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51b4e89773
Client side requirements for making the client connect as soon as possible, based on how the client is being used. This is especially important with the introduction of ranked play: previously the worst case scenario would be that you couldn't join a multiplayer room (or spectate a user) and this was [automatically handled](https://github.com/ppy/osu/blob/f66e2c432fdb08db46477c4fa08ca74e551d037f/osu.Game/Online/Multiplayer/OnlineMultiplayerClient.cs#L115-L121) mostly*, but now, if you leave the game open for a while, you can potentially be stuck queueing in ranked play with no users remaining on your server. Some samples of how this looks follow. Do note that the client is showing "Server is shutting down" errors. This is only going to happen in local debug environments – In production, when you reconnect to the endpoint you will always get a non-shutting-down instance. Idle scenario: https://github.com/user-attachments/assets/dd47fdf6-8d49-48e3-a19f-b196a581070b Non-idle scenario: https://github.com/user-attachments/assets/dfc8a41a-83fb-4b08-94b4-9595faf88294 * Spectator isn't handled properly, as one example.
22 lines
746 B
C#
22 lines
746 B
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Localisation;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Rooms;
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using osu.Game.Overlays.Notifications;
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namespace osu.Game.Online.Multiplayer
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{
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public partial class MultiplayerInvitationNotification : UserAvatarNotification
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{
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protected override IconUsage CloseButtonIcon => FontAwesome.Solid.Times;
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public MultiplayerInvitationNotification(APIUser user, Room room)
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: base(user, NotificationsStrings.InvitedYouToTheMultiplayer(user.Username, room.Name))
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{
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}
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}
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}
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