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osu-lazer/osu.Game/Screens/Ranking/FavouriteButton.cs
Bartłomiej Dach 9f834ca1a2
Silence beatmap retrieval failures from results screen favourite button
As reported (very poorly) in
https://github.com/ppy/osu/pull/28991#issuecomment-2331854970.

I believe this is a total edge case and is mostly visible on dev due to
some beatmaps existing on `osu.ppy.sh` and not on `dev.ppy.sh`, but I
tend to agree in general that these types of failures should not be
firing very loud error notifications; logging to network and disabling
the button with a tooltip adjustment should be enough.
2024-09-06 10:29:23 +02:00

157 lines
5.0 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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Logging;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Drawables.Cards;
using osu.Game.Graphics;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Resources.Localisation.Web;
using osuTK;
namespace osu.Game.Screens.Ranking
{
public partial class FavouriteButton : GrayButton
{
public readonly BeatmapSetInfo BeatmapSetInfo;
private APIBeatmapSet? beatmapSet;
private readonly Bindable<BeatmapSetFavouriteState> current;
private PostBeatmapFavouriteRequest? favouriteRequest;
private LoadingLayer loading = null!;
private readonly IBindable<APIUser> localUser = new Bindable<APIUser>();
[Resolved]
private IAPIProvider api { get; set; } = null!;
[Resolved]
private OsuColour colours { get; set; } = null!;
public FavouriteButton(BeatmapSetInfo beatmapSetInfo)
: base(FontAwesome.Regular.Heart)
{
BeatmapSetInfo = beatmapSetInfo;
current = new BindableWithCurrent<BeatmapSetFavouriteState>(new BeatmapSetFavouriteState(false, 0));
Size = new Vector2(75, 30);
}
[BackgroundDependencyLoader]
private void load()
{
Add(loading = new LoadingLayer(true, false));
Action = toggleFavouriteStatus;
}
protected override void LoadComplete()
{
base.LoadComplete();
current.BindValueChanged(_ => updateState(), true);
localUser.BindTo(api.LocalUser);
localUser.BindValueChanged(_ => updateUser(), true);
}
private void getBeatmapSet()
{
GetBeatmapSetRequest beatmapSetRequest = new GetBeatmapSetRequest(BeatmapSetInfo.OnlineID);
loading.Show();
beatmapSetRequest.Success += beatmapSet =>
{
this.beatmapSet = beatmapSet;
current.Value = new BeatmapSetFavouriteState(this.beatmapSet.HasFavourited, this.beatmapSet.FavouriteCount);
loading.Hide();
Enabled.Value = true;
};
beatmapSetRequest.Failure += e =>
{
Logger.Log($"Favourite button failed to fetch beatmap info: {e}", LoggingTarget.Network);
Schedule(() =>
{
loading.Hide();
Enabled.Value = false;
TooltipText = "this beatmap cannot be favourited";
});
};
api.Queue(beatmapSetRequest);
}
private void toggleFavouriteStatus()
{
if (beatmapSet == null)
return;
Enabled.Value = false;
loading.Show();
var actionType = current.Value.Favourited ? BeatmapFavouriteAction.UnFavourite : BeatmapFavouriteAction.Favourite;
favouriteRequest?.Cancel();
favouriteRequest = new PostBeatmapFavouriteRequest(beatmapSet.OnlineID, actionType);
favouriteRequest.Success += () =>
{
bool favourited = actionType == BeatmapFavouriteAction.Favourite;
current.Value = new BeatmapSetFavouriteState(favourited, current.Value.FavouriteCount + (favourited ? 1 : -1));
Enabled.Value = true;
loading.Hide();
};
favouriteRequest.Failure += e =>
{
Logger.Error(e, $"Failed to {actionType.ToString().ToLowerInvariant()} beatmap: {e.Message}");
Schedule(() =>
{
Enabled.Value = true;
loading.Hide();
});
};
api.Queue(favouriteRequest);
}
private void updateUser()
{
if (!(localUser.Value is GuestUser) && BeatmapSetInfo.OnlineID > 0)
getBeatmapSet();
else
{
Enabled.Value = false;
current.Value = new BeatmapSetFavouriteState(false, 0);
updateState();
TooltipText = BeatmapsetsStrings.ShowDetailsFavouriteLogin;
}
}
private void updateState()
{
if (current.Value.Favourited)
{
Background.Colour = colours.Green;
Icon.Icon = FontAwesome.Solid.Heart;
TooltipText = BeatmapsetsStrings.ShowDetailsUnfavourite;
}
else
{
Background.Colour = colours.Gray4;
Icon.Icon = FontAwesome.Regular.Heart;
TooltipText = BeatmapsetsStrings.ShowDetailsFavourite;
}
}
}
}