mirror of
https://github.com/ppy/osu.git
synced 2024-11-12 01:47:24 +08:00
74 lines
2.7 KiB
C#
74 lines
2.7 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.Diagnostics;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Extensions.ExceptionExtensions;
|
|
using osu.Framework.Logging;
|
|
using osu.Game.Online.Multiplayer;
|
|
using osu.Game.Online.Rooms;
|
|
using osu.Game.Online.Rooms.RoomStatuses;
|
|
using osu.Game.Screens.OnlinePlay.Components;
|
|
|
|
namespace osu.Game.Screens.OnlinePlay.Multiplayer
|
|
{
|
|
public class MultiplayerRoomManager : RoomManager
|
|
{
|
|
[Resolved]
|
|
private MultiplayerClient multiplayerClient { get; set; }
|
|
|
|
public override void CreateRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
|
|
=> base.CreateRoom(room, r => joinMultiplayerRoom(r, r.Password.Value, onSuccess, onError), onError);
|
|
|
|
public override void JoinRoom(Room room, string password = null, Action<Room> onSuccess = null, Action<string> onError = null)
|
|
{
|
|
if (!multiplayerClient.IsConnected.Value)
|
|
{
|
|
onError?.Invoke("Not currently connected to the multiplayer server.");
|
|
return;
|
|
}
|
|
|
|
// this is done here as a pre-check to avoid clicking on already closed rooms in the lounge from triggering a server join.
|
|
// should probably be done at a higher level, but due to the current structure of things this is the easiest place for now.
|
|
if (room.Status.Value is RoomStatusEnded)
|
|
{
|
|
onError?.Invoke("Cannot join an ended room.");
|
|
return;
|
|
}
|
|
|
|
base.JoinRoom(room, password, r => joinMultiplayerRoom(r, password, onSuccess, onError), onError);
|
|
}
|
|
|
|
public override void PartRoom()
|
|
{
|
|
if (JoinedRoom.Value == null)
|
|
return;
|
|
|
|
base.PartRoom();
|
|
multiplayerClient.LeaveRoom();
|
|
}
|
|
|
|
private void joinMultiplayerRoom(Room room, string password, Action<Room> onSuccess = null, Action<string> onError = null)
|
|
{
|
|
Debug.Assert(room.RoomID.Value != null);
|
|
|
|
multiplayerClient.JoinRoom(room, password).ContinueWith(t =>
|
|
{
|
|
if (t.IsCompletedSuccessfully)
|
|
Schedule(() => onSuccess?.Invoke(room));
|
|
else if (t.IsFaulted)
|
|
{
|
|
const string message = "Failed to join multiplayer room.";
|
|
|
|
if (t.Exception != null)
|
|
Logger.Error(t.Exception, message);
|
|
|
|
PartRoom();
|
|
Schedule(() => onError?.Invoke(t.Exception?.AsSingular().Message ?? message));
|
|
}
|
|
});
|
|
}
|
|
}
|
|
}
|