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osu-lazer/osu.Game/Screens/Select/Leaderboards/BeatmapLeaderboard.cs
T
2025-04-23 14:51:00 +09:00

139 lines
4.7 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.Collections.Generic;
using System.Linq;
using System.Threading;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Game.Beatmaps;
using osu.Game.Online.API;
using osu.Game.Online.Leaderboards;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
namespace osu.Game.Screens.Select.Leaderboards
{
public partial class BeatmapLeaderboard : Leaderboard<BeatmapLeaderboardScope, ScoreInfo>
{
public Action<ScoreInfo>? ScoreSelected;
private BeatmapInfo? beatmapInfo;
public BeatmapInfo? BeatmapInfo
{
get => beatmapInfo;
set
{
if (beatmapInfo == null && value == null)
return;
if (beatmapInfo?.Equals(value) == true)
return;
beatmapInfo = value;
// Refetch is scheduled, which can cause scores to be outdated if the leaderboard is not currently updating.
// As scores are potentially used by other components, clear them eagerly to ensure a more correct state.
SetScores(null);
RefetchScores();
}
}
private bool filterMods;
/// <summary>
/// Whether to apply the game's currently selected mods as a filter when retrieving scores.
/// </summary>
public bool FilterMods
{
get => filterMods;
set
{
if (value == filterMods)
return;
filterMods = value;
RefetchScores();
}
}
private readonly IBindable<LeaderboardScores?> fetchedScores = new Bindable<LeaderboardScores?>();
[Resolved]
private IBindable<RulesetInfo> ruleset { get; set; } = null!;
[Resolved]
private IBindable<IReadOnlyList<Mod>> mods { get; set; } = null!;
[Resolved]
private LeaderboardManager leaderboardManager { get; set; } = null!;
[BackgroundDependencyLoader]
private void load()
{
ruleset.ValueChanged += _ => RefetchScores();
mods.ValueChanged += _ =>
{
if (filterMods)
RefetchScores();
};
}
private bool initialFetchComplete;
protected override bool IsOnlineScope => Scope != BeatmapLeaderboardScope.Local;
protected override APIRequest? FetchScores(CancellationToken cancellationToken)
{
var fetchBeatmapInfo = BeatmapInfo;
var fetchRuleset = ruleset.Value ?? fetchBeatmapInfo?.Ruleset;
// Without this check, an initial fetch will be performed and clear global cache.
if (fetchBeatmapInfo == null)
return null;
// For now, we forcefully refresh to keep things simple.
// In the future, removing this requirement may be deemed useful, but will need ample testing of edge case scenarios
// (like returning from gameplay after setting a new score, returning to song select after main menu).
leaderboardManager.FetchWithCriteria(new LeaderboardCriteria(fetchBeatmapInfo, fetchRuleset, Scope, filterMods ? mods.Value.ToArray() : null), forceRefresh: true);
if (!initialFetchComplete)
{
// only bind this after the first fetch to avoid reading stale scores.
fetchedScores.BindTo(leaderboardManager.Scores);
fetchedScores.BindValueChanged(_ => updateScores(), true);
initialFetchComplete = true;
}
return null;
}
private void updateScores()
{
var scores = fetchedScores.Value;
if (scores == null) return;
if (scores.FailState == null)
Schedule(() => SetScores(scores.TopScores, scores.UserScore));
else
Schedule(() => SetErrorState((LeaderboardState)scores.FailState));
}
protected override LeaderboardScore CreateDrawableScore(ScoreInfo model, int index) => new LeaderboardScore(model, index, IsOnlineScope, Scope != BeatmapLeaderboardScope.Friend)
{
Action = () => ScoreSelected?.Invoke(model)
};
protected override LeaderboardScore CreateDrawableTopScore(ScoreInfo model) => new LeaderboardScore(model, model.Position, false, Scope != BeatmapLeaderboardScope.Friend)
{
Action = () => ScoreSelected?.Invoke(model)
};
}
}