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Add realtime player
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@ -1,16 +1,81 @@
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// 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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using System;
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using System.Diagnostics;
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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.Game.Online.Multiplayer;
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using osu.Game.Online.RealtimeMultiplayer;
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using osu.Game.Scoring;
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using osu.Game.Screens.Multi.Play;
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using osu.Game.Screens.Ranking;
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namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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{
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public class RealtimePlayer : TimeshiftPlayer
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{
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protected override bool PauseOnFocusLost => false;
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// Disallow fails in multiplayer for now.
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protected override bool CheckModsAllowFailure() => false;
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[Resolved]
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private StatefulMultiplayerClient client { get; set; }
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private readonly TaskCompletionSource<bool> resultsReady = new TaskCompletionSource<bool>();
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private bool started;
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public RealtimePlayer(PlaylistItem playlistItem)
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: base(playlistItem)
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: base(playlistItem, false)
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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if (Token == null)
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return; // Todo: Somehow handle token retrieval failure.
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client.MatchStarted += onMatchStarted;
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client.ResultsReady += onResultsReady;
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client.ChangeState(MultiplayerUserState.Loaded);
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while (!started)
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Thread.Sleep(100);
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}
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private void onMatchStarted() => started = true;
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private void onResultsReady() => resultsReady.SetResult(true);
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protected override async Task SubmitScore(Score score)
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{
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await base.SubmitScore(score);
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await client.ChangeState(MultiplayerUserState.FinishedPlay);
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// Await up to 30 seconds for results to become available (3 api request timeouts).
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// This is arbitrary just to not leave the player in an essentially deadlocked state if any connection issues occur.
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await Task.WhenAny(resultsReady.Task, Task.Delay(TimeSpan.FromSeconds(30)));
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}
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protected override ResultsScreen CreateResults(ScoreInfo score)
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{
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Debug.Assert(RoomId.Value != null);
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return new RealtimeResultsScreen(score, RoomId.Value.Value, PlaylistItem);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (client != null)
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{
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client.MatchStarted -= onMatchStarted;
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client.ResultsReady -= onResultsReady;
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}
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}
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}
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}
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