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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/MultiplayerSpectator.cs

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// 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.
using System;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Online.Spectator;
using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate.Sync;
using osu.Game.Screens.Play;
using osu.Game.Screens.Spectate;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
public class MultiplayerSpectator : SpectatorScreen
{
// Isolates beatmap/ruleset to this screen.
public override bool DisallowExternalBeatmapRulesetChanges => true;
public bool AllPlayersLoaded => instances.All(p => p?.PlayerLoaded == true);
[Resolved]
private SpectatorStreamingClient spectatorClient { get; set; }
private readonly PlayerInstance[] instances;
private MasterGameplayClockContainer masterClockContainer;
private ISpectatorSyncManager syncManager;
private PlayerGrid grid;
private MultiplayerSpectatorLeaderboard leaderboard;
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public MultiplayerSpectator(int[] userIds)
: base(userIds.AsSpan().Slice(0, Math.Min(16, userIds.Length)).ToArray())
{
instances = new PlayerInstance[UserIds.Length];
}
[BackgroundDependencyLoader]
private void load()
{
Container leaderboardContainer;
masterClockContainer = new MasterGameplayClockContainer(Beatmap.Value, 0)
{
Child = new GridContainer
{
RelativeSizeAxes = Axes.Both,
ColumnDimensions = new[]
{
new Dimension(GridSizeMode.AutoSize)
},
Content = new[]
{
new Drawable[]
{
leaderboardContainer = new Container
{
RelativeSizeAxes = Axes.Y,
AutoSizeAxes = Axes.X
},
grid = new PlayerGrid { RelativeSizeAxes = Axes.Both }
}
}
}
};
InternalChildren = new[]
{
(Drawable)(syncManager = new SpectatorCatchUpSyncManager(masterClockContainer)),
masterClockContainer
};
for (int i = 0; i < UserIds.Length; i++)
grid.Add(instances[i] = new PlayerInstance(UserIds[i], new SpectatorCatchUpSlaveClock(masterClockContainer.GameplayClock)));
// Todo: This is not quite correct - it should be per-user to adjust for other mod combinations.
var playableBeatmap = Beatmap.Value.GetPlayableBeatmap(Ruleset.Value);
var scoreProcessor = Ruleset.Value.CreateInstance().CreateScoreProcessor();
scoreProcessor.ApplyBeatmap(playableBeatmap);
LoadComponentAsync(leaderboard = new MultiplayerSpectatorLeaderboard(scoreProcessor, UserIds) { Expanded = { Value = true } }, leaderboardContainer.Add);
}
protected override void LoadComplete()
{
base.LoadComplete();
masterClockContainer.Stop();
masterClockContainer.Restart();
}
protected override void OnUserStateChanged(int userId, SpectatorState spectatorState)
{
}
protected override void StartGameplay(int userId, GameplayState gameplayState)
{
int userIndex = getIndexForUser(userId);
var instance = instances[userIndex];
syncManager.RemoveSlave(instance.GameplayClock);
leaderboard.RemoveClock(instance.UserId);
instance.LoadPlayer(gameplayState.Score);
syncManager.AddSlave(instance.GameplayClock);
leaderboard.AddClock(instance.UserId, instance.GameplayClock);
}
protected override void EndGameplay(int userId)
{
spectatorClient.StopWatchingUser(userId);
leaderboard.RemoveClock(userId);
}
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private int getIndexForUser(int userId) => Array.IndexOf(UserIds, userId);
}
}