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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/Match/MatchStartControl.cs
2024-11-12 18:17:24 +09:00

277 lines
9.9 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 System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Threading;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Multiplayer.Countdown;
using osu.Game.Online.Rooms;
using osu.Game.Overlays;
using osu.Game.Overlays.Dialog;
using osuTK;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
{
public partial class MatchStartControl : CompositeDrawable
{
public required Bindable<PlaylistItem?> SelectedItem
{
get => selectedItem;
set => selectedItem.Current = value;
}
[Resolved]
private OngoingOperationTracker ongoingOperationTracker { get; set; } = null!;
[Resolved(canBeNull: true)]
private IDialogOverlay? dialogOverlay { get; set; }
[Resolved]
private MultiplayerClient client { get; set; } = null!;
private readonly BindableWithCurrent<PlaylistItem?> selectedItem = new BindableWithCurrent<PlaylistItem?>();
private readonly MultiplayerReadyButton readyButton;
private readonly MultiplayerCountdownButton countdownButton;
private IBindable<bool> operationInProgress = null!;
private ScheduledDelegate? readySampleDelegate;
private IDisposable? clickOperation;
private Sample? sampleReady;
private Sample? sampleReadyAll;
private Sample? sampleUnready;
private int countReady;
public MatchStartControl()
{
InternalChild = new GridContainer
{
RelativeSizeAxes = Axes.Both,
ColumnDimensions = new[]
{
new Dimension(),
new Dimension(GridSizeMode.AutoSize)
},
Content = new[]
{
new Drawable[]
{
readyButton = new MultiplayerReadyButton
{
RelativeSizeAxes = Axes.Both,
Size = Vector2.One,
Action = onReadyButtonClick,
},
countdownButton = new MultiplayerCountdownButton
{
RelativeSizeAxes = Axes.Y,
Size = new Vector2(40, 1),
Alpha = 0,
Action = startCountdown,
CancelAction = cancelCountdown
}
}
}
};
}
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
operationInProgress = ongoingOperationTracker.InProgress.GetBoundCopy();
operationInProgress.BindValueChanged(_ => updateState());
sampleReady = audio.Samples.Get(@"Multiplayer/player-ready");
sampleReadyAll = audio.Samples.Get(@"Multiplayer/player-ready-all");
sampleUnready = audio.Samples.Get(@"Multiplayer/player-unready");
}
protected override void LoadComplete()
{
base.LoadComplete();
SelectedItem.BindValueChanged(_ => updateState());
client.RoomUpdated += onRoomUpdated;
client.LoadRequested += onLoadRequested;
updateState();
}
private void onRoomUpdated() => Scheduler.AddOnce(updateState);
private void onLoadRequested() => Scheduler.AddOnce(endOperation);
private void onReadyButtonClick()
{
if (client.Room == null)
return;
Debug.Assert(clickOperation == null);
clickOperation = ongoingOperationTracker.BeginOperation();
if (client.IsHost)
{
if (client.Room.State == MultiplayerRoomState.Open)
{
if (isReady() && !client.Room.ActiveCountdowns.Any(c => c is MatchStartCountdown))
startMatch();
else
toggleReady();
}
else
{
if (dialogOverlay == null)
abortMatch();
else
dialogOverlay.Push(new ConfirmAbortDialog(abortMatch, endOperation));
}
}
else if (client.Room.State != MultiplayerRoomState.Closed)
toggleReady();
bool isReady() => client.LocalUser?.State == MultiplayerUserState.Ready || client.LocalUser?.State == MultiplayerUserState.Spectating;
void toggleReady() => client.ToggleReady().FireAndForget(
onSuccess: endOperation,
onError: _ => endOperation());
void startMatch() => client.StartMatch().FireAndForget(onSuccess: () =>
{
// gameplay is starting, the button will be unblocked on load requested.
}, onError: _ =>
{
// gameplay was not started due to an exception; unblock button.
endOperation();
});
void abortMatch() => client.AbortMatch().FireAndForget(endOperation, _ => endOperation());
}
private void startCountdown(TimeSpan duration)
{
Debug.Assert(clickOperation == null);
clickOperation = ongoingOperationTracker.BeginOperation();
client.SendMatchRequest(new StartMatchCountdownRequest { Duration = duration }).ContinueWith(_ => endOperation());
}
private void cancelCountdown()
{
if (client.Room == null)
return;
Debug.Assert(clickOperation == null);
clickOperation = ongoingOperationTracker.BeginOperation();
MultiplayerCountdown countdown = client.Room.ActiveCountdowns.Single(c => c is MatchStartCountdown);
client.SendMatchRequest(new StopCountdownRequest(countdown.ID)).ContinueWith(_ => endOperation());
}
private void endOperation()
{
clickOperation?.Dispose();
clickOperation = null;
}
private void updateState()
{
if (client.Room == null)
{
readyButton.Enabled.Value = false;
countdownButton.Enabled.Value = false;
return;
}
var localUser = client.LocalUser;
int newCountReady = client.Room.Users.Count(u => u.State == MultiplayerUserState.Ready);
int newCountTotal = client.Room.Users.Count(u => u.State != MultiplayerUserState.Spectating);
if (!client.IsHost || client.Room.Settings.AutoStartEnabled)
countdownButton.Hide();
else
{
switch (localUser?.State)
{
default:
countdownButton.Hide();
break;
case MultiplayerUserState.Idle:
case MultiplayerUserState.Spectating:
case MultiplayerUserState.Ready:
countdownButton.Show();
break;
}
}
readyButton.Enabled.Value = countdownButton.Enabled.Value =
client.Room.State != MultiplayerRoomState.Closed
&& SelectedItem.Value?.ID == client.Room.Settings.PlaylistItemId
&& !client.Room.Playlist.Single(i => i.ID == client.Room.Settings.PlaylistItemId).Expired
&& !operationInProgress.Value;
// When the local user is the host and spectating the match, the ready button should be enabled only if any users are ready.
if (localUser?.State == MultiplayerUserState.Spectating)
readyButton.Enabled.Value &= client.IsHost && newCountReady > 0 && !client.Room.ActiveCountdowns.Any(c => c is MatchStartCountdown);
// When the local user is not the host, the button should only be enabled when no match is in progress.
if (!client.IsHost)
readyButton.Enabled.Value &= client.Room.State == MultiplayerRoomState.Open;
// At all times, the countdown button should only be enabled when no match is in progress.
countdownButton.Enabled.Value &= client.Room.State == MultiplayerRoomState.Open;
if (newCountReady == countReady)
return;
readySampleDelegate?.Cancel();
readySampleDelegate = Schedule(() =>
{
if (newCountReady > countReady)
{
if (newCountReady == newCountTotal)
sampleReadyAll?.Play();
else
sampleReady?.Play();
}
else if (newCountReady < countReady)
{
sampleUnready?.Play();
}
countReady = newCountReady;
});
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (client.IsNotNull())
{
client.RoomUpdated -= onRoomUpdated;
client.LoadRequested -= onLoadRequested;
}
}
public partial class ConfirmAbortDialog : DangerousActionDialog
{
public ConfirmAbortDialog(Action abortMatch, Action cancel)
{
HeaderText = "Are you sure you want to abort the match?";
DangerousAction = abortMatch;
CancelAction = cancel;
}
}
}
}