mirror of
https://github.com/SK-la/Ez2Lazer.git
synced 2026-03-13 11:20:28 +00:00
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>
341 lines
13 KiB
C#
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();
|
|
}
|
|
}
|
|
}
|