Merge branch 'master' into update-inspectcode-version

This commit is contained in:
smoogipoo
2020-06-09 20:12:39 +09:00
49 changed files with 1115 additions and 204 deletions

View File

@ -84,7 +84,8 @@ namespace osu.Game.Online.Chat
public long? LastReadId;
/// <summary>
/// Signalles if the current user joined this channel or not. Defaults to false.
/// Signals if the current user joined this channel or not. Defaults to false.
/// Note that this does not guarantee a join has completed. Check Id > 0 for confirmation.
/// </summary>
public Bindable<bool> Joined = new Bindable<bool>();

View File

@ -86,19 +86,13 @@ namespace osu.Game.Online.Chat
return;
CurrentChannel.Value = JoinedChannels.FirstOrDefault(c => c.Type == ChannelType.PM && c.Users.Count == 1 && c.Users.Any(u => u.Id == user.Id))
?? new Channel(user);
?? JoinChannel(new Channel(user));
}
private void currentChannelChanged(ValueChangedEvent<Channel> e)
{
if (!(e.NewValue is ChannelSelectorTabItem.ChannelSelectorTabChannel))
JoinChannel(e.NewValue);
if (e.NewValue?.MessagesLoaded == false)
{
// let's fetch a small number of messages to bring us up-to-date with the backlog.
fetchInitalMessages(e.NewValue);
}
}
/// <summary>
@ -145,7 +139,7 @@ namespace osu.Game.Online.Chat
target.AddLocalEcho(message);
// if this is a PM and the first message, we need to do a special request to create the PM channel
if (target.Type == ChannelType.PM && !target.Joined.Value)
if (target.Type == ChannelType.PM && target.Id == 0)
{
var createNewPrivateMessageRequest = new CreateNewPrivateMessageRequest(target.Users.First(), message);
@ -238,7 +232,6 @@ namespace osu.Game.Online.Chat
}
JoinChannel(channel);
CurrentChannel.Value = channel;
break;
case "help":
@ -273,7 +266,7 @@ namespace osu.Game.Online.Chat
// join any channels classified as "defaults"
if (joinDefaults && defaultChannels.Any(c => c.Equals(channel.Name, StringComparison.OrdinalIgnoreCase)))
JoinChannel(ch);
joinChannel(ch);
}
};
req.Failure += error =>
@ -294,7 +287,7 @@ namespace osu.Game.Online.Chat
/// <param name="channel">The channel </param>
private void fetchInitalMessages(Channel channel)
{
if (channel.Id <= 0) return;
if (channel.Id <= 0 || channel.MessagesLoaded) return;
var fetchInitialMsgReq = new GetMessagesRequest(channel);
fetchInitialMsgReq.Success += messages =>
@ -349,9 +342,10 @@ namespace osu.Game.Online.Chat
/// Joins a channel if it has not already been joined.
/// </summary>
/// <param name="channel">The channel to join.</param>
/// <param name="alreadyJoined">Whether the channel has already been joined server-side. Will skip a join request.</param>
/// <returns>The joined channel. Note that this may not match the parameter channel as it is a backed object.</returns>
public Channel JoinChannel(Channel channel, bool alreadyJoined = false)
public Channel JoinChannel(Channel channel) => joinChannel(channel, true);
private Channel joinChannel(Channel channel, bool fetchInitialMessages = false)
{
if (channel == null) return null;
@ -360,21 +354,45 @@ namespace osu.Game.Online.Chat
// ensure we are joined to the channel
if (!channel.Joined.Value)
{
if (alreadyJoined)
channel.Joined.Value = true;
else
channel.Joined.Value = true;
switch (channel.Type)
{
switch (channel.Type)
{
case ChannelType.Public:
var req = new JoinChannelRequest(channel, api.LocalUser.Value);
req.Success += () => JoinChannel(channel, true);
req.Failure += ex => LeaveChannel(channel);
api.Queue(req);
return channel;
}
case ChannelType.Multiplayer:
// join is implicit. happens when you join a multiplayer game.
// this will probably change in the future.
joinChannel(channel, fetchInitialMessages);
return channel;
case ChannelType.PM:
var createRequest = new CreateChannelRequest(channel);
createRequest.Success += resChannel =>
{
if (resChannel.ChannelID.HasValue)
{
channel.Id = resChannel.ChannelID.Value;
handleChannelMessages(resChannel.RecentMessages);
channel.MessagesLoaded = true; // this will mark the channel as having received messages even if there were none.
}
};
api.Queue(createRequest);
break;
default:
var req = new JoinChannelRequest(channel, api.LocalUser.Value);
req.Success += () => joinChannel(channel, fetchInitialMessages);
req.Failure += ex => LeaveChannel(channel);
api.Queue(req);
return channel;
}
}
else
{
if (fetchInitialMessages)
fetchInitalMessages(channel);
}
CurrentChannel.Value ??= channel;
@ -417,7 +435,8 @@ namespace osu.Game.Online.Chat
foreach (var channel in updates.Presence)
{
// we received this from the server so should mark the channel already joined.
JoinChannel(channel, true);
channel.Joined.Value = true;
joinChannel(channel);
}
//todo: handle left channels