1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 17:07:38 +08:00
osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerMatchSongSelect.cs
2022-03-20 13:12:24 +03:00

125 lines
4.8 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.
using System;
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
using Microsoft.AspNetCore.SignalR;
using osu.Framework.Allocation;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.Select;
namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
public class MultiplayerMatchSongSelect : OnlinePlaySongSelect
{
[Resolved]
private MultiplayerClient client { get; set; }
private readonly long? itemToEdit;
private LoadingLayer loadingLayer;
/// <summary>
/// Construct a new instance of multiplayer song select.
/// </summary>
/// <param name="room">The room.</param>
/// <param name="itemToEdit">The item to be edited. May be null, in which case a new item will be added to the playlist.</param>
/// <param name="beatmap">An optional initial beatmap selection to perform.</param>
/// <param name="ruleset">An optional initial ruleset selection to perform.</param>
public MultiplayerMatchSongSelect(Room room, long? itemToEdit = null, WorkingBeatmap beatmap = null, RulesetInfo ruleset = null)
: base(room)
{
this.itemToEdit = itemToEdit;
if (beatmap != null || ruleset != null)
{
Schedule(() =>
{
if (beatmap != null) Beatmap.Value = beatmap;
if (ruleset != null) Ruleset.Value = ruleset;
});
}
}
[BackgroundDependencyLoader]
private void load()
{
AddInternal(loadingLayer = new LoadingLayer(true));
}
protected override void SelectItem(PlaylistItem item)
{
// If the client is already in a room, update via the client.
// Otherwise, update the playlist directly in preparation for it to be submitted to the API on match creation.
if (client.Room != null)
{
loadingLayer.Show();
var multiplayerItem = new MultiplayerPlaylistItem
{
ID = itemToEdit ?? 0,
BeatmapID = item.Beatmap.OnlineID,
BeatmapChecksum = item.Beatmap.MD5Hash,
RulesetID = item.RulesetID,
RequiredMods = item.RequiredMods.ToArray(),
AllowedMods = item.AllowedMods.ToArray()
};
Task task = itemToEdit != null ? client.EditPlaylistItem(multiplayerItem) : client.AddPlaylistItem(multiplayerItem);
task.ContinueWith(t =>
{
Schedule(() =>
{
loadingLayer.Hide();
if (t.IsFaulted)
{
Exception exception = t.Exception;
if (exception is AggregateException ae)
exception = ae.InnerException;
Debug.Assert(exception != null);
string message = exception is HubException
// HubExceptions arrive with additional message context added, but we want to display the human readable message:
// "An unexpected error occurred invoking 'AddPlaylistItem' on the server.InvalidStateException: Can't enqueue more than 3 items at once."
// We generally use the message field for a user-parseable error (eventually to be replaced), so drop the first part for now.
? exception.Message.Substring(exception.Message.IndexOf(':') + 1).Trim()
: exception.Message;
Logger.Log(message, level: LogLevel.Important);
Carousel.AllowSelection = true;
return;
}
this.Exit();
});
});
}
else
{
Playlist.Clear();
Playlist.Add(item);
this.Exit();
}
}
protected override BeatmapDetailArea CreateBeatmapDetailArea() => new PlayBeatmapDetailArea();
protected override bool IsValidMod(Mod mod) => base.IsValidMod(mod) && mod.IsPlayable(ModUsage.MultiplayerRoomWide);
protected override bool IsValidFreeMod(Mod mod) => base.IsValidFreeMod(mod) && mod.IsPlayable(ModUsage.MultiplayerPerPlayer);
}
}