requested.
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}, onError: _ =>
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{
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// gameplay was not started due to an exception; unblock button.
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endOperation();
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});
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void abortMatch() => Client.AbortMatch().FireAndForget(endOperation, _ => endOperation());
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}
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private void startCountdown(TimeSpan duration)
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{
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Debug.Assert(clickOperation == null);
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clickOperation = ongoingOperationTracker.BeginOperation();
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Client.SendMatchRequest(new StartMatchCountdownRequest { Duration = duration }).ContinueWith(_ => endOperation());
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}
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private void cancelCountdown()
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{
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if (Client.Room == null)
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return;
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Debug.Assert(clickOperation == null);
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clickOperation = ongoingOperationTracker.BeginOperation();
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MultiplayerCountdown countdown = Client.Room.ActiveCountdowns.Single(c => c is MatchStartCountdown);
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Client.SendMatchRequest(new StopCountdownRequest(countdown.ID)).ContinueWith(_ => endOperation());
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}
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private void endOperation()
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{
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clickOperation?.Dispose();
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clickOperation = null;
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}
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private void updateState()
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{
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if (Room == null)
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{
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readyButton.Enabled.Value = false;
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countdownButton.Enabled.Value = false;
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return;
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}
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var localUser = Client.LocalUser;
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int newCountReady = Room.Users.Count(u => u.State == MultiplayerUserState.Ready);
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int newCountTotal = Room.Users.Count(u => u.State != MultiplayerUserState.Spectating);
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if (!Client.IsHost || Room.Settings.AutoStartEnabled)
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countdownButton.Hide();
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else
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{
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switch (localUser?.State)
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{
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default:
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countdownButton.Hide();
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break;
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case MultiplayerUserState.Idle:
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case MultiplayerUserState.Spectating:
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case MultiplayerUserState.Ready:
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countdownButton.Show();
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break;
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}
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}
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readyButton.Enabled.Value = countdownButton.Enabled.Value =
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Room.State != MultiplayerRoomState.Closed
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&& CurrentPlaylistItem.Value?.ID == Room.Settings.PlaylistItemId
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&& !Room.Playlist.Single(i => i.ID == Room.Settings.PlaylistItemId).Expired
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&& !operationInProgress.Value;
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// When the local user is the host and spectating the match, the ready button should be enabled only if any users are ready.
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if (localUser?.State == MultiplayerUserState.Spectating)
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readyButton.Enabled.Value &= Client.IsHost && newCountReady > 0 && !Room.ActiveCountdowns.Any(c => c is MatchStartCountdown);
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// When the local user is not the host, the button should only be enabled when no match is in progress.
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if (!Client.IsHost)
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readyButton.Enabled.Value &= Room.State == MultiplayerRoomState.Open;
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// At all times, the countdown button should only be enabled when no match is in progress.
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countdownButton.Enabled.Value &= Room.State == MultiplayerRoomState.Open;
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if (newCountReady == countReady)
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return;
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readySampleDelegate?.Cancel();
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readySampleDelegate = Schedule(() =>
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{
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if (newCountReady > countReady)
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{
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if (newCountReady == newCountTotal)
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sampleReadyAll?.Play();
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else
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sampleReady?.Play();
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}
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else if (newCountReady < countReady)
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{
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sampleUnready?.Play();
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}
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countReady = newCountReady;
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});
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}
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public partial class ConfirmAbortDialog : DangerousActionDialog
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{
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public ConfirmAbortDialog(Action abortMatch, Action cancel)
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{
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HeaderText = "Are you sure you want to abort the match?";
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DangerousAction = abortMatch;
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CancelAction = cancel;
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}
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}
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}
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}
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