Files
Ez2Lazer/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerMatchSongSelect.cs
Dean Herbert d27d0f40c1 Switch multiplayer to use song select v2 (#36747)
Tests pass and seems to work. Need to do a bit more self-testing for
higher confidence, but in theory..

Closes https://github.com/ppy/osu/issues/34035.

---------

Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
2026-03-03 13:41:48 +09:00

341 lines
13 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 System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
using Humanizer;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterface;
using osu.Game.Localisation;
using osu.Game.Online.API;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osu.Game.Overlays;
using osu.Game.Overlays.Mods;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.Footer;
using osu.Game.Users;
using osu.Game.Utils;
using osu.Game.Screens.SelectV2;
namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
public partial class MultiplayerMatchSongSelect : SongSelect, IOnlinePlaySubScreen
{
public string ShortTitle => "song selection";
public override string Title => ShortTitle.Humanize();
[Resolved]
private MultiplayerClient client { get; set; } = null!;
[Resolved]
private OngoingOperationTracker operationTracker { get; set; } = null!;
[Resolved]
private IOverlayManager? overlayManager { get; set; }
private readonly Room room;
private readonly IBindable<bool> operationInProgress = new Bindable<bool>();
private readonly PlaylistItem? itemToEdit;
private ModSelectOverlay modSelect = null!;
private LoadingLayer loadingLayer = null!;
private IDisposable? selectionOperation;
[Resolved]
private RulesetStore rulesets { get; set; } = null!;
[Resolved]
private BeatmapManager beatmapManager { get; set; } = null!;
protected override UserActivity InitialActivity => new UserActivity.InLobby(room);
protected readonly Bindable<IReadOnlyList<Mod>> FreeMods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
private readonly Bindable<bool> freestyle = new Bindable<bool>(true);
private readonly PlaylistItem? initialItem;
private readonly FreeModSelectOverlay freeModSelect;
private IDisposable? freeModSelectOverlayRegistration;
/// <summary>
/// Construct a new instance of multiplayer song select.
/// </summary>
/// <param name="room">The room.</param>
/// <param name="itemToEdit">The item to be edited. May be null, in which case a new item will be added to the playlist.</param>
public MultiplayerMatchSongSelect(Room room, PlaylistItem? itemToEdit = null)
{
this.room = room;
this.itemToEdit = itemToEdit;
initialItem = itemToEdit ?? room.Playlist.LastOrDefault();
Padding = new MarginPadding { Horizontal = HORIZONTAL_OVERFLOW_PADDING };
LeftPadding = new MarginPadding { Top = CORNER_RADIUS_HIDE_OFFSET + Header.HEIGHT };
freeModSelect = new FreeModSelectOverlay
{
SelectedMods = { BindTarget = FreeMods },
IsValidMod = isValidAllowedMod,
};
}
[BackgroundDependencyLoader]
private void load()
{
LoadComponent(freeModSelect);
AddInternal(loadingLayer = new LoadingLayer(true)
{
BlockNonPositionalInput = true,
});
}
protected override void LoadComplete()
{
base.LoadComplete();
if (initialItem != null)
{
// Prefer using a local databased beatmap lookup since OnlineId may be -1 for an invalid beatmap selection.
BeatmapInfo? beatmapInfo = initialItem.Beatmap as BeatmapInfo;
// And in the case that this isn't a local databased beatmap, query by online ID.
if (beatmapInfo == null)
{
int onlineId = initialItem.Beatmap.OnlineID;
beatmapInfo = beatmapManager.QueryBeatmap(b => b.OnlineID == onlineId);
}
if (beatmapInfo != null)
Beatmap.Value = beatmapManager.GetWorkingBeatmap(beatmapInfo);
RulesetInfo? ruleset = rulesets.GetRuleset(initialItem.RulesetID);
if (ruleset != null)
{
Ruleset.Value = ruleset;
var rulesetInstance = ruleset.CreateInstance();
Debug.Assert(rulesetInstance != null);
// At this point, Mods contains both the required and allowed mods. For selection purposes, it should only contain the required mods.
// Similarly, freeMods is currently empty but should only contain the allowed mods.
Mods.Value = initialItem.RequiredMods.Select(m => m.ToMod(rulesetInstance)).ToArray();
FreeMods.Value = initialItem.AllowedMods.Select(m => m.ToMod(rulesetInstance)).ToArray();
}
freestyle.Value = initialItem.Freestyle;
}
Mods.BindValueChanged(_ => updateValidMods());
Ruleset.BindValueChanged(onRulesetChanged);
freestyle.BindValueChanged(onFreestyleChanged);
freeModSelectOverlayRegistration = overlayManager?.RegisterBlockingOverlay(freeModSelect);
updateFooterButtons();
updateValidMods();
operationInProgress.BindTo(operationTracker.InProgress);
operationInProgress.BindValueChanged(operation =>
{
if (operation.NewValue)
loadingLayer.Show();
else
loadingLayer.Hide();
}, true);
}
private void onFreestyleChanged(ValueChangedEvent<bool> enabled)
{
updateFooterButtons();
updateValidMods();
if (enabled.NewValue)
{
// Freestyle allows all mods to be selected as freemods. This does not play nicely for some components:
// - We probably don't want to store a gigantic list of acronyms to the database.
// - The mod select overlay isn't built to handle duplicate mods/mods from all rulesets being shoved into it.
// Instead, freestyle inherently assumes this list is empty, and must be empty for server-side validation to pass.
FreeMods.Value = [];
}
else
{
// When disabling freestyle, enable freemods by default.
FreeMods.Value = freeModSelect.AllAvailableMods.Where(state => state.ValidForSelection.Value).Select(state => state.Mod).ToArray();
}
}
private void onRulesetChanged(ValueChangedEvent<RulesetInfo> ruleset)
{
// Todo: We can probably attempt to preserve across rulesets like the global mods do.
FreeMods.Value = [];
}
private void updateFooterButtons()
{
if (freestyle.Value)
freeModSelect.Hide();
}
/// <summary>
/// Removes invalid mods from <see cref="OsuScreen.Mods"/> and <see cref="FreeMods"/>,
/// and updates mod selection overlays to display the new mods valid for selection.
/// </summary>
private void updateValidMods()
{
Mod[] validMods = Mods.Value.Where(isValidRequiredMod).ToArray();
if (!validMods.SequenceEqual(Mods.Value))
Mods.Value = validMods;
Mod[] validFreeMods = FreeMods.Value.Where(isValidAllowedMod).ToArray();
if (!validFreeMods.SequenceEqual(FreeMods.Value))
FreeMods.Value = validFreeMods;
modSelect.IsValidMod = isValidRequiredMod;
freeModSelect.IsValidMod = isValidAllowedMod;
}
protected sealed override void OnStart()
{
var item = new PlaylistItem(Beatmap.Value.BeatmapInfo)
{
RulesetID = Ruleset.Value.OnlineID,
RequiredMods = Mods.Value.Select(m => new APIMod(m)).ToArray(),
AllowedMods = FreeMods.Value.Select(m => new APIMod(m)).ToArray(),
Freestyle = freestyle.Value
};
selectItem(item);
}
private bool selectItem(PlaylistItem item)
{
if (operationInProgress.Value)
{
Logger.Log($"{nameof(selectItem)} aborted due to {nameof(operationInProgress)}");
return false;
}
// If the client is already in a room, update via the client.
// Otherwise, update the playlist directly in preparation for it to be submitted to the API on match creation.
if (client.Room != null)
{
selectionOperation = operationTracker.BeginOperation();
var multiplayerItem = new MultiplayerPlaylistItem
{
ID = itemToEdit?.ID ?? 0,
BeatmapID = item.Beatmap.OnlineID,
BeatmapChecksum = item.Beatmap.MD5Hash,
RulesetID = item.RulesetID,
RequiredMods = item.RequiredMods.ToArray(),
AllowedMods = item.AllowedMods.ToArray(),
Freestyle = item.Freestyle
};
Task task = itemToEdit != null ? client.EditPlaylistItem(multiplayerItem) : client.AddPlaylistItem(multiplayerItem);
task.FireAndForget(onSuccess: () =>
{
selectionOperation.Dispose();
Schedule(() =>
{
// If an error or server side trigger occurred this screen may have already exited by external means.
if (this.IsCurrentScreen())
this.Exit();
});
}, onError: _ =>
{
selectionOperation.Dispose();
});
}
else
{
room.Playlist = [item];
this.Exit();
}
return true;
}
public override bool OnBackButton()
{
if (freeModSelect.State.Value == Visibility.Visible)
{
freeModSelect.Hide();
return true;
}
return base.OnBackButton();
}
public override bool OnExiting(ScreenExitEvent e)
{
freeModSelect.Hide();
return base.OnExiting(e);
}
protected override ModSelectOverlay CreateModSelectOverlay() => modSelect = new UserModSelectOverlay(OverlayColourScheme.Plum)
{
IsValidMod = isValidRequiredMod
};
public override IReadOnlyList<ScreenFooterButton> CreateFooterButtons()
{
var buttons = base.CreateFooterButtons().ToList();
buttons.Single(i => i is FooterButtonMods).TooltipText = MultiplayerMatchStrings.RequiredModsButtonTooltip;
buttons.InsertRange(buttons.FindIndex(b => b is FooterButtonMods) + 1,
[
new FooterButtonFreeMods(freeModSelect)
{
FreeMods = { BindTarget = FreeMods },
Freestyle = { BindTarget = freestyle }
},
new FooterButtonFreestyle
{
Freestyle = { BindTarget = freestyle }
}
]);
return buttons;
}
/// <summary>
/// Checks whether a given <see cref="Mod"/> is valid to be selected as a required mod.
/// </summary>
/// <param name="mod">The <see cref="Mod"/> to check.</param>
private bool isValidRequiredMod(Mod mod) => ModUtils.IsValidModForMatch(mod, true, room.Type, freestyle.Value);
/// <summary>
/// Checks whether a given <see cref="Mod"/> is valid to be selected as an allowed mod.
/// </summary>
/// <param name="mod">The <see cref="Mod"/> to check.</param>
private bool isValidAllowedMod(Mod mod) => ModUtils.IsValidModForMatch(mod, false, room.Type, freestyle.Value)
// Mod must not be contained in the required mods.
&& Mods.Value.All(m => m.Acronym != mod.Acronym)
// Mod must be compatible with all the required mods.
&& ModUtils.CheckCompatibleSet(Mods.Value.Append(mod).ToArray());
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
freeModSelectOverlayRegistration?.Dispose();
}
}
}