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Merge pull request ppy#29680 from peppy/multiplayer-spectator-auto-do…
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…wnload

Add automatic downloading support when spectating a multiplayer room
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bdach committed Sep 4, 2024
2 parents 9abaa87 + 7b13943 commit ef1add3
Showing 1 changed file with 78 additions and 6 deletions.
Original file line number Diff line number Diff line change
@@ -1,27 +1,31 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.

#nullable disable

using System.Threading;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Graphics;
using osu.Game.Graphics.UserInterfaceV2;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osuTK;

namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
{
public partial class MultiplayerSpectateButton : MultiplayerRoomComposite
{
[Resolved]
private OngoingOperationTracker ongoingOperationTracker { get; set; }
private OngoingOperationTracker ongoingOperationTracker { get; set; } = null!;

[Resolved]
private OsuColour colours { get; set; }
private OsuColour colours { get; set; } = null!;

private IBindable<bool> operationInProgress;
private IBindable<bool> operationInProgress = null!;

private readonly RoundedButton button;

Expand All @@ -46,10 +50,20 @@ private void onClick()
}

[BackgroundDependencyLoader]
private void load()
private void load(OsuConfigManager config)
{
operationInProgress = ongoingOperationTracker.InProgress.GetBoundCopy();
operationInProgress.BindValueChanged(_ => updateState());

automaticallyDownload = config.GetBindable<bool>(OsuSetting.AutomaticallyDownloadMissingBeatmaps);
automaticallyDownload.BindValueChanged(_ => Scheduler.AddOnce(checkForAutomaticDownload));
}

protected override void LoadComplete()
{
base.LoadComplete();

CurrentPlaylistItem.BindValueChanged(_ => Scheduler.AddOnce(checkForAutomaticDownload), true);
}

protected override void OnRoomUpdated()
Expand Down Expand Up @@ -77,6 +91,64 @@ private void updateState()
button.Enabled.Value = Client.Room != null
&& Client.Room.State != MultiplayerRoomState.Closed
&& !operationInProgress.Value;

Scheduler.AddOnce(checkForAutomaticDownload);
}

#region Automatic download handling

[Resolved]
private BeatmapLookupCache beatmapLookupCache { get; set; } = null!;

[Resolved]
private BeatmapModelDownloader beatmapDownloader { get; set; } = null!;

[Resolved]
private BeatmapManager beatmaps { get; set; } = null!;

private Bindable<bool> automaticallyDownload = null!;

private CancellationTokenSource? downloadCheckCancellation;

private void checkForAutomaticDownload()
{
PlaylistItem? currentItem = CurrentPlaylistItem.Value;

downloadCheckCancellation?.Cancel();

if (currentItem == null)
return;

if (!automaticallyDownload.Value)
return;

// While we can support automatic downloads when not spectating, there are some usability concerns.
// - In host rotate mode, this could potentially be unwanted by some users (even though they want automatic downloads everywhere else).
// - When first joining a room, the expectation should be that the user is checking out the room, and they may not immediately want to download the selected beatmap.
//
// Rather than over-complicating this flow, let's only auto-download when spectating for the time being.
// A potential path forward would be to have a local auto-download checkbox above the playlist item list area.
if (Client.LocalUser?.State != MultiplayerUserState.Spectating)
return;

// In a perfect world we'd use BeatmapAvailability, but there's no event-driven flow for when a selection changes.
// ie. if selection changes from "not downloaded" to another "not downloaded" we wouldn't get a value changed raised.
beatmapLookupCache
.GetBeatmapAsync(currentItem.Beatmap.OnlineID, (downloadCheckCancellation = new CancellationTokenSource()).Token)
.ContinueWith(resolved => Schedule(() =>
{
var beatmapSet = resolved.GetResultSafely()?.BeatmapSet;
if (beatmapSet == null)
return;
if (beatmaps.IsAvailableLocally(new BeatmapSetInfo { OnlineID = beatmapSet.OnlineID }))
return;
beatmapDownloader.Download(beatmapSet);
}));
}

#endregion
}
}

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