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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerRoomComposite.cs
Dean Herbert e1897f9998 Don't debounce MultiplayerRoomComposite events
This avoids accidental usage which could result in data being lost or
ignored (as only the last `user` in a single frame would arrive).

This was added specifically to debounce sample playback, but given that
it's only debouncing on a single frame (hardly noticeable) I'm not going
to add back support for that yet. It should be handled by sample
playback concurrency or something more local to the usage.
2021-12-05 01:38:39 +09:00

114 lines
4.0 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 JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
public abstract class MultiplayerRoomComposite : OnlinePlayComposite
{
[CanBeNull]
protected MultiplayerRoom Room => Client.Room;
[Resolved]
protected MultiplayerClient Client { get; private set; }
protected override void LoadComplete()
{
base.LoadComplete();
Client.RoomUpdated += invokeOnRoomUpdated;
Client.UserLeft += invokeUserLeft;
Client.UserKicked += invokeUserKicked;
Client.UserJoined += invokeUserJoined;
Client.ItemAdded += invokeItemAdded;
Client.ItemRemoved += invokeItemRemoved;
Client.ItemChanged += invokeItemChanged;
OnRoomUpdated();
}
private void invokeOnRoomUpdated() => Scheduler.AddOnce(OnRoomUpdated);
private void invokeUserJoined(MultiplayerRoomUser user) => Scheduler.Add(() => UserJoined(user));
private void invokeUserKicked(MultiplayerRoomUser user) => Scheduler.Add(() => UserKicked(user));
private void invokeUserLeft(MultiplayerRoomUser user) => Scheduler.Add(() => UserLeft(user));
private void invokeItemAdded(MultiplayerPlaylistItem item) => Schedule(() => PlaylistItemAdded(item));
private void invokeItemRemoved(long item) => Schedule(() => PlaylistItemRemoved(item));
private void invokeItemChanged(MultiplayerPlaylistItem item) => Schedule(() => PlaylistItemChanged(item));
/// <summary>
/// Invoked when a user has joined the room.
/// </summary>
/// <param name="user">The user.</param>
protected virtual void UserJoined(MultiplayerRoomUser user)
{
}
/// <summary>
/// Invoked when a user has been kicked from the room (including the local user).
/// </summary>
/// <param name="user">The user.</param>
protected virtual void UserKicked(MultiplayerRoomUser user)
{
}
/// <summary>
/// Invoked when a user has left the room.
/// </summary>
/// <param name="user">The user.</param>
protected virtual void UserLeft(MultiplayerRoomUser user)
{
}
/// <summary>
/// Invoked when a playlist item is added to the room.
/// </summary>
/// <param name="item">The added playlist item.</param>
protected virtual void PlaylistItemAdded(MultiplayerPlaylistItem item)
{
}
/// <summary>
/// Invoked when a playlist item is removed from the room.
/// </summary>
/// <param name="item">The ID of the removed playlist item.</param>
protected virtual void PlaylistItemRemoved(long item)
{
}
/// <summary>
/// Invoked when a playlist item is changed in the room.
/// </summary>
/// <param name="item">The new playlist item, with an existing item's ID.</param>
protected virtual void PlaylistItemChanged(MultiplayerPlaylistItem item)
{
}
/// <summary>
/// Invoked when any change occurs to the multiplayer room.
/// </summary>
protected virtual void OnRoomUpdated()
{
}
protected override void Dispose(bool isDisposing)
{
if (Client != null)
{
Client.RoomUpdated -= invokeOnRoomUpdated;
Client.UserLeft -= invokeUserLeft;
Client.UserKicked -= invokeUserKicked;
Client.UserJoined -= invokeUserJoined;
Client.ItemAdded -= invokeItemAdded;
Client.ItemRemoved -= invokeItemRemoved;
Client.ItemChanged -= invokeItemChanged;
}
base.Dispose(isDisposing);
}
}
}