mirror of
https://github.com/ppy/osu.git
synced 2024-11-17 23:32:55 +08:00
212 lines
6.9 KiB
C#
212 lines
6.9 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 JetBrains.Annotations;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Audio;
|
|
using osu.Framework.Audio.Sample;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Threading;
|
|
using osu.Game.Graphics;
|
|
using osu.Game.Graphics.Backgrounds;
|
|
using osu.Game.Online.Multiplayer;
|
|
using osu.Game.Screens.OnlinePlay.Components;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
|
|
{
|
|
public class MultiplayerReadyButton : MultiplayerRoomComposite
|
|
{
|
|
[Resolved]
|
|
private OsuColour colours { get; set; }
|
|
|
|
[Resolved]
|
|
private OngoingOperationTracker ongoingOperationTracker { get; set; }
|
|
|
|
[CanBeNull]
|
|
private IDisposable clickOperation;
|
|
|
|
private Sample sampleReady;
|
|
private Sample sampleReadyAll;
|
|
private Sample sampleUnready;
|
|
|
|
private readonly ButtonWithTrianglesExposed button;
|
|
private int countReady;
|
|
private ScheduledDelegate readySampleDelegate;
|
|
private IBindable<bool> operationInProgress;
|
|
|
|
public MultiplayerReadyButton()
|
|
{
|
|
InternalChild = button = new ButtonWithTrianglesExposed
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Size = Vector2.One,
|
|
Action = onReadyClick,
|
|
Enabled = { Value = true },
|
|
};
|
|
}
|
|
|
|
[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();
|
|
|
|
CurrentPlaylistItem.BindValueChanged(_ => updateState());
|
|
}
|
|
|
|
protected override void OnRoomUpdated()
|
|
{
|
|
base.OnRoomUpdated();
|
|
updateState();
|
|
}
|
|
|
|
protected override void OnRoomLoadRequested()
|
|
{
|
|
base.OnRoomLoadRequested();
|
|
endOperation();
|
|
}
|
|
|
|
private void onReadyClick()
|
|
{
|
|
if (Room == null)
|
|
return;
|
|
|
|
Debug.Assert(clickOperation == null);
|
|
clickOperation = ongoingOperationTracker.BeginOperation();
|
|
|
|
// Ensure the current user becomes ready before being able to do anything else (start match, stop countdown, unready).
|
|
if (!isReady() || !Client.IsHost)
|
|
{
|
|
toggleReady();
|
|
return;
|
|
}
|
|
|
|
// And if a countdown isn't running, start the match.
|
|
startMatch();
|
|
|
|
bool isReady() => Client.LocalUser?.State == MultiplayerUserState.Ready || Client.LocalUser?.State == MultiplayerUserState.Spectating;
|
|
|
|
void toggleReady() => Client.ToggleReady().ContinueWith(_ => endOperation());
|
|
|
|
void startMatch() => Client.StartMatch().ContinueWith(t =>
|
|
{
|
|
// accessing Exception here silences any potential errors from the antecedent task
|
|
if (t.Exception != null)
|
|
{
|
|
// gameplay was not started due to an exception; unblock button.
|
|
endOperation();
|
|
}
|
|
|
|
// gameplay is starting, the button will be unblocked on load requested.
|
|
});
|
|
}
|
|
|
|
private void endOperation()
|
|
{
|
|
clickOperation?.Dispose();
|
|
clickOperation = null;
|
|
}
|
|
|
|
private void updateState()
|
|
{
|
|
var localUser = Client.LocalUser;
|
|
|
|
int newCountReady = Room?.Users.Count(u => u.State == MultiplayerUserState.Ready) ?? 0;
|
|
int newCountTotal = Room?.Users.Count(u => u.State != MultiplayerUserState.Spectating) ?? 0;
|
|
|
|
switch (localUser?.State)
|
|
{
|
|
default:
|
|
button.Text = "Ready";
|
|
updateButtonColour(true);
|
|
break;
|
|
|
|
case MultiplayerUserState.Spectating:
|
|
case MultiplayerUserState.Ready:
|
|
string countText = $"({newCountReady} / {newCountTotal} ready)";
|
|
|
|
if (Room?.Host?.Equals(localUser) == true)
|
|
{
|
|
button.Text = $"Start match {countText}";
|
|
updateButtonColour(true);
|
|
}
|
|
else
|
|
{
|
|
button.Text = $"Waiting for host... {countText}";
|
|
updateButtonColour(false);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
bool enableButton =
|
|
Room?.State == MultiplayerRoomState.Open
|
|
&& CurrentPlaylistItem.Value?.ID == Room.Settings.PlaylistItemId
|
|
&& !Room.Playlist.Single(i => i.ID == Room.Settings.PlaylistItemId).Expired
|
|
&& !operationInProgress.Value;
|
|
|
|
// When the local user is the host and spectating the match, the "start match" state should be enabled if any users are ready.
|
|
if (localUser?.State == MultiplayerUserState.Spectating)
|
|
enableButton &= Room?.Host?.Equals(localUser) == true && newCountReady > 0;
|
|
|
|
button.Enabled.Value = enableButton;
|
|
|
|
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;
|
|
});
|
|
}
|
|
|
|
private void updateButtonColour(bool green)
|
|
{
|
|
if (green)
|
|
{
|
|
button.BackgroundColour = colours.Green;
|
|
button.Triangles.ColourDark = colours.Green;
|
|
button.Triangles.ColourLight = colours.GreenLight;
|
|
}
|
|
else
|
|
{
|
|
button.BackgroundColour = colours.YellowDark;
|
|
button.Triangles.ColourDark = colours.YellowDark;
|
|
button.Triangles.ColourLight = colours.Yellow;
|
|
}
|
|
}
|
|
|
|
private class ButtonWithTrianglesExposed : ReadyButton
|
|
{
|
|
public new Triangles Triangles => base.Triangles;
|
|
}
|
|
}
|
|
}
|