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osu-lazer/osu.Game/Screens/Play/SaveFailedScoreButton.cs
rushiiMachine ebbc8333e8
Prevent ExportReplay being spammed on fail by being held down
This was already handled in ReplayDownloadButton (98efff0bd6/osu.Game/Screens/Ranking/ReplayDownloadButton.cs (L114-L115)) but seemingly missed for SaveFailedScoreButton
2023-12-20 08:41:16 -08:00

143 lines
4.6 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.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Database;
using osu.Game.Scoring;
using osu.Game.Graphics.UserInterface;
using osu.Game.Input.Bindings;
using osu.Game.Online;
using osu.Game.Online.Multiplayer;
using osuTK;
namespace osu.Game.Screens.Play
{
public partial class SaveFailedScoreButton : CompositeDrawable, IKeyBindingHandler<GlobalAction>
{
[Resolved]
private RealmAccess realm { get; set; } = null!;
[Resolved]
private ScoreManager scoreManager { get; set; } = null!;
private readonly Bindable<DownloadState> state = new Bindable<DownloadState>();
private readonly Func<Task<ScoreInfo>> importFailedScore;
private ScoreInfo? importedScore;
private DownloadButton button = null!;
public SaveFailedScoreButton(Func<Task<ScoreInfo>> importFailedScore)
{
Size = new Vector2(50, 30);
this.importFailedScore = importFailedScore;
}
[BackgroundDependencyLoader]
private void load(OsuGame? game, Player? player)
{
InternalChild = button = new DownloadButton
{
RelativeSizeAxes = Axes.Both,
State = { BindTarget = state },
Action = () =>
{
switch (state.Value)
{
case DownloadState.LocallyAvailable:
game?.PresentScore(importedScore, ScorePresentType.Gameplay);
break;
case DownloadState.NotDownloaded:
state.Value = DownloadState.Importing;
Task.Run(importFailedScore).ContinueWith(t =>
{
importedScore = realm.Run(r => r.Find<ScoreInfo>(t.GetResultSafely().ID)?.Detach());
Schedule(() => state.Value = importedScore != null ? DownloadState.LocallyAvailable : DownloadState.NotDownloaded);
}).FireAndForget();
break;
}
}
};
if (player != null)
{
importedScore = realm.Run(r => r.Find<ScoreInfo>(player.Score.ScoreInfo.ID)?.Detach());
state.Value = importedScore != null ? DownloadState.LocallyAvailable : DownloadState.NotDownloaded;
}
state.BindValueChanged(state =>
{
switch (state.NewValue)
{
case DownloadState.LocallyAvailable:
button.TooltipText = @"watch replay";
button.Enabled.Value = true;
break;
case DownloadState.Importing:
button.TooltipText = @"importing score";
button.Enabled.Value = false;
break;
default:
button.TooltipText = @"save score";
button.Enabled.Value = true;
break;
}
}, true);
}
#region Export via hotkey logic (also in ReplayDownloadButton)
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
if (e.Repeat)
return false;
switch (e.Action)
{
case GlobalAction.SaveReplay:
button.TriggerClick();
return true;
case GlobalAction.ExportReplay:
state.BindValueChanged(exportWhenReady, true);
// start the import via button
if (state.Value != DownloadState.LocallyAvailable)
button.TriggerClick();
return true;
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
private void exportWhenReady(ValueChangedEvent<DownloadState> state)
{
if (state.NewValue != DownloadState.LocallyAvailable) return;
scoreManager.Export(importedScore);
this.state.ValueChanged -= exportWhenReady;
}
#endregion
}
}