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199 lines
7.1 KiB
C#
199 lines
7.1 KiB
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 System;
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using System.Collections.Generic;
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using System.Collections.Specialized;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Online.API;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Spectator;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Screens.Play.HUD
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{
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[LongRunningLoad]
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public class MultiplayerGameplayLeaderboard : GameplayLeaderboard
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{
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protected readonly Dictionary<int, TrackedUserData> UserScores = new Dictionary<int, TrackedUserData>();
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[Resolved]
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private SpectatorClient spectatorClient { get; set; }
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[Resolved]
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private MultiplayerClient multiplayerClient { get; set; }
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[Resolved]
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private UserLookupCache userLookupCache { get; set; }
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private readonly ScoreProcessor scoreProcessor;
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private readonly BindableList<int> playingUsers;
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private Bindable<ScoringMode> scoringMode;
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/// <summary>
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/// Construct a new leaderboard.
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/// </summary>
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/// <param name="scoreProcessor">A score processor instance to handle score calculation for scores of users in the match.</param>
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/// <param name="userIds">IDs of all users in this match.</param>
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public MultiplayerGameplayLeaderboard(ScoreProcessor scoreProcessor, int[] userIds)
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{
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// todo: this will eventually need to be created per user to support different mod combinations.
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this.scoreProcessor = scoreProcessor;
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// todo: this will likely be passed in as User instances.
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playingUsers = new BindableList<int>(userIds);
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, IAPIProvider api)
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{
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scoringMode = config.GetBindable<ScoringMode>(OsuSetting.ScoreDisplayMode);
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foreach (var userId in playingUsers)
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{
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// probably won't be required in the final implementation.
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var resolvedUser = userLookupCache.GetUserAsync(userId).Result;
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var trackedUser = CreateUserData(userId, scoreProcessor);
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trackedUser.ScoringMode.BindTo(scoringMode);
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var leaderboardScore = AddPlayer(resolvedUser, resolvedUser?.Id == api.LocalUser.Value.Id);
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leaderboardScore.Accuracy.BindTo(trackedUser.Accuracy);
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leaderboardScore.TotalScore.BindTo(trackedUser.Score);
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leaderboardScore.Combo.BindTo(trackedUser.CurrentCombo);
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leaderboardScore.HasQuit.BindTo(trackedUser.UserQuit);
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UserScores[userId] = trackedUser;
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// BindableList handles binding in a really bad way (Clear then AddRange) so we need to do this manually..
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foreach (int userId in playingUsers)
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{
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spectatorClient.WatchUser(userId);
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if (!multiplayerClient.CurrentMatchPlayingUserIds.Contains(userId))
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usersChanged(this, new NotifyCollectionChangedEventArgs(NotifyCollectionChangedAction.Remove, new[] { userId }));
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}
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playingUsers.BindTo(multiplayerClient.CurrentMatchPlayingUserIds);
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playingUsers.BindCollectionChanged(usersChanged);
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// this leaderboard should be guaranteed to be completely loaded before the gameplay starts (is a prerequisite in MultiplayerPlayer).
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spectatorClient.OnNewFrames += handleIncomingFrames;
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}
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private void usersChanged(object sender, NotifyCollectionChangedEventArgs e)
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{
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switch (e.Action)
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{
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case NotifyCollectionChangedAction.Remove:
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foreach (var userId in e.OldItems.OfType<int>())
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{
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spectatorClient.StopWatchingUser(userId);
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if (UserScores.TryGetValue(userId, out var trackedData))
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trackedData.MarkUserQuit();
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}
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break;
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}
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}
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private void handleIncomingFrames(int userId, FrameDataBundle bundle) => Schedule(() =>
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{
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if (!UserScores.TryGetValue(userId, out var trackedData))
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return;
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trackedData.Frames.Add(new TimedFrame(bundle.Frames.First().Time, bundle.Header));
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trackedData.UpdateScore();
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});
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protected virtual TrackedUserData CreateUserData(int userId, ScoreProcessor scoreProcessor) => new TrackedUserData(userId, scoreProcessor);
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (spectatorClient != null)
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{
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foreach (var user in playingUsers)
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{
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spectatorClient.StopWatchingUser(user);
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}
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spectatorClient.OnNewFrames -= handleIncomingFrames;
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}
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}
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protected class TrackedUserData
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{
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public readonly int UserId;
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public readonly ScoreProcessor ScoreProcessor;
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public readonly BindableDouble Score = new BindableDouble();
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public readonly BindableDouble Accuracy = new BindableDouble(1);
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public readonly BindableInt CurrentCombo = new BindableInt();
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public readonly BindableBool UserQuit = new BindableBool();
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public readonly IBindable<ScoringMode> ScoringMode = new Bindable<ScoringMode>();
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public readonly List<TimedFrame> Frames = new List<TimedFrame>();
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public TrackedUserData(int userId, ScoreProcessor scoreProcessor)
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{
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UserId = userId;
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ScoreProcessor = scoreProcessor;
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ScoringMode.BindValueChanged(_ => UpdateScore());
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}
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public void MarkUserQuit() => UserQuit.Value = true;
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public virtual void UpdateScore()
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{
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if (Frames.Count == 0)
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return;
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SetFrame(Frames.Last());
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}
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protected void SetFrame(TimedFrame frame)
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{
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var header = frame.Header;
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Score.Value = ScoreProcessor.GetImmediateScore(ScoringMode.Value, header.MaxCombo, header.Statistics);
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Accuracy.Value = header.Accuracy;
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CurrentCombo.Value = header.Combo;
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}
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}
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protected class TimedFrame : IComparable<TimedFrame>
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{
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public readonly double Time;
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public readonly FrameHeader Header;
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public TimedFrame(double time)
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{
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Time = time;
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}
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public TimedFrame(double time, FrameHeader header)
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{
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Time = time;
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Header = header;
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}
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public int CompareTo(TimedFrame other) => Time.CompareTo(other.Time);
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}
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}
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}
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