mirror of
https://github.com/ppy/osu.git
synced 2026-06-10 05:33:40 +08:00
81f03957d8
Co-authored-by: Dean Herbert <pe@ppy.sh>
495 lines
18 KiB
C#
495 lines
18 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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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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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.Extensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Input.Events;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Online;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Matchmaking.Events;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Dialog;
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using osu.Game.Rulesets;
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using osu.Game.Screens.Footer;
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using osu.Game.Screens.OnlinePlay.Matchmaking.Match.Gameplay;
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using osu.Game.Screens.OnlinePlay.Multiplayer;
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using osu.Game.Users;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Screens.OnlinePlay.Matchmaking.Match
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{
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/// <summary>
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/// The main matchmaking screen which houses a custom <see cref="ScreenStack"/> through the life cycle of a single session.
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/// </summary>
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public partial class ScreenMatchmaking : OsuScreen, IPreviewTrackOwner, IHandlePresentBeatmap
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{
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/// <summary>
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/// Padding between rows of the content.
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/// </summary>
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private const float row_padding = 10;
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private static readonly Vector2 chat_size = new Vector2(550, 130);
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public override bool? ApplyModTrackAdjustments => true;
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public override bool DisallowExternalBeatmapRulesetChanges => true;
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public override bool ShowFooter => true;
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[Cached]
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private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Pink);
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protected override BackgroundScreen CreateBackground() => new MatchmakingBackgroundScreen(colourProvider);
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[Cached(typeof(OnlinePlayBeatmapAvailabilityTracker))]
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private readonly OnlinePlayBeatmapAvailabilityTracker beatmapAvailabilityTracker = new MultiplayerBeatmapAvailabilityTracker();
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[Resolved]
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private MultiplayerClient client { get; set; } = null!;
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[Resolved]
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private BeatmapManager beatmapManager { get; set; } = null!;
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[Resolved]
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private RulesetStore rulesets { get; set; } = null!;
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[Resolved]
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private BeatmapLookupCache beatmapLookupCache { get; set; } = null!;
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[Resolved]
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private BeatmapModelDownloader beatmapDownloader { get; set; } = null!;
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[Resolved]
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private IDialogOverlay dialogOverlay { get; set; } = null!;
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[Resolved]
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private AudioManager audio { get; set; } = null!;
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[Resolved]
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private OsuConfigManager config { get; set; } = null!;
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[Resolved]
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private PreviewTrackManager previewTrackManager { get; set; } = null!;
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[Resolved]
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private MusicController music { get; set; } = null!;
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private readonly MultiplayerRoom room;
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private readonly MatchmakingChatDisplay chat;
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private Sample? sampleStart;
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private CancellationTokenSource? downloadCheckCancellation;
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private int? lastDownloadCheckedBeatmapId;
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public ScreenMatchmaking(MultiplayerRoom room)
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{
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this.room = room;
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Activity.Value = new UserActivity.InLobby(room);
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Padding = new MarginPadding { Horizontal = -HORIZONTAL_OVERFLOW_PADDING };
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chat = new MatchmakingChatDisplay(new Room(room))
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{
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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Size = chat_size,
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Margin = new MarginPadding
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{
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Right = WaveOverlayContainer.WIDTH_PADDING - HORIZONTAL_OVERFLOW_PADDING,
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Bottom = row_padding
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},
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Alpha = 0
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};
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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sampleStart = audio.Samples.Get(@"SongSelect/confirm-selection");
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InternalChild = new OsuContextMenuContainer
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{
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RelativeSizeAxes = Axes.Both,
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Child = new PopoverContainer
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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beatmapAvailabilityTracker,
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new MultiplayerRoomSounds(),
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding
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{
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Horizontal = HORIZONTAL_OVERFLOW_PADDING,
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},
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Child = new InverseScalingDrawSizePreservingFillContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Child = new GridContainer
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{
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RelativeSizeAxes = Axes.Both,
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RowDimensions = new[]
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{
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new Dimension(),
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new Dimension(GridSizeMode.Absolute, row_padding),
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new Dimension(GridSizeMode.AutoSize),
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},
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Content = new Drawable[]?[]
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{
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[
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new ScreenStack(),
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],
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null,
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[
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new Container
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{
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Name = "Chat Area Space",
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Size = new Vector2(550, 130),
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Margin = new MarginPadding { Bottom = row_padding }
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}
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]
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}
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}
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}
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}
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}
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}
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};
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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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client.RoomUpdated += onRoomUpdated;
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client.UserStateChanged += onUserStateChanged;
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client.SettingsChanged += onSettingsChanged;
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client.LoadRequested += onLoadRequested;
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beatmapAvailabilityTracker.Availability.BindValueChanged(onBeatmapAvailabilityChanged, true);
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Footer?.Add(new ChatContainer(chat));
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}
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private void onRoomUpdated()
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{
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if (this.IsCurrentScreen() && client.Room == null)
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{
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Logger.Log($"{this} exiting due to loss of room or connection");
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exitConfirmed = true;
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this.Exit();
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}
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}
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private void onUserStateChanged(MultiplayerRoomUser user, MultiplayerUserState state)
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{
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if (user.Equals(client.LocalUser) && state == MultiplayerUserState.Idle)
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this.MakeCurrent();
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}
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private void onSettingsChanged(MultiplayerRoomSettings _) => Scheduler.Add(() =>
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{
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checkForAutomaticDownload();
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updateGameplayState();
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});
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private void onBeatmapAvailabilityChanged(ValueChangedEvent<BeatmapAvailability> e) => Scheduler.Add(() =>
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{
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if (client.Room == null || client.LocalUser == null)
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return;
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client.ChangeBeatmapAvailability(e.NewValue).FireAndForget();
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switch (e.NewValue.State)
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{
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case DownloadState.NotDownloaded:
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case DownloadState.LocallyAvailable:
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updateGameplayState();
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break;
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}
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});
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private void updateGameplayState()
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{
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MultiplayerPlaylistItem item = client.Room!.CurrentPlaylistItem;
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if (item.Expired)
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return;
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RulesetInfo ruleset = rulesets.GetRuleset(item.RulesetID)!;
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Ruleset rulesetInstance = ruleset.CreateInstance();
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// Update global gameplay state to correspond to the new selection.
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// Retrieve the corresponding local beatmap, since we can't directly use the playlist's beatmap info
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var localBeatmap = beatmapManager.QueryOnlineBeatmapId(item.BeatmapID);
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if (localBeatmap != null)
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{
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Beatmap.Value = beatmapManager.GetWorkingBeatmap(localBeatmap);
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Ruleset.Value = ruleset;
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Mods.Value = item.RequiredMods.Select(m => m.ToMod(rulesetInstance)).ToArray();
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// Notify the server that the beatmap has been set and that we are ready to start gameplay.
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if (client.LocalUser!.State == MultiplayerUserState.Idle)
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client.ChangeState(MultiplayerUserState.Ready).FireAndForget();
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}
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else
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{
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// Notify the server that we don't have the beatmap.
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if (client.LocalUser!.State == MultiplayerUserState.Ready)
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client.ChangeState(MultiplayerUserState.Idle).FireAndForget();
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}
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client.ChangeBeatmapAvailability(beatmapAvailabilityTracker.Availability.Value).FireAndForget();
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}
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private void onLoadRequested() => Scheduler.Add(() =>
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{
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updateGameplayState();
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if (Beatmap.IsDefault)
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{
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Logger.Log("Aborting gameplay start - beatmap not downloaded.");
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return;
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}
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sampleStart?.Play();
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this.Push(new MultiplayerPlayerLoader(() => new ScreenGameplay(new Room(room), new PlaylistItem(client.Room!.CurrentPlaylistItem), room.Users.ToArray())));
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});
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private void checkForAutomaticDownload()
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{
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if (client.Room == null)
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return;
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MultiplayerPlaylistItem item = client.Room.CurrentPlaylistItem;
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// This method is called every time anything changes in the room.
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// This could result in download requests firing far too often, when we only expect them to fire once per beatmap.
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//
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// Without this check, we would see especially egregious behaviour when a user has hit the download rate limit.
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if (lastDownloadCheckedBeatmapId == item.BeatmapID)
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return;
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lastDownloadCheckedBeatmapId = item.BeatmapID;
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downloadCheckCancellation?.Cancel();
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if (beatmapManager.IsAvailableLocally(new APIBeatmap { OnlineID = item.BeatmapID }))
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return;
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// In a perfect world we'd use BeatmapAvailability, but there's no event-driven flow for when a selection changes.
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// ie. if selection changes from "not downloaded" to another "not downloaded" we wouldn't get a value changed raised.
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beatmapLookupCache
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.GetBeatmapAsync(item.BeatmapID, (downloadCheckCancellation = new CancellationTokenSource()).Token)
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.ContinueWith(resolved => Schedule(() =>
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{
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APIBeatmapSet? beatmapSet = resolved.GetResultSafely()?.BeatmapSet;
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if (beatmapSet == null)
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return;
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beatmapDownloader.Download(beatmapSet, config.Get<bool>(OsuSetting.PreferNoVideo));
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}));
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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switch (e.Key)
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{
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case Key.Space:
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if (e.Repeat)
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return true;
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client.SendMatchRequest(new MatchmakingAvatarActionRequest { Action = MatchmakingAvatarAction.Jump }).FireAndForget();
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return true;
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}
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return false;
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}
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public override IReadOnlyList<ScreenFooterButton> CreateFooterButtons() =>
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[
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new HistoryFooterButton(room)
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];
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public override void OnEntering(ScreenTransitionEvent e)
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{
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base.OnEntering(e);
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chat.Appear();
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beginHandlingTrack();
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}
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public override void OnSuspending(ScreenTransitionEvent e)
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{
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chat.Disappear();
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endHandlingTrack();
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base.OnSuspending(e);
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}
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private bool exitConfirmed;
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public override bool OnExiting(ScreenExitEvent e)
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{
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if (exitConfirmed)
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{
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if (base.OnExiting(e))
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{
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exitConfirmed = false;
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return true;
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}
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chat.Disappear().Expire();
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endHandlingTrack();
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client.LeaveRoom().FireAndForget();
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return false;
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}
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if (dialogOverlay.CurrentDialog is ConfirmDialog confirmDialog)
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confirmDialog.PerformOkAction();
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else
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{
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dialogOverlay.Push(new ConfirmDialog("Are you sure you want to leave this multiplayer match?", () =>
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{
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exitConfirmed = true;
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if (this.IsCurrentScreen())
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this.Exit();
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}));
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}
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return true;
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}
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public override void OnResuming(ScreenTransitionEvent e)
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{
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base.OnResuming(e);
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chat.Appear();
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beginHandlingTrack();
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if (e.Last is not MultiplayerPlayerLoader playerLoader)
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return;
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if (!playerLoader.GameplayPassed)
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{
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client.AbortGameplay().FireAndForget();
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return;
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}
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client.ChangeState(MultiplayerUserState.Idle).FireAndForget();
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}
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/// <summary>
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/// Handles changes in the track to keep it looping while active.
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/// </summary>
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private void beginHandlingTrack()
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{
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Beatmap.BindValueChanged(applyLoopingToTrack, true);
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}
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/// <summary>
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/// Stops looping the current track and stops handling further changes to the track.
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/// </summary>
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private void endHandlingTrack()
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{
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Beatmap.ValueChanged -= applyLoopingToTrack;
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Beatmap.Value.Track.Looping = false;
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previewTrackManager.StopAnyPlaying(this);
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}
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/// <summary>
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/// Invoked on changes to the beatmap to loop the track. See: <see cref="beginHandlingTrack"/>.
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/// </summary>
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/// <param name="beatmap">The beatmap change event.</param>
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private void applyLoopingToTrack(ValueChangedEvent<WorkingBeatmap> beatmap)
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{
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if (!this.IsCurrentScreen())
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return;
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beatmap.NewValue.PrepareTrackForPreview(true);
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music.EnsurePlayingSomething();
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}
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public void PresentBeatmap(WorkingBeatmap beatmap, RulesetInfo ruleset)
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{
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// Do nothing to prevent the user from potentially being kicked out
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// of gameplay due to the screen performer's internal processes.
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (client.IsNotNull())
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{
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client.RoomUpdated -= onRoomUpdated;
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client.UserStateChanged -= onUserStateChanged;
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client.SettingsChanged -= onSettingsChanged;
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client.LoadRequested -= onLoadRequested;
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}
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}
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// Contains the chat display and a context menu container for it. Shared lifetime with the chat display (expires along with it).
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private partial class ChatContainer : CompositeDrawable
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{
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public override double LifetimeStart => chat.LifetimeStart;
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public override double LifetimeEnd => chat.LifetimeEnd;
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private readonly MatchmakingChatDisplay chat;
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public ChatContainer(MatchmakingChatDisplay chat)
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{
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this.chat = chat;
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Anchor = Anchor.BottomRight;
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Origin = Anchor.BottomRight;
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// This component is added to the screen footer which is only about 50px high.
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// Therefore, it's given a large absolute size to give the context menu enough space to display correctly.
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Size = new Vector2(chat_size.X);
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InternalChild = new OsuContextMenuContainer
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{
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RelativeSizeAxes = Axes.Both,
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Child = new InverseScalingDrawSizePreservingFillContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Child = chat
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}
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};
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}
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}
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}
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}
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