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510 lines
20 KiB
C#
510 lines
20 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.Game.Beatmaps;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Multiplayer.MatchTypes.TeamVersus;
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using osu.Game.Online.Rooms;
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using osu.Game.Rulesets.Mods;
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using APIUser = osu.Game.Online.API.Requests.Responses.APIUser;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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/// <summary>
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/// A <see cref="MultiplayerClient"/> for use in multiplayer test scenes. Should generally not be used by itself outside of a <see cref="MultiplayerTestScene"/>.
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/// </summary>
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public class TestMultiplayerClient : MultiplayerClient
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{
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public override IBindable<bool> IsConnected => isConnected;
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private readonly Bindable<bool> isConnected = new Bindable<bool>(true);
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public new Room? APIRoom => base.APIRoom;
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public Action<MultiplayerRoom>? RoomSetupAction;
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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 BeatmapManager beatmaps { get; set; } = null!;
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private readonly TestMultiplayerRoomManager roomManager;
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/// <summary>
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/// Guaranteed up-to-date playlist.
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/// </summary>
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private readonly List<MultiplayerPlaylistItem> serverSidePlaylist = new List<MultiplayerPlaylistItem>();
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private MultiplayerPlaylistItem? currentItem => Room?.Playlist[currentIndex];
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private int currentIndex;
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private long lastPlaylistItemId;
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public TestMultiplayerClient(TestMultiplayerRoomManager roomManager)
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{
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this.roomManager = roomManager;
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}
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public void Connect() => isConnected.Value = true;
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public void Disconnect() => isConnected.Value = false;
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public MultiplayerRoomUser AddUser(APIUser user, bool markAsPlaying = false)
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{
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var roomUser = new MultiplayerRoomUser(user.Id) { User = user };
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addUser(roomUser);
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if (markAsPlaying)
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PlayingUserIds.Add(user.Id);
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return roomUser;
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}
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public void TestAddUnresolvedUser() => addUser(new MultiplayerRoomUser(TestUserLookupCache.UNRESOLVED_USER_ID));
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private void addUser(MultiplayerRoomUser user)
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{
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((IMultiplayerClient)this).UserJoined(user).Wait();
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// We want the user to be immediately available for testing, so force a scheduler update to run the update-bound continuation.
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Scheduler.Update();
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switch (Room?.MatchState)
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{
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case TeamVersusRoomState teamVersus:
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Debug.Assert(Room != null);
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// simulate the server's automatic assignment of users to teams on join.
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// the "best" team is the one with the least users on it.
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int bestTeam = teamVersus.Teams
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.Select(team => (teamID: team.ID, userCount: Room.Users.Count(u => (u.MatchState as TeamVersusUserState)?.TeamID == team.ID)))
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.OrderBy(pair => pair.userCount)
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.First().teamID;
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((IMultiplayerClient)this).MatchUserStateChanged(user.UserID, new TeamVersusUserState { TeamID = bestTeam }).Wait();
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break;
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}
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}
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public void RemoveUser(APIUser user)
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{
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Debug.Assert(Room != null);
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((IMultiplayerClient)this).UserLeft(new MultiplayerRoomUser(user.Id));
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Schedule(() =>
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{
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if (Room.Users.Any())
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TransferHost(Room.Users.First().UserID);
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});
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}
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public void ChangeRoomState(MultiplayerRoomState newState)
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{
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Debug.Assert(Room != null);
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((IMultiplayerClient)this).RoomStateChanged(newState);
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}
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public void ChangeUserState(int userId, MultiplayerUserState newState)
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{
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Debug.Assert(Room != null);
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((IMultiplayerClient)this).UserStateChanged(userId, newState);
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Schedule(() =>
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{
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switch (Room.State)
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{
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case MultiplayerRoomState.WaitingForLoad:
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if (Room.Users.All(u => u.State != MultiplayerUserState.WaitingForLoad))
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{
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foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.Loaded))
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ChangeUserState(u.UserID, MultiplayerUserState.Playing);
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((IMultiplayerClient)this).MatchStarted();
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ChangeRoomState(MultiplayerRoomState.Playing);
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}
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break;
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case MultiplayerRoomState.Playing:
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if (Room.Users.All(u => u.State != MultiplayerUserState.Playing))
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{
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foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.FinishedPlay))
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ChangeUserState(u.UserID, MultiplayerUserState.Results);
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ChangeRoomState(MultiplayerRoomState.Open);
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((IMultiplayerClient)this).ResultsReady();
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FinishCurrentItem().Wait();
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}
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break;
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}
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});
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}
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public void ChangeUserBeatmapAvailability(int userId, BeatmapAvailability newBeatmapAvailability)
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{
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Debug.Assert(Room != null);
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((IMultiplayerClient)this).UserBeatmapAvailabilityChanged(userId, newBeatmapAvailability);
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}
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protected override async Task<MultiplayerRoom> JoinRoom(long roomId, string? password = null)
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{
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var apiRoom = roomManager.ServerSideRooms.Single(r => r.RoomID.Value == roomId);
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if (password != apiRoom.Password.Value)
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throw new InvalidOperationException("Invalid password.");
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serverSidePlaylist.Clear();
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serverSidePlaylist.AddRange(apiRoom.Playlist.Select(item => new MultiplayerPlaylistItem(item)));
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lastPlaylistItemId = serverSidePlaylist.Max(item => item.ID);
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var localUser = new MultiplayerRoomUser(api.LocalUser.Value.Id)
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{
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User = api.LocalUser.Value
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};
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var room = new MultiplayerRoom(roomId)
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{
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Settings =
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{
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Name = apiRoom.Name.Value,
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MatchType = apiRoom.Type.Value,
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Password = password,
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QueueMode = apiRoom.QueueMode.Value
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},
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Playlist = serverSidePlaylist.ToList(),
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Users = { localUser },
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Host = localUser
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};
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await updatePlaylistOrder(room).ConfigureAwait(false);
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await updateCurrentItem(room, false).ConfigureAwait(false);
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RoomSetupAction?.Invoke(room);
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RoomSetupAction = null;
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return room;
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}
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protected override void OnRoomJoined()
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{
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Debug.Assert(APIRoom != null);
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Debug.Assert(Room != null);
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// emulate the server sending this after the join room. scheduler required to make sure the join room event is fired first (in Join).
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changeMatchType(Room.Settings.MatchType).Wait();
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}
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protected override Task LeaveRoomInternal() => Task.CompletedTask;
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public override Task TransferHost(int userId) => ((IMultiplayerClient)this).HostChanged(userId);
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public override Task KickUser(int userId)
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{
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Debug.Assert(Room != null);
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return ((IMultiplayerClient)this).UserKicked(Room.Users.Single(u => u.UserID == userId));
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}
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public override async Task ChangeSettings(MultiplayerRoomSettings settings)
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{
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Debug.Assert(Room != null);
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Debug.Assert(APIRoom != null);
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Debug.Assert(currentItem != null);
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// Server is authoritative for the time being.
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settings.PlaylistItemId = Room.Settings.PlaylistItemId;
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await changeQueueMode(settings.QueueMode).ConfigureAwait(false);
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await ((IMultiplayerClient)this).SettingsChanged(settings).ConfigureAwait(false);
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foreach (var user in Room.Users.Where(u => u.State == MultiplayerUserState.Ready))
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ChangeUserState(user.UserID, MultiplayerUserState.Idle);
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await changeMatchType(settings.MatchType).ConfigureAwait(false);
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}
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public override Task ChangeState(MultiplayerUserState newState)
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{
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ChangeUserState(api.LocalUser.Value.Id, newState);
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return Task.CompletedTask;
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}
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public override Task ChangeBeatmapAvailability(BeatmapAvailability newBeatmapAvailability)
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{
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ChangeUserBeatmapAvailability(api.LocalUser.Value.Id, newBeatmapAvailability);
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return Task.CompletedTask;
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}
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public void ChangeUserMods(int userId, IEnumerable<Mod> newMods)
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=> ChangeUserMods(userId, newMods.Select(m => new APIMod(m)).ToList());
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public void ChangeUserMods(int userId, IEnumerable<APIMod> newMods)
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{
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Debug.Assert(Room != null);
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((IMultiplayerClient)this).UserModsChanged(userId, newMods.ToList());
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}
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public override Task ChangeUserMods(IEnumerable<APIMod> newMods)
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{
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ChangeUserMods(api.LocalUser.Value.Id, newMods);
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return Task.CompletedTask;
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}
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public override async Task SendMatchRequest(MatchUserRequest request)
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{
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Debug.Assert(Room != null);
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Debug.Assert(LocalUser != null);
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switch (request)
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{
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case ChangeTeamRequest changeTeam:
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TeamVersusRoomState roomState = (TeamVersusRoomState)Room.MatchState!;
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TeamVersusUserState userState = (TeamVersusUserState)LocalUser.MatchState!;
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var targetTeam = roomState.Teams.FirstOrDefault(t => t.ID == changeTeam.TeamID);
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if (targetTeam != null)
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{
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userState.TeamID = targetTeam.ID;
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await ((IMultiplayerClient)this).MatchUserStateChanged(LocalUser.UserID, userState).ConfigureAwait(false);
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}
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break;
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}
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}
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public override Task StartMatch()
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{
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Debug.Assert(Room != null);
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ChangeRoomState(MultiplayerRoomState.WaitingForLoad);
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foreach (var user in Room.Users.Where(u => u.State == MultiplayerUserState.Ready))
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ChangeUserState(user.UserID, MultiplayerUserState.WaitingForLoad);
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return ((IMultiplayerClient)this).LoadRequested();
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}
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public async Task AddUserPlaylistItem(int userId, MultiplayerPlaylistItem item)
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{
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Debug.Assert(Room != null);
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Debug.Assert(APIRoom != null);
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Debug.Assert(currentItem != null);
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if (Room.Settings.QueueMode == QueueMode.HostOnly && Room.Host?.UserID != LocalUser?.UserID)
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throw new InvalidOperationException("Local user is not the room host.");
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item.OwnerID = userId;
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switch (Room.Settings.QueueMode)
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{
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case QueueMode.HostOnly:
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// In host-only mode, the current item is re-used.
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item.ID = currentItem.ID;
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item.PlaylistOrder = currentItem.PlaylistOrder;
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serverSidePlaylist[currentIndex] = item;
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await ((IMultiplayerClient)this).PlaylistItemChanged(item).ConfigureAwait(false);
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// Note: Unlike the server, this is the easiest way to update the current item at this point.
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await updateCurrentItem(Room, false).ConfigureAwait(false);
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break;
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default:
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await addItem(item).ConfigureAwait(false);
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// The current item can change as a result of an item being added. For example, if all items earlier in the queue were expired.
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await updateCurrentItem(Room).ConfigureAwait(false);
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break;
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}
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}
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public override Task AddPlaylistItem(MultiplayerPlaylistItem item) => AddUserPlaylistItem(api.LocalUser.Value.OnlineID, item);
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protected override Task<APIBeatmap> GetAPIBeatmap(int beatmapId, CancellationToken cancellationToken = default)
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{
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IBeatmapSetInfo? set = roomManager.ServerSideRooms.SelectMany(r => r.Playlist)
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.FirstOrDefault(p => p.BeatmapID == beatmapId)?.Beatmap.Value.BeatmapSet
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?? beatmaps.QueryBeatmap(b => b.OnlineID == beatmapId)?.BeatmapSet;
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if (set == null)
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throw new InvalidOperationException("Beatmap not found.");
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return Task.FromResult(new APIBeatmap
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{
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BeatmapSet = new APIBeatmapSet { OnlineID = set.OnlineID },
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OnlineID = beatmapId,
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Checksum = set.Beatmaps.First(b => b.OnlineID == beatmapId).MD5Hash
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});
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}
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private async Task changeMatchType(MatchType type)
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{
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Debug.Assert(Room != null);
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switch (type)
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{
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case MatchType.HeadToHead:
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await ((IMultiplayerClient)this).MatchRoomStateChanged(null).ConfigureAwait(false);
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foreach (var user in Room.Users)
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await ((IMultiplayerClient)this).MatchUserStateChanged(user.UserID, null).ConfigureAwait(false);
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break;
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case MatchType.TeamVersus:
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await ((IMultiplayerClient)this).MatchRoomStateChanged(TeamVersusRoomState.CreateDefault()).ConfigureAwait(false);
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foreach (var user in Room.Users)
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await ((IMultiplayerClient)this).MatchUserStateChanged(user.UserID, new TeamVersusUserState()).ConfigureAwait(false);
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break;
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}
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}
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private async Task changeQueueMode(QueueMode newMode)
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{
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Debug.Assert(Room != null);
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Debug.Assert(APIRoom != null);
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Debug.Assert(currentItem != null);
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// When changing to host-only mode, ensure that at least one non-expired playlist item exists by duplicating the current item.
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if (newMode == QueueMode.HostOnly && serverSidePlaylist.All(item => item.Expired))
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await duplicateCurrentItem().ConfigureAwait(false);
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await updatePlaylistOrder(Room).ConfigureAwait(false);
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await updateCurrentItem(Room).ConfigureAwait(false);
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}
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public async Task FinishCurrentItem()
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{
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Debug.Assert(Room != null);
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Debug.Assert(APIRoom != null);
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Debug.Assert(currentItem != null);
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// Expire the current playlist item.
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currentItem.Expired = true;
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currentItem.PlayedAt = DateTimeOffset.Now;
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await ((IMultiplayerClient)this).PlaylistItemChanged(currentItem).ConfigureAwait(false);
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await updatePlaylistOrder(Room).ConfigureAwait(false);
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// In host-only mode, a duplicate playlist item will be used for the next round.
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if (Room.Settings.QueueMode == QueueMode.HostOnly && serverSidePlaylist.All(item => item.Expired))
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await duplicateCurrentItem().ConfigureAwait(false);
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await updateCurrentItem(Room).ConfigureAwait(false);
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}
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private async Task duplicateCurrentItem()
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{
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Debug.Assert(currentItem != null);
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await addItem(new MultiplayerPlaylistItem
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{
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BeatmapID = currentItem.BeatmapID,
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BeatmapChecksum = currentItem.BeatmapChecksum,
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RulesetID = currentItem.RulesetID,
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RequiredMods = currentItem.RequiredMods,
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AllowedMods = currentItem.AllowedMods
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}).ConfigureAwait(false);
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}
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private async Task addItem(MultiplayerPlaylistItem item)
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{
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Debug.Assert(Room != null);
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item.ID = ++lastPlaylistItemId;
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serverSidePlaylist.Add(item);
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await ((IMultiplayerClient)this).PlaylistItemAdded(item).ConfigureAwait(false);
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await updatePlaylistOrder(Room).ConfigureAwait(false);
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}
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private async Task updateCurrentItem(MultiplayerRoom room, bool notify = true)
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{
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// Pick the next non-expired playlist item by playlist order, or default to the most-recently-expired item.
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MultiplayerPlaylistItem nextItem = serverSidePlaylist.Where(i => !i.Expired).OrderBy(i => i.PlaylistOrder).FirstOrDefault()
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?? serverSidePlaylist.OrderByDescending(i => i.PlayedAt).First();
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currentIndex = serverSidePlaylist.IndexOf(nextItem);
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long lastItem = room.Settings.PlaylistItemId;
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room.Settings.PlaylistItemId = nextItem.ID;
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if (notify && nextItem.ID != lastItem)
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await ((IMultiplayerClient)this).SettingsChanged(room.Settings).ConfigureAwait(false);
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}
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private async Task updatePlaylistOrder(MultiplayerRoom room)
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{
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List<MultiplayerPlaylistItem> orderedActiveItems;
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switch (room.Settings.QueueMode)
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{
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default:
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orderedActiveItems = serverSidePlaylist.Where(item => !item.Expired).OrderBy(item => item.ID).ToList();
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break;
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case QueueMode.AllPlayersRoundRobin:
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orderedActiveItems = new List<MultiplayerPlaylistItem>();
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// Todo: This could probably be more efficient, likely at the cost of increased complexity.
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// Number of "expired" or "used" items per player.
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Dictionary<int, int> perUserCounts = serverSidePlaylist
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.GroupBy(item => item.OwnerID)
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.ToDictionary(group => group.Key, group => group.Count(item => item.Expired));
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// We'll run a simulation over all items which are not expired ("unprocessed"). Expired items will not have their ordering updated.
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List<MultiplayerPlaylistItem> unprocessedItems = serverSidePlaylist.Where(item => !item.Expired).ToList();
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// In every iteration of the simulation, pick the first available item from the user with the lowest number of items in the queue to add to the result set.
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// If multiple users have the same number of items in the queue, then the item with the lowest ID is chosen.
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while (unprocessedItems.Count > 0)
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{
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MultiplayerPlaylistItem candidateItem = unprocessedItems
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.OrderBy(item => perUserCounts[item.OwnerID])
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.ThenBy(item => item.ID)
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.First();
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unprocessedItems.Remove(candidateItem);
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orderedActiveItems.Add(candidateItem);
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perUserCounts[candidateItem.OwnerID]++;
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}
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break;
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}
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for (int i = 0; i < orderedActiveItems.Count; i++)
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{
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var item = orderedActiveItems[i];
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if (item.PlaylistOrder == i)
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continue;
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item.PlaylistOrder = (ushort)i;
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await ((IMultiplayerClient)this).PlaylistItemChanged(item).ConfigureAwait(false);
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}
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}
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}
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}
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