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Add beatmap availability tracker component for multiplayer
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osu.Game/Online/Rooms/MultiplayerBeatmapTracker.cs
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89
osu.Game/Online/Rooms/MultiplayerBeatmapTracker.cs
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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.Linq;
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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namespace osu.Game.Online.Rooms
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{
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public class MultiplayerBeatmapTracker : DownloadTrackingComposite<BeatmapSetInfo, BeatmapManager>
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{
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public readonly IBindable<PlaylistItem> SelectedItem = new Bindable<PlaylistItem>();
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/// <summary>
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/// The availability state of the currently selected playlist item.
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/// </summary>
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public IBindable<BeatmapAvailability> Availability => availability;
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private readonly Bindable<BeatmapAvailability> availability = new Bindable<BeatmapAvailability>();
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public MultiplayerBeatmapTracker()
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{
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State.BindValueChanged(_ => updateAvailability());
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Progress.BindValueChanged(_ => updateAvailability());
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updateAvailability();
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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SelectedItem.BindValueChanged(item => Model.Value = item.NewValue?.Beatmap.Value.BeatmapSet, true);
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}
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protected override bool VerifyDatabasedModel(BeatmapSetInfo databasedSet)
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{
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int? beatmapId = SelectedItem.Value.Beatmap.Value.OnlineBeatmapID;
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string checksum = SelectedItem.Value.Beatmap.Value.MD5Hash;
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BeatmapInfo matchingBeatmap;
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if (databasedSet.Beatmaps == null)
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{
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// The given databased beatmap set is not passed in a usable state to check with.
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// Perform a full query instead, as per https://github.com/ppy/osu/pull/11415.
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matchingBeatmap = Manager.QueryBeatmap(b => b.OnlineBeatmapID == beatmapId && b.MD5Hash == checksum);
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return matchingBeatmap != null;
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}
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matchingBeatmap = databasedSet.Beatmaps.FirstOrDefault(b => b.OnlineBeatmapID == beatmapId && b.MD5Hash == checksum);
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return matchingBeatmap != null;
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}
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protected override bool IsModelAvailableLocally()
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{
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int? beatmapId = SelectedItem.Value.Beatmap.Value.OnlineBeatmapID;
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string checksum = SelectedItem.Value.Beatmap.Value.MD5Hash;
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var beatmap = Manager.QueryBeatmap(b => b.OnlineBeatmapID == beatmapId && b.MD5Hash == checksum);
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return beatmap?.BeatmapSet.DeletePending == false;
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}
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private void updateAvailability()
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{
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switch (State.Value)
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{
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case DownloadState.NotDownloaded:
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availability.Value = BeatmapAvailability.NotDownloaded();
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break;
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case DownloadState.Downloading:
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availability.Value = BeatmapAvailability.Downloading(Progress.Value);
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break;
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case DownloadState.Importing:
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availability.Value = BeatmapAvailability.Importing();
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break;
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case DownloadState.LocallyAvailable:
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availability.Value = BeatmapAvailability.LocallyAvailable();
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(State));
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}
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}
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}
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}
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