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osu-lazer/osu.Game/Online/OnlineStatusNotifier.cs
2023-11-21 17:36:29 +09:00

137 lines
4.5 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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Screens;
using osu.Game.Online.API;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Spectator;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
using osu.Game.Screens.OnlinePlay;
namespace osu.Game.Online
{
/// <summary>
/// Handles various scenarios where connection is lost and we need to let the user know what and why.
/// </summary>
public partial class OnlineStatusNotifier : Component
{
private readonly Func<IScreen> getCurrentScreen;
[Resolved]
private MultiplayerClient multiplayerClient { get; set; } = null!;
[Resolved]
private SpectatorClient spectatorClient { get; set; } = null!;
[Resolved]
private INotificationOverlay? notificationOverlay { get; set; }
private IBindable<APIState> apiState = null!;
private IBindable<bool> multiplayerState = null!;
private IBindable<bool> spectatorState = null!;
/// <summary>
/// This flag will be set to <c>true</c> when the user has been notified so we don't show more than one notification.
/// </summary>
private bool userNotified;
public OnlineStatusNotifier(Func<IScreen> getCurrentScreen)
{
this.getCurrentScreen = getCurrentScreen;
}
[BackgroundDependencyLoader]
private void load(IAPIProvider api)
{
apiState = api.State.GetBoundCopy();
multiplayerState = multiplayerClient.IsConnected.GetBoundCopy();
spectatorState = spectatorClient.IsConnected.GetBoundCopy();
multiplayerClient.Disconnecting += notifyAboutForcedDisconnection;
spectatorClient.Disconnecting += notifyAboutForcedDisconnection;
}
protected override void LoadComplete()
{
base.LoadComplete();
apiState.BindValueChanged(state =>
{
if (state.NewValue == APIState.Online)
{
userNotified = false;
return;
}
if (userNotified) return;
if (state.NewValue == APIState.Offline && getCurrentScreen() is OnlinePlayScreen)
{
userNotified = true;
notificationOverlay?.Post(new SimpleErrorNotification
{
Icon = FontAwesome.Solid.ExclamationCircle,
Text = "Connection to API was lost. Can't continue with online play."
});
}
});
multiplayerState.BindValueChanged(connected => Schedule(() =>
{
if (connected.NewValue)
{
userNotified = false;
return;
}
if (userNotified) return;
if (multiplayerClient.Room != null)
{
userNotified = true;
notificationOverlay?.Post(new SimpleErrorNotification
{
Icon = FontAwesome.Solid.ExclamationCircle,
Text = "Connection to the multiplayer server was lost. Exiting multiplayer."
});
}
}));
spectatorState.BindValueChanged(_ =>
{
// TODO: handle spectator server failure somehow?
});
}
private void notifyAboutForcedDisconnection()
{
if (userNotified) return;
userNotified = true;
notificationOverlay?.Post(new SimpleErrorNotification
{
Icon = FontAwesome.Solid.ExclamationCircle,
Text = "You have been logged out on this device due to a login to your account on another device."
});
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (spectatorClient.IsNotNull())
spectatorClient.Disconnecting -= notifyAboutForcedDisconnection;
if (multiplayerClient.IsNotNull())
multiplayerClient.Disconnecting -= notifyAboutForcedDisconnection;
}
}
}