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osu-lazer/osu.Game/Users/UserActivity.cs
T
Bartłomiej Dach 429819e68b Adjust user activity updates
- Changed copy of the multiplayer spectator activity to be
  ruleset-agnostic, thus I guess closing
  https://github.com/ppy/osu/issues/32307 maybe? There is still the
  ruleset icon in discord RPC but that one is taken from the game-global
  ruleset so it's a bit more involved to fix.

- Added new activities for daily challenge screens, therefore partially
  addressing https://github.com/ppy/osu/discussions/29200. I didn't add
  skin editor because (a) it's not easy to make work because skin editor
  isn't a screen and (b) I'm not sure we want that to begin with? Kind
  of a weird one.

I've tested backwards compatibility; old server will raise exceptions
that then will be logged as unobserved by the clients when receiving the
new statuses, and an old client, when given one of the new statuses by a
new server, seems to completely ignore it. Seems pretty acceptable to
me.
2025-03-23 11:50:59 +01:00

310 lines
10 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 System;
using MessagePack;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Online;
using osu.Game.Online.Rooms;
using osu.Game.Rulesets;
using osu.Game.Scoring;
using osuTK.Graphics;
namespace osu.Game.Users
{
/// <summary>
/// Base class for all structures describing the user's current activity.
/// </summary>
/// <remarks>
/// Warning: keep <see cref="UnionAttribute"/> specs consistent with
/// <see cref="SignalRWorkaroundTypes.BASE_TYPE_MAPPING"/>.
/// </remarks>
[Serializable]
[MessagePackObject]
[Union(11, typeof(ChoosingBeatmap))]
[Union(12, typeof(InSoloGame))]
[Union(13, typeof(WatchingReplay))]
[Union(14, typeof(SpectatingUser))]
[Union(21, typeof(SearchingForLobby))]
[Union(22, typeof(InLobby))]
[Union(23, typeof(InMultiplayerGame))]
[Union(24, typeof(SpectatingMultiplayerGame))]
[Union(31, typeof(InPlaylistGame))]
[Union(41, typeof(EditingBeatmap))]
[Union(42, typeof(ModdingBeatmap))]
[Union(43, typeof(TestingBeatmap))]
[Union(51, typeof(InDailyChallengeLobby))]
[Union(52, typeof(PlayingDailyChallenge))]
public abstract class UserActivity
{
public abstract string GetStatus(bool hideIdentifiableInformation = false);
public virtual string? GetDetails(bool hideIdentifiableInformation = false) => null;
public virtual Color4 GetAppropriateColour(OsuColour colours) => colours.GreenDarker;
/// <summary>
/// Returns the ID of the beatmap involved in this activity, if applicable and/or available.
/// </summary>
/// <param name="hideIdentifiableInformation"></param>
public virtual int? GetBeatmapID(bool hideIdentifiableInformation = false) => null;
[MessagePackObject]
public class ChoosingBeatmap : UserActivity
{
public override string GetStatus(bool hideIdentifiableInformation = false) => "Choosing a beatmap";
}
[MessagePackObject]
[Union(12, typeof(InSoloGame))]
[Union(23, typeof(InMultiplayerGame))]
[Union(24, typeof(SpectatingMultiplayerGame))]
[Union(31, typeof(InPlaylistGame))]
[Union(52, typeof(PlayingDailyChallenge))]
public abstract class InGame : UserActivity
{
[Key(0)]
public int BeatmapID { get; set; }
[Key(1)]
public string BeatmapDisplayTitle { get; set; } = string.Empty;
[Key(2)]
public int RulesetID { get; set; }
[Key(3)]
public string RulesetPlayingVerb { get; set; } = string.Empty; // TODO: i'm going with this for now, but this is wasteful
protected InGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
{
BeatmapID = beatmapInfo.OnlineID;
BeatmapDisplayTitle = beatmapInfo.GetDisplayTitle();
RulesetID = ruleset.OnlineID;
RulesetPlayingVerb = ruleset.CreateInstance().PlayingVerb;
}
[SerializationConstructor]
protected InGame() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => RulesetPlayingVerb;
public override string GetDetails(bool hideIdentifiableInformation = false) => BeatmapDisplayTitle;
public override int? GetBeatmapID(bool hideIdentifiableInformation = false) => BeatmapID;
}
[MessagePackObject]
public class InSoloGame : InGame
{
public InSoloGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
: base(beatmapInfo, ruleset)
{
}
[SerializationConstructor]
public InSoloGame() { }
}
[MessagePackObject]
public class InMultiplayerGame : InGame
{
public InMultiplayerGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
: base(beatmapInfo, ruleset)
{
}
[SerializationConstructor]
public InMultiplayerGame()
{
}
public override string GetStatus(bool hideIdentifiableInformation = false) => $@"{base.GetStatus(hideIdentifiableInformation)} with others";
}
[MessagePackObject]
public class InPlaylistGame : InGame
{
public InPlaylistGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
: base(beatmapInfo, ruleset)
{
}
[SerializationConstructor]
public InPlaylistGame() { }
}
[MessagePackObject]
public class TestingBeatmap : EditingBeatmap
{
public TestingBeatmap(IBeatmapInfo beatmapInfo)
: base(beatmapInfo)
{
}
[SerializationConstructor]
public TestingBeatmap() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => "Testing a beatmap";
}
[MessagePackObject]
public class EditingBeatmap : UserActivity
{
[Key(0)]
public int BeatmapID { get; set; }
[Key(1)]
public string BeatmapDisplayTitle { get; set; } = string.Empty;
public EditingBeatmap(IBeatmapInfo info)
{
BeatmapID = info.OnlineID;
BeatmapDisplayTitle = info.GetDisplayTitle();
}
[SerializationConstructor]
public EditingBeatmap() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => @"Editing a beatmap";
public override string GetDetails(bool hideIdentifiableInformation = false) => hideIdentifiableInformation
// For now let's assume that showing the beatmap a user is editing could reveal unwanted information.
? string.Empty
: BeatmapDisplayTitle;
public override int? GetBeatmapID(bool hideIdentifiableInformation = false) => hideIdentifiableInformation
// For now let's assume that showing the beatmap a user is editing could reveal unwanted information.
? null
: BeatmapID;
}
[MessagePackObject]
public class ModdingBeatmap : EditingBeatmap
{
public ModdingBeatmap(IBeatmapInfo info)
: base(info)
{
}
[SerializationConstructor]
public ModdingBeatmap() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => "Modding a beatmap";
public override Color4 GetAppropriateColour(OsuColour colours) => colours.PurpleDark;
}
[MessagePackObject]
public class WatchingReplay : UserActivity
{
[Key(0)]
public long ScoreID { get; set; }
[Key(1)]
public string PlayerName { get; set; } = string.Empty;
[Key(2)]
public int BeatmapID { get; set; }
[Key(3)]
public string? BeatmapDisplayTitle { get; set; }
public WatchingReplay(ScoreInfo score)
{
ScoreID = score.OnlineID;
PlayerName = score.User.Username;
BeatmapID = score.BeatmapInfo?.OnlineID ?? -1;
BeatmapDisplayTitle = score.BeatmapInfo?.GetDisplayTitle();
}
[SerializationConstructor]
public WatchingReplay() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => hideIdentifiableInformation ? @"Watching a replay" : $@"Watching {PlayerName}'s replay";
public override string? GetDetails(bool hideIdentifiableInformation = false) => BeatmapDisplayTitle;
}
[MessagePackObject]
public class SpectatingUser : WatchingReplay
{
public SpectatingUser(ScoreInfo score)
: base(score)
{
}
[SerializationConstructor]
public SpectatingUser() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => hideIdentifiableInformation ? @"Spectating a user" : $@"Spectating {PlayerName}";
}
[MessagePackObject]
public class SpectatingMultiplayerGame : InGame
{
public SpectatingMultiplayerGame(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
: base(beatmapInfo, ruleset)
{
}
[SerializationConstructor]
public SpectatingMultiplayerGame() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => @"Spectating a multiplayer game";
}
[MessagePackObject]
public class SearchingForLobby : UserActivity
{
public override string GetStatus(bool hideIdentifiableInformation = false) => @"Looking for a lobby";
}
[MessagePackObject]
public class InLobby : UserActivity
{
[Key(0)]
public long RoomID { get; set; }
[Key(1)]
public string RoomName { get; set; } = string.Empty;
public InLobby(Room room)
{
RoomID = room.RoomID ?? -1;
RoomName = room.Name;
}
[SerializationConstructor]
public InLobby() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => @"In a lobby";
public override string? GetDetails(bool hideIdentifiableInformation = false) => hideIdentifiableInformation
? null
: RoomName;
}
[MessagePackObject]
public class InDailyChallengeLobby : UserActivity
{
[SerializationConstructor]
public InDailyChallengeLobby() { }
public override string GetStatus(bool hideIdentifiableInformation = false) => @"In daily challenge lobby";
}
[MessagePackObject]
public class PlayingDailyChallenge : InGame
{
public PlayingDailyChallenge(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset)
: base(beatmapInfo, ruleset)
{
}
[SerializationConstructor]
public PlayingDailyChallenge()
{
}
public override string GetStatus(bool hideIdentifiableInformation = false) => @$"{RulesetPlayingVerb} in daily challenge";
}
}
}