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Merge branch 'master' into update-inspectcode-version
This commit is contained in:
@ -84,7 +84,8 @@ namespace osu.Game.Online.Chat
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public long? LastReadId;
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/// <summary>
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/// Signalles if the current user joined this channel or not. Defaults to false.
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/// Signals if the current user joined this channel or not. Defaults to false.
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/// Note that this does not guarantee a join has completed. Check Id > 0 for confirmation.
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/// </summary>
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public Bindable<bool> Joined = new Bindable<bool>();
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@ -86,19 +86,13 @@ namespace osu.Game.Online.Chat
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return;
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CurrentChannel.Value = JoinedChannels.FirstOrDefault(c => c.Type == ChannelType.PM && c.Users.Count == 1 && c.Users.Any(u => u.Id == user.Id))
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?? new Channel(user);
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?? JoinChannel(new Channel(user));
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}
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private void currentChannelChanged(ValueChangedEvent<Channel> e)
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{
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if (!(e.NewValue is ChannelSelectorTabItem.ChannelSelectorTabChannel))
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JoinChannel(e.NewValue);
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if (e.NewValue?.MessagesLoaded == false)
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{
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// let's fetch a small number of messages to bring us up-to-date with the backlog.
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fetchInitalMessages(e.NewValue);
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}
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}
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/// <summary>
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@ -145,7 +139,7 @@ namespace osu.Game.Online.Chat
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target.AddLocalEcho(message);
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// if this is a PM and the first message, we need to do a special request to create the PM channel
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if (target.Type == ChannelType.PM && !target.Joined.Value)
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if (target.Type == ChannelType.PM && target.Id == 0)
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{
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var createNewPrivateMessageRequest = new CreateNewPrivateMessageRequest(target.Users.First(), message);
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@ -238,7 +232,6 @@ namespace osu.Game.Online.Chat
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}
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JoinChannel(channel);
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CurrentChannel.Value = channel;
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break;
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case "help":
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@ -273,7 +266,7 @@ namespace osu.Game.Online.Chat
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// join any channels classified as "defaults"
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if (joinDefaults && defaultChannels.Any(c => c.Equals(channel.Name, StringComparison.OrdinalIgnoreCase)))
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JoinChannel(ch);
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joinChannel(ch);
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}
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};
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req.Failure += error =>
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@ -294,7 +287,7 @@ namespace osu.Game.Online.Chat
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/// <param name="channel">The channel </param>
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private void fetchInitalMessages(Channel channel)
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{
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if (channel.Id <= 0) return;
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if (channel.Id <= 0 || channel.MessagesLoaded) return;
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var fetchInitialMsgReq = new GetMessagesRequest(channel);
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fetchInitialMsgReq.Success += messages =>
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@ -349,9 +342,10 @@ namespace osu.Game.Online.Chat
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/// Joins a channel if it has not already been joined.
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/// </summary>
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/// <param name="channel">The channel to join.</param>
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/// <param name="alreadyJoined">Whether the channel has already been joined server-side. Will skip a join request.</param>
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/// <returns>The joined channel. Note that this may not match the parameter channel as it is a backed object.</returns>
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public Channel JoinChannel(Channel channel, bool alreadyJoined = false)
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public Channel JoinChannel(Channel channel) => joinChannel(channel, true);
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private Channel joinChannel(Channel channel, bool fetchInitialMessages = false)
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{
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if (channel == null) return null;
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@ -360,21 +354,45 @@ namespace osu.Game.Online.Chat
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// ensure we are joined to the channel
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if (!channel.Joined.Value)
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{
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if (alreadyJoined)
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channel.Joined.Value = true;
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else
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channel.Joined.Value = true;
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switch (channel.Type)
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{
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switch (channel.Type)
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{
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case ChannelType.Public:
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var req = new JoinChannelRequest(channel, api.LocalUser.Value);
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req.Success += () => JoinChannel(channel, true);
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req.Failure += ex => LeaveChannel(channel);
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api.Queue(req);
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return channel;
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}
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case ChannelType.Multiplayer:
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// join is implicit. happens when you join a multiplayer game.
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// this will probably change in the future.
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joinChannel(channel, fetchInitialMessages);
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return channel;
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case ChannelType.PM:
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var createRequest = new CreateChannelRequest(channel);
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createRequest.Success += resChannel =>
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{
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if (resChannel.ChannelID.HasValue)
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{
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channel.Id = resChannel.ChannelID.Value;
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handleChannelMessages(resChannel.RecentMessages);
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channel.MessagesLoaded = true; // this will mark the channel as having received messages even if there were none.
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}
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};
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api.Queue(createRequest);
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break;
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default:
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var req = new JoinChannelRequest(channel, api.LocalUser.Value);
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req.Success += () => joinChannel(channel, fetchInitialMessages);
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req.Failure += ex => LeaveChannel(channel);
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api.Queue(req);
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return channel;
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}
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}
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else
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{
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if (fetchInitialMessages)
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fetchInitalMessages(channel);
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}
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CurrentChannel.Value ??= channel;
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@ -417,7 +435,8 @@ namespace osu.Game.Online.Chat
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foreach (var channel in updates.Presence)
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{
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// we received this from the server so should mark the channel already joined.
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JoinChannel(channel, true);
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channel.Joined.Value = true;
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joinChannel(channel);
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}
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//todo: handle left channels
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