mirror of
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e9b0652359
To salvage ready up button tests.
514 lines
17 KiB
C#
514 lines
17 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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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Extensions;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests;
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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.Online.Rooms.RoomStatuses;
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using osu.Game.Rulesets;
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using osu.Game.Users;
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using osu.Game.Utils;
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namespace osu.Game.Online.Multiplayer
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{
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public abstract class StatefulMultiplayerClient : Component, IMultiplayerClient, IMultiplayerRoomServer
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{
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/// <summary>
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/// Invoked when any change occurs to the multiplayer room.
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/// </summary>
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public event Action? RoomUpdated;
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/// <summary>
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/// Invoked when the multiplayer server requests the current beatmap to be loaded into play.
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/// </summary>
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public event Action? LoadRequested;
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/// <summary>
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/// Invoked when the multiplayer server requests gameplay to be started.
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/// </summary>
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public event Action? MatchStarted;
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/// <summary>
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/// Invoked when the multiplayer server has finished collating results.
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/// </summary>
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public event Action? ResultsReady;
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/// <summary>
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/// Whether the <see cref="StatefulMultiplayerClient"/> is currently connected.
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/// </summary>
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public abstract IBindable<bool> IsConnected { get; }
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/// <summary>
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/// The joined <see cref="MultiplayerRoom"/>.
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/// </summary>
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public MultiplayerRoom? Room { get; private set; }
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/// <summary>
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/// The users in the joined <see cref="Room"/> which are participating in the current gameplay loop.
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/// </summary>
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public readonly BindableList<int> CurrentMatchPlayingUserIds = new BindableList<int>();
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/// <summary>
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/// The <see cref="MultiplayerRoomUser"/> corresponding to the local player, if available.
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/// </summary>
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public MultiplayerRoomUser? LocalUser => Room?.Users.SingleOrDefault(u => u.User?.Id == api.LocalUser.Value.Id);
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[Resolved]
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private UserLookupCache userLookupCache { get; set; } = null!;
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[Resolved]
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private IAPIProvider api { get; set; } = null!;
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[Resolved]
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private RulesetStore rulesets { get; set; } = null!;
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private Room? apiRoom;
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// Todo: This is temporary, until the multiplayer server returns the item id on match start or otherwise.
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private int playlistItemId;
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protected StatefulMultiplayerClient()
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{
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IsConnected.BindValueChanged(connected =>
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{
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// clean up local room state on server disconnect.
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if (!connected.NewValue)
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{
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Logger.Log("Connection to multiplayer server was lost.", LoggingTarget.Runtime, LogLevel.Important);
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LeaveRoom().CatchUnobservedExceptions();
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}
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});
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}
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/// <summary>
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/// Joins the <see cref="MultiplayerRoom"/> for a given API <see cref="Room"/>.
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/// </summary>
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/// <param name="room">The API <see cref="Room"/>.</param>
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public async Task JoinRoom(Room room)
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{
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if (Room != null)
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throw new InvalidOperationException("Cannot join a multiplayer room while already in one.");
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Debug.Assert(room.RoomID.Value != null);
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apiRoom = room;
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playlistItemId = room.Playlist.SingleOrDefault()?.ID ?? 0;
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Room = await JoinRoom(room.RoomID.Value.Value);
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Debug.Assert(Room != null);
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var users = getRoomUsers();
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await Task.WhenAll(users.Select(PopulateUser));
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updateLocalRoomSettings(Room.Settings);
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}
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/// <summary>
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/// Joins the <see cref="MultiplayerRoom"/> with a given ID.
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/// </summary>
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/// <param name="roomId">The room ID.</param>
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/// <returns>The joined <see cref="MultiplayerRoom"/>.</returns>
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protected abstract Task<MultiplayerRoom> JoinRoom(long roomId);
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public virtual Task LeaveRoom()
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{
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Scheduler.Add(() =>
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{
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if (Room == null)
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return;
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apiRoom = null;
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Room = null;
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CurrentMatchPlayingUserIds.Clear();
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RoomUpdated?.Invoke();
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}, false);
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return Task.CompletedTask;
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}
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/// <summary>
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/// Change the current <see cref="MultiplayerRoom"/> settings.
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/// </summary>
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/// <remarks>
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/// A room must be joined for this to have any effect.
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/// </remarks>
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/// <param name="name">The new room name, if any.</param>
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/// <param name="item">The new room playlist item, if any.</param>
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public Task ChangeSettings(Optional<string> name = default, Optional<PlaylistItem> item = default)
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{
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if (Room == null)
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throw new InvalidOperationException("Must be joined to a match to change settings.");
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// A dummy playlist item filled with the current room settings (except mods).
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var existingPlaylistItem = new PlaylistItem
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{
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Beatmap =
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{
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Value = new BeatmapInfo
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{
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OnlineBeatmapID = Room.Settings.BeatmapID,
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MD5Hash = Room.Settings.BeatmapChecksum
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}
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},
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RulesetID = Room.Settings.RulesetID
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};
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return ChangeSettings(new MultiplayerRoomSettings
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{
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Name = name.GetOr(Room.Settings.Name),
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BeatmapID = item.GetOr(existingPlaylistItem).BeatmapID,
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BeatmapChecksum = item.GetOr(existingPlaylistItem).Beatmap.Value.MD5Hash,
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RulesetID = item.GetOr(existingPlaylistItem).RulesetID,
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Mods = item.HasValue ? item.Value.AsNonNull().RequiredMods.Select(m => new APIMod(m)).ToList() : Room.Settings.Mods
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});
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}
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/// <summary>
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/// Toggles the <see cref="LocalUser"/>'s ready state.
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/// </summary>
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/// <returns><c>true</c> if this toggle triggered a gameplay start; <c>false</c> otherwise.</returns>
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/// <exception cref="InvalidOperationException">If a toggle of ready state is not valid at this time.</exception>
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public async Task<bool> ToggleReady()
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{
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var localUser = LocalUser;
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if (localUser == null)
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return false;
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switch (localUser.State)
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{
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case MultiplayerUserState.Idle:
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await ChangeState(MultiplayerUserState.Ready);
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return false;
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case MultiplayerUserState.Ready:
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if (Room?.Host?.Equals(localUser) == true)
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{
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await StartMatch();
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return true;
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}
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await ChangeState(MultiplayerUserState.Idle);
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return false;
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default:
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throw new InvalidOperationException($"Cannot toggle ready when in {localUser.State}");
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}
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}
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public abstract Task TransferHost(int userId);
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public abstract Task ChangeSettings(MultiplayerRoomSettings settings);
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public abstract Task ChangeState(MultiplayerUserState newState);
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public abstract Task StartMatch();
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Task IMultiplayerClient.RoomStateChanged(MultiplayerRoomState state)
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{
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if (Room == null)
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return Task.CompletedTask;
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Scheduler.Add(() =>
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{
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if (Room == null)
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return;
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Debug.Assert(apiRoom != null);
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Room.State = state;
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switch (state)
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{
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case MultiplayerRoomState.Open:
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apiRoom.Status.Value = new RoomStatusOpen();
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break;
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case MultiplayerRoomState.Playing:
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apiRoom.Status.Value = new RoomStatusPlaying();
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break;
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case MultiplayerRoomState.Closed:
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apiRoom.Status.Value = new RoomStatusEnded();
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break;
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}
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RoomUpdated?.Invoke();
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}, false);
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return Task.CompletedTask;
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}
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async Task IMultiplayerClient.UserJoined(MultiplayerRoomUser user)
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{
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if (Room == null)
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return;
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await PopulateUser(user);
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Scheduler.Add(() =>
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{
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if (Room == null)
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return;
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// for sanity, ensure that there can be no duplicate users in the room user list.
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if (Room.Users.Any(existing => existing.UserID == user.UserID))
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return;
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Room.Users.Add(user);
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RoomUpdated?.Invoke();
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}, false);
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}
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Task IMultiplayerClient.UserLeft(MultiplayerRoomUser user)
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{
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if (Room == null)
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return Task.CompletedTask;
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Scheduler.Add(() =>
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{
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if (Room == null)
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return;
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Room.Users.Remove(user);
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CurrentMatchPlayingUserIds.Remove(user.UserID);
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RoomUpdated?.Invoke();
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}, false);
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return Task.CompletedTask;
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}
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Task IMultiplayerClient.HostChanged(int userId)
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{
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if (Room == null)
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return Task.CompletedTask;
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Scheduler.Add(() =>
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{
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if (Room == null)
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return;
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Debug.Assert(apiRoom != null);
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var user = Room.Users.FirstOrDefault(u => u.UserID == userId);
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Room.Host = user;
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apiRoom.Host.Value = user?.User;
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RoomUpdated?.Invoke();
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}, false);
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return Task.CompletedTask;
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}
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Task IMultiplayerClient.SettingsChanged(MultiplayerRoomSettings newSettings)
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{
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updateLocalRoomSettings(newSettings);
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return Task.CompletedTask;
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}
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Task IMultiplayerClient.UserStateChanged(int userId, MultiplayerUserState state)
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{
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if (Room == null)
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return Task.CompletedTask;
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Scheduler.Add(() =>
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{
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if (Room == null)
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return;
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Room.Users.Single(u => u.UserID == userId).State = state;
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updateUserPlayingState(userId, state);
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RoomUpdated?.Invoke();
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}, false);
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return Task.CompletedTask;
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}
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Task IMultiplayerClient.LoadRequested()
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{
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if (Room == null)
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return Task.CompletedTask;
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Scheduler.Add(() =>
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{
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if (Room == null)
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return;
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LoadRequested?.Invoke();
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}, false);
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return Task.CompletedTask;
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}
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Task IMultiplayerClient.MatchStarted()
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{
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if (Room == null)
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return Task.CompletedTask;
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Scheduler.Add(() =>
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{
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if (Room == null)
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return;
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MatchStarted?.Invoke();
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}, false);
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return Task.CompletedTask;
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}
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Task IMultiplayerClient.ResultsReady()
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{
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if (Room == null)
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return Task.CompletedTask;
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Scheduler.Add(() =>
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{
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if (Room == null)
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return;
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ResultsReady?.Invoke();
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}, false);
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return Task.CompletedTask;
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}
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/// <summary>
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/// Populates the <see cref="User"/> for a given <see cref="MultiplayerRoomUser"/>.
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/// </summary>
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/// <param name="multiplayerUser">The <see cref="MultiplayerRoomUser"/> to populate.</param>
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protected async Task PopulateUser(MultiplayerRoomUser multiplayerUser) => multiplayerUser.User ??= await userLookupCache.GetUserAsync(multiplayerUser.UserID);
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/// <summary>
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/// Retrieve a copy of users currently in the joined <see cref="Room"/> in a thread-safe manner.
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/// This should be used whenever accessing users from outside of an Update thread context (ie. when not calling <see cref="Drawable.Schedule"/>).
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/// </summary>
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/// <returns>A copy of users in the current room, or null if unavailable.</returns>
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private List<MultiplayerRoomUser>? getRoomUsers()
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{
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List<MultiplayerRoomUser>? users = null;
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ManualResetEventSlim resetEvent = new ManualResetEventSlim();
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// at some point we probably want to replace all these schedule calls with Room.LockForUpdate.
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// for now, as this would require quite some consideration due to the number of accesses to the room instance,
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// let's just add a manual schedule for the non-scheduled usages instead.
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Scheduler.Add(() =>
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{
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users = Room?.Users.ToList();
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resetEvent.Set();
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}, false);
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resetEvent.Wait(100);
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return users;
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}
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/// <summary>
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/// Updates the local room settings with the given <see cref="MultiplayerRoomSettings"/>.
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/// </summary>
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/// <remarks>
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/// This updates both the joined <see cref="MultiplayerRoom"/> and the respective API <see cref="Room"/>.
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/// </remarks>
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/// <param name="settings">The new <see cref="MultiplayerRoomSettings"/> to update from.</param>
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private void updateLocalRoomSettings(MultiplayerRoomSettings settings)
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{
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if (Room == null)
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return;
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Scheduler.Add(() =>
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{
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if (Room == null)
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return;
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Debug.Assert(apiRoom != null);
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// Update a few properties of the room instantaneously.
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Room.Settings = settings;
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apiRoom.Name.Value = Room.Settings.Name;
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// The playlist update is delayed until an online beatmap lookup (below) succeeds.
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// In-order for the client to not display an outdated beatmap, the playlist is forcefully cleared here.
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apiRoom.Playlist.Clear();
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RoomUpdated?.Invoke();
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var req = new GetBeatmapSetRequest(settings.BeatmapID, BeatmapSetLookupType.BeatmapId);
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req.Success += res => updatePlaylist(settings, res);
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api.Queue(req);
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}, false);
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}
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private void updatePlaylist(MultiplayerRoomSettings settings, APIBeatmapSet onlineSet)
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{
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if (Room == null || !Room.Settings.Equals(settings))
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return;
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Debug.Assert(apiRoom != null);
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var beatmapSet = onlineSet.ToBeatmapSet(rulesets);
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var beatmap = beatmapSet.Beatmaps.Single(b => b.OnlineBeatmapID == settings.BeatmapID);
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beatmap.MD5Hash = settings.BeatmapChecksum;
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var ruleset = rulesets.GetRuleset(settings.RulesetID).CreateInstance();
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var mods = settings.Mods.Select(m => m.ToMod(ruleset));
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PlaylistItem playlistItem = new PlaylistItem
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{
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ID = playlistItemId,
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Beatmap = { Value = beatmap },
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Ruleset = { Value = ruleset.RulesetInfo },
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};
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playlistItem.RequiredMods.AddRange(mods);
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apiRoom.Playlist.Clear(); // Clearing should be unnecessary, but here for sanity.
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apiRoom.Playlist.Add(playlistItem);
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}
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/// <summary>
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/// For the provided user ID, update whether the user is included in <see cref="CurrentMatchPlayingUserIds"/>.
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/// </summary>
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/// <param name="userId">The user's ID.</param>
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/// <param name="state">The new state of the user.</param>
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private void updateUserPlayingState(int userId, MultiplayerUserState state)
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{
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bool wasPlaying = CurrentMatchPlayingUserIds.Contains(userId);
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bool isPlaying = state >= MultiplayerUserState.WaitingForLoad && state <= MultiplayerUserState.FinishedPlay;
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if (isPlaying == wasPlaying)
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return;
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if (isPlaying)
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CurrentMatchPlayingUserIds.Add(userId);
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else
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CurrentMatchPlayingUserIds.Remove(userId);
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}
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}
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}
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