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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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2020-10-21 18:05:20 +08:00
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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using Microsoft.AspNetCore.SignalR.Client;
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using Microsoft.Extensions.DependencyInjection;
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using Newtonsoft.Json;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Online.API;
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using osu.Game.Replays.Legacy;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Replays.Types;
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using osu.Game.Screens.Play;
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namespace osu.Game.Online.Spectator
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{
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public class SpectatorStreamingClient : Component, ISpectatorClient
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{
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/// <summary>
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/// The maximum milliseconds between frame bundle sends.
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/// </summary>
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public const double TIME_BETWEEN_SENDS = 200;
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private HubConnection connection;
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private readonly List<int> watchingUsers = new List<int>();
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public IBindableList<int> PlayingUsers => playingUsers;
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private readonly BindableList<int> playingUsers = new BindableList<int>();
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private readonly IBindable<APIState> apiState = new Bindable<APIState>();
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private bool isConnected;
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[Resolved]
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private IAPIProvider api { get; set; }
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[CanBeNull]
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private IBeatmap currentBeatmap;
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[Resolved]
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private IBindable<RulesetInfo> currentRuleset { get; set; }
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[Resolved]
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private IBindable<IReadOnlyList<Mod>> currentMods { get; set; }
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private readonly SpectatorState currentState = new SpectatorState();
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private bool isPlaying;
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/// <summary>
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/// Called whenever new frames arrive from the server.
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/// </summary>
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public event Action<int, FrameDataBundle> OnNewFrames;
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[BackgroundDependencyLoader]
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private void load()
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{
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apiState.BindTo(api.State);
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apiState.BindValueChanged(apiStateChanged, true);
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}
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private void apiStateChanged(ValueChangedEvent<APIState> state)
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{
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switch (state.NewValue)
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{
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case APIState.Failing:
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case APIState.Offline:
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connection?.StopAsync();
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connection = null;
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break;
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case APIState.Online:
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Task.Run(connect);
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break;
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}
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}
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private const string endpoint = "https://spectator.ppy.sh/spectator";
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private async Task connect()
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{
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if (connection != null)
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return;
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connection = new HubConnectionBuilder()
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.WithUrl(endpoint, options =>
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{
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options.Headers.Add("Authorization", $"Bearer {api.AccessToken}");
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})
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.AddNewtonsoftJsonProtocol(options => { options.PayloadSerializerSettings.ReferenceLoopHandling = ReferenceLoopHandling.Ignore; })
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.Build();
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// until strong typed client support is added, each method must be manually bound (see https://github.com/dotnet/aspnetcore/issues/15198)
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connection.On<int, SpectatorState>(nameof(ISpectatorClient.UserBeganPlaying), ((ISpectatorClient)this).UserBeganPlaying);
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connection.On<int, FrameDataBundle>(nameof(ISpectatorClient.UserSentFrames), ((ISpectatorClient)this).UserSentFrames);
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connection.On<int, SpectatorState>(nameof(ISpectatorClient.UserFinishedPlaying), ((ISpectatorClient)this).UserFinishedPlaying);
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connection.Closed += async ex =>
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{
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isConnected = false;
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playingUsers.Clear();
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if (ex != null) await tryUntilConnected();
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};
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await tryUntilConnected();
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async Task tryUntilConnected()
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{
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while (api.State.Value == APIState.Online)
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{
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try
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{
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// reconnect on any failure
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await connection.StartAsync();
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// success
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isConnected = true;
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// resubscribe to watched users
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var users = watchingUsers.ToArray();
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watchingUsers.Clear();
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foreach (var userId in users)
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WatchUser(userId);
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// re-send state in case it wasn't received
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if (isPlaying)
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beginPlaying();
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break;
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}
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catch
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{
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await Task.Delay(5000);
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}
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}
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}
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}
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Task ISpectatorClient.UserBeganPlaying(int userId, SpectatorState state)
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{
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if (!playingUsers.Contains(userId))
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playingUsers.Add(userId);
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return Task.CompletedTask;
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}
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Task ISpectatorClient.UserFinishedPlaying(int userId, SpectatorState state)
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{
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playingUsers.Remove(userId);
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return Task.CompletedTask;
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}
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Task ISpectatorClient.UserSentFrames(int userId, FrameDataBundle data)
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{
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OnNewFrames?.Invoke(userId, data);
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return Task.CompletedTask;
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}
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public void BeginPlaying(GameplayBeatmap beatmap)
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{
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if (isPlaying)
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throw new InvalidOperationException($"Cannot invoke {nameof(BeginPlaying)} when already playing");
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isPlaying = true;
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// transfer state at point of beginning play
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currentState.BeatmapID = beatmap.BeatmapInfo.OnlineBeatmapID;
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currentState.RulesetID = currentRuleset.Value.ID;
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currentState.Mods = currentMods.Value.Select(m => new APIMod(m));
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currentBeatmap = beatmap.PlayableBeatmap;
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beginPlaying();
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}
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private void beginPlaying()
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{
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Debug.Assert(isPlaying);
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if (!isConnected) return;
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connection.SendAsync(nameof(ISpectatorServer.BeginPlaySession), currentState);
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}
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public void SendFrames(FrameDataBundle data)
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{
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if (!isConnected) return;
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lastSend = connection.SendAsync(nameof(ISpectatorServer.SendFrameData), data);
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}
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public void EndPlaying()
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{
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isPlaying = false;
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currentBeatmap = null;
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if (!isConnected) return;
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connection.SendAsync(nameof(ISpectatorServer.EndPlaySession), currentState);
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}
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public void WatchUser(int userId)
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{
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if (watchingUsers.Contains(userId))
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return;
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watchingUsers.Add(userId);
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if (!isConnected) return;
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connection.SendAsync(nameof(ISpectatorServer.StartWatchingUser), userId);
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}
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public void StopWatchingUser(int userId)
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{
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watchingUsers.Remove(userId);
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if (!isConnected) return;
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connection.SendAsync(nameof(ISpectatorServer.EndWatchingUser), userId);
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}
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private readonly Queue<LegacyReplayFrame> pendingFrames = new Queue<LegacyReplayFrame>();
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private double lastSendTime;
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private Task lastSend;
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private const int max_pending_frames = 30;
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protected override void Update()
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{
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base.Update();
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if (pendingFrames.Count > 0 && Time.Current - lastSendTime > TIME_BETWEEN_SENDS)
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purgePendingFrames();
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}
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public void HandleFrame(ReplayFrame frame)
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{
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if (frame is IConvertibleReplayFrame convertible)
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pendingFrames.Enqueue(convertible.ToLegacy(currentBeatmap));
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if (pendingFrames.Count > max_pending_frames)
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purgePendingFrames();
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}
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private void purgePendingFrames()
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{
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if (lastSend?.IsCompleted == false)
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return;
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var frames = pendingFrames.ToArray();
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pendingFrames.Clear();
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SendFrames(new FrameDataBundle(frames));
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lastSendTime = Time.Current;
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}
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}
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}
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