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osu-lazer/osu.Game/Screens/OnlinePlay/Matchmaking/Match/ScreenMatchmaking.cs
T
Dan Balasescu 81f03957d8 Reduce code duplication
Co-authored-by: Dean Herbert <pe@ppy.sh>
2025-12-24 19:30:04 +09:00

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