mirror of
https://github.com/osukey/osukey.git
synced 2025-08-08 00:53:56 +09:00
Refactor player exit logic to convey intention better
This commit is contained in:
@ -61,7 +61,7 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
|
|||||||
startedEvent.Set();
|
startedEvent.Set();
|
||||||
|
|
||||||
// messaging to the user about this disconnect will be provided by the RealtimeMatchSubScreen.
|
// messaging to the user about this disconnect will be provided by the RealtimeMatchSubScreen.
|
||||||
Schedule(PerformImmediateExit);
|
Schedule(() => PerformExit(false));
|
||||||
}
|
}
|
||||||
}, true);
|
}, true);
|
||||||
|
|
||||||
@ -71,7 +71,7 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
|
|||||||
{
|
{
|
||||||
Logger.Log("Failed to start the multiplayer match in time.", LoggingTarget.Runtime, LogLevel.Important);
|
Logger.Log("Failed to start the multiplayer match in time.", LoggingTarget.Runtime, LogLevel.Important);
|
||||||
|
|
||||||
Schedule(PerformImmediateExit);
|
Schedule(() => PerformExit(false));
|
||||||
}
|
}
|
||||||
|
|
||||||
Debug.Assert(client.Room != null);
|
Debug.Assert(client.Room != null);
|
||||||
|
@ -386,7 +386,7 @@ namespace osu.Game.Screens.Play
|
|||||||
if (!this.IsCurrentScreen()) return;
|
if (!this.IsCurrentScreen()) return;
|
||||||
|
|
||||||
fadeOut(true);
|
fadeOut(true);
|
||||||
PerformImmediateExit();
|
PerformExit(true);
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, },
|
failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, },
|
||||||
@ -458,20 +458,30 @@ namespace osu.Game.Screens.Play
|
|||||||
return playable;
|
return playable;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected void PerformImmediateExit()
|
/// <summary>
|
||||||
|
/// Exits the <see cref="Player"/>.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="userRequested">
|
||||||
|
/// Whether the exit is requested by the user, or a higher-level game component.
|
||||||
|
/// Pausing is allowed only in the former case.
|
||||||
|
/// </param>
|
||||||
|
protected void PerformExit(bool userRequested)
|
||||||
{
|
{
|
||||||
// if a restart has been requested, cancel any pending completion (user has shown intent to restart).
|
// if a restart has been requested, cancel any pending completion (user has shown intent to restart).
|
||||||
completionProgressDelegate?.Cancel();
|
completionProgressDelegate?.Cancel();
|
||||||
|
|
||||||
ValidForResume = false;
|
ValidForResume = false;
|
||||||
|
|
||||||
performUserRequestedExit();
|
if (!this.IsCurrentScreen()) return;
|
||||||
|
|
||||||
|
if (userRequested)
|
||||||
|
performUserRequestedExit();
|
||||||
|
else
|
||||||
|
this.Exit();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void performUserRequestedExit()
|
private void performUserRequestedExit()
|
||||||
{
|
{
|
||||||
if (!this.IsCurrentScreen()) return;
|
|
||||||
|
|
||||||
if (ValidForResume && HasFailed && !FailOverlay.IsPresent)
|
if (ValidForResume && HasFailed && !FailOverlay.IsPresent)
|
||||||
{
|
{
|
||||||
failAnimation.FinishTransforms(true);
|
failAnimation.FinishTransforms(true);
|
||||||
@ -498,7 +508,7 @@ namespace osu.Game.Screens.Play
|
|||||||
RestartRequested?.Invoke();
|
RestartRequested?.Invoke();
|
||||||
|
|
||||||
if (this.IsCurrentScreen())
|
if (this.IsCurrentScreen())
|
||||||
PerformImmediateExit();
|
PerformExit(true);
|
||||||
else
|
else
|
||||||
this.MakeCurrent();
|
this.MakeCurrent();
|
||||||
}
|
}
|
||||||
|
Reference in New Issue
Block a user