<commit_before>// Copyright (c) ppy Pty Ltd <<EMAIL>>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.

using System;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Localisation;
using osu.Framework.Threading;
using osu.Game.Graphics;
using osu.Game.Graphics.Backgrounds;
using osu.Game.Online.Multiplayer;
using osu.Game.Screens.OnlinePlay.Components;

namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
{
    public class MultiplayerReadyButton : ReadyButton
    {
        public new Triangles Triangles => base.Triangles;

        [Resolved]
        private MultiplayerClient multiplayerClient { get; set; }

        [Resolved]
        private OsuColour colours { get; set; }

        [CanBeNull]
        private MultiplayerRoom room => multiplayerClient.Room;

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

            multiplayerClient.RoomUpdated += onRoomUpdated;
            onRoomUpdated();
        }

        private MultiplayerCountdown countdown;
        private DateTimeOffset countdownChangeTime;
        private ScheduledDelegate countdownUpdateDelegate;

        private void onRoomUpdated() => Scheduler.AddOnce(() =>
        {
            if (countdown != room?.Countdown)
            {
                countdown = room?.Countdown;
                countdownChangeTime = DateTimeOffset.Now;
            }

            if (countdown != null)
                countdownUpdateDelegate ??= Scheduler.AddDelayed(updateButtonText, 100, true);
            else
            {
                countdownUpdateDelegate?.Cancel();
                countdownUpdateDelegate = null;
            }

            updateButtonText();
            updateButtonColour();
        });

        private void updateButtonText()
        {
            if (room == null)
            {
                Text = "Ready";
                return;
            }

            var localUser = multiplayerClient.LocalUser;

            int countReady = room.Users.Count(u => u.State == MultiplayerUserState.Ready);
            int countTotal = room.Users.Count(u => u.State != MultiplayerUserState.Spectating);
            string countText = $"({countReady} / {countTotal} ready)";

            if (countdown != null)
            {
                TimeSpan timeElapsed = DateTimeOffset.Now - countdownChangeTime;
                TimeSpan countdownRemaining;

                if (timeElapsed > countdown.TimeRemaining)
                    countdownRemaining = TimeSpan.Zero;
                else
                    countdownRemaining = countdown.TimeRemaining - timeElapsed;

                string countdownText = $"Starting in {countdownRemaining:mm\\:ss}";

                switch (localUser?.State)
                {
                    default:
                        Text = $"Ready ({countdownText.ToLowerInvariant()})";
                        break;

                    case MultiplayerUserState.Spectating:
                    case MultiplayerUserState.Ready:
                        Text = $"{countdownText} {countText}";
                        break;
                }
            }
            else
            {<commit_msg>Add multiplayer lobby countdown SFX<commit_after>// Copyright (c) ppy P<NAME> <<EMAIL>>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.

using System;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Localisation;
using osu.Framework.Threading;
using osu.Game.Graphics;
using osu.Game.Graphics.Backgrounds;
using osu.Game.Online.Multiplayer;
using osu.Game.Screens.OnlinePlay.Components;

namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
{
    public class MultiplayerReadyButton : ReadyButton
    {
        public new Triangles Triangles => base.Triangles;

        [Resolved]
        private MultiplayerClient multiplayerClient { get; set; }

        [Resolved]
        private OsuColour colours { get; set; }

        [CanBeNull]
        private MultiplayerRoom room => multiplayerClient.Room;

        private Sample countdownTickSample;
        private Sample countdownTickFinalSample;
        private int? lastTickPlayed;

        [BackgroundDependencyLoader]
        private void load(AudioManager audio)
        {
            countdownTickSample = audio.Samples.Get(@"Multiplayer/countdown-tick");
            countdownTickFinalSample = audio.Samples.Get(@"Multiplayer/countdown-tick-final");
        }

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

            multiplayerClient.RoomUpdated += onRoomUpdated;
            onRoomUpdated();
        }

        private MultiplayerCountdown countdown;
        private DateTimeOffset countdownChangeTime;
        private ScheduledDelegate countdownUpdateDelegate;

        private void onRoomUpdated() => Scheduler.AddOnce(() =>
        {
            if (countdown != room?.Countdown)
            {
                countdown = room?.Countdown;
                countdownChangeTime = DateTimeOffset.Now;
            }

            if (countdown != null)
                countdownUpdateDelegate ??= Scheduler.AddDelayed(updateButtonText, 100, true);
            else
            {
                countdownUpdateDelegate?.Cancel();
                countdownUpdateDelegate = null;
            }

            updateButtonText();
            updateButtonColour();
        });

        private void updateButtonText()
        {
            if (room == null)
            {
                Text = "Ready";
                return;
            }

            var localUser = multiplayerClient.LocalUser;

            int countReady = room.Users.Count(u => u.State == MultiplayerUserState.Ready);
            int countTotal = room.Users.Count(u => u.State != MultiplayerUserState.Spectating);
            string countText = $"({countReady} / {countTotal} ready)";

            if (countdown != null)
            {
                TimeSpan timeElapsed = DateTimeOffset.Now - countdownChangeTime;
                TimeSpan countdownRemaining;

                if (timeElapsed > countdown.TimeRemaining)
                    countdownRemaining = TimeSpan.Zero;
                else
                    countdownRemaining = countdown.TimeRemaining - timeElapsed;

                if (countdownRemaining.Seconds <= 10 && (lastTickPlayed == null || lastTickPlayed != countdownRemaining.Seconds))
                {
                    countdownTickSample?.Play();

                    if (countdownRemaining.Seconds <= 3)
                        countdownTickFinalSample?.Play();

                    lastTickPlayed = countdownRemaining.Seconds;
                }

                string countdownText = $"Starting in {countdownRemaining:mm\\:ss}";

                switch (localUser?.State)
                {
                    default:
                        Text = $"Ready ({countdownText.ToLowerInvariant()})";
                        break;

                    case MultiplayerUserState.Spectating:
                    case MultiplayerUserState.Ready:
                        Text = $"{countdownText} {countText}";
                        break;
                }
            }
            else
            {
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