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osu-lazer/osu.Game/Screens/Multi/RealtimeMultiplayer/RealtimeMatchSongSelect.cs

85 lines
2.6 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.Linq;
using Humanizer;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.RealtimeMultiplayer;
using osu.Game.Screens.Select;
namespace osu.Game.Screens.Multi.RealtimeMultiplayer
{
public class RealtimeMatchSongSelect : SongSelect, IMultiplayerSubScreen
{
public string ShortTitle => "song selection";
public override string Title => ShortTitle.Humanize();
[Resolved(typeof(Room), nameof(Room.Playlist))]
private BindableList<PlaylistItem> playlist { get; set; }
[Resolved]
private StatefulMultiplayerClient client { get; set; }
private LoadingLayer loadingLayer;
public RealtimeMatchSongSelect()
{
Padding = new MarginPadding { Horizontal = HORIZONTAL_OVERFLOW_PADDING };
}
[BackgroundDependencyLoader]
private void load()
{
AddInternal(loadingLayer = new LoadingLayer(Carousel));
}
protected override bool OnStart()
{
var item = new PlaylistItem();
item.Beatmap.Value = Beatmap.Value.BeatmapInfo;
item.Ruleset.Value = Ruleset.Value;
item.RequiredMods.Clear();
item.RequiredMods.AddRange(Mods.Value.Select(m => m.CreateCopy()));
// If the client is already in a room, update via the client.
// Otherwise, update the playlist directly in preparation for it to be submitted to the API on match creation.
if (client.Room != null)
{
loadingLayer.Show();
client.ChangeSettings(item: item).ContinueWith(t =>
{
Schedule(() =>
{
loadingLayer.Hide();
if (t.IsCompletedSuccessfully)
this.Exit();
else
Logger.Log($"Could not use current beatmap ({t.Exception?.Message})", level: LogLevel.Important);
});
});
}
else
{
playlist.Clear();
playlist.Add(item);
this.Exit();
}
return true;
}
protected override BeatmapDetailArea CreateBeatmapDetailArea() => new PlayBeatmapDetailArea();
}
}