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osu-lazer/osu.Game/Overlays/DashboardOverlay.cs
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Dan Balasescu 1230da33a5 Implement sorting and display styles for currently online users (#33649)
- Adds sorting and display styles.
- Saves sort/display modes to the config.
- Improves performance, especially on the 2nd+ time opening the overlay.


https://github.com/user-attachments/assets/e32b50d0-58a1-4eef-b18c-988fb497e545

---

Coming off some recent feedback in
https://github.com/ppy/osu/discussions/33426#discussioncomment-13431275,
I decided to take a bit of a detour and get a little bit more
functionality in.

Sorting by rank, although it should technically work, doesn't work right
now. This is because the osu!web API doesn't return user rank on
`/user/` lookups - it's only returned for the friends request. I'm
leaving this open as a discussion topic.
- We can make osu!web return the rank and osu! will require no further
changes to work correctly, or
- We can try to implement additional paths through
`osu-server-spectator` which would blow this PR out of proportion and is
best left for a task of its own.

For simplicity, I've re-implemented this display mostly as its own
component for now, lifting code from `FriendDisplay` which was recently
overhauled. These implementations should eventually be combined somehow
but that's dependent on:
1. Figuring out the styling - friends can display offline users for
which it makes no sense to display the "spectate" button.
2. Figuring out how to handle the different users/presence pathways.
It's mostly a code complexity issue.

---------

Co-authored-by: Dean Herbert <pe@ppy.sh>
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
2026-02-05 01:22:36 +09:00

74 lines
2.3 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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Containers;
using osu.Game.Online.Metadata;
using osu.Game.Overlays.Dashboard;
using osu.Game.Overlays.Dashboard.CurrentlyOnline;
using osu.Game.Overlays.Dashboard.Friends;
namespace osu.Game.Overlays
{
public partial class DashboardOverlay : TabbableOnlineOverlay<DashboardOverlayHeader, DashboardOverlayTabs>
{
[Resolved]
private MetadataClient metadataClient { get; set; } = null!;
private IBindable<bool> metadataConnected = null!;
private IDisposable? userPresenceWatchToken;
public DashboardOverlay()
: base(OverlayColourScheme.Purple)
{
}
protected override DashboardOverlayHeader CreateHeader() => new DashboardOverlayHeader();
public override bool AcceptsFocus => false;
protected override void CreateDisplayToLoad(DashboardOverlayTabs tab)
{
switch (tab)
{
case DashboardOverlayTabs.Friends:
LoadDisplay(new FriendDisplay());
break;
case DashboardOverlayTabs.CurrentlyPlaying:
LoadDisplay(new CurrentlyOnlineDisplay());
break;
default:
throw new NotImplementedException($"Display for {tab} tab is not implemented");
}
}
protected override void LoadComplete()
{
base.LoadComplete();
metadataConnected = metadataClient.IsConnected.GetBoundCopy();
metadataConnected.BindValueChanged(_ => updateUserPresenceState());
State.BindValueChanged(_ => updateUserPresenceState());
updateUserPresenceState();
}
private void updateUserPresenceState()
{
if (!metadataConnected.Value)
return;
if (State.Value == Visibility.Visible)
userPresenceWatchToken ??= metadataClient.BeginWatchingUserPresence();
else
{
userPresenceWatchToken?.Dispose();
userPresenceWatchToken = null;
}
}
}
}