1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-07 11:07:32 +08:00
osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/MultiplayerSpectatorPlayer.cs

64 lines
2.1 KiB
C#
Raw Normal View History

// 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.
2021-04-15 18:37:45 +08:00
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Scoring;
using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate.Sync;
using osu.Game.Screens.Play;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
public class MultiplayerSpectatorPlayer : SpectatorPlayer
{
private readonly Bindable<bool> waitingOnFrames = new Bindable<bool>(true);
private readonly Score score;
private readonly ISlaveClock slaveClock;
public MultiplayerSpectatorPlayer(Score score, ISlaveClock slaveClock)
: base(score)
{
this.score = score;
this.slaveClock = slaveClock;
}
2021-04-15 18:37:45 +08:00
[BackgroundDependencyLoader]
private void load()
{
slaveClock.WaitingOnFrames.BindTo(waitingOnFrames);
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
waitingOnFrames.Value = DrawableRuleset.FrameStableClock.WaitingOnFrames.Value || score.Replay.Frames.Count == 0;
2021-04-15 18:37:45 +08:00
}
protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
=> new SlaveGameplayClockContainer(slaveClock);
private class SlaveGameplayClockContainer : GameplayClockContainer
{
public SlaveGameplayClockContainer(IClock sourceClock)
: base(sourceClock)
{
}
protected override void Update()
{
// The slave clock's running state is controlled by the sync manager, but the local pausing state needs to be updated to stop gameplay.
if (SourceClock.IsRunning)
Start();
else
Stop();
base.Update();
}
protected override GameplayClock CreateGameplayClock(IFrameBasedClock source) => new GameplayClock(source);
}
}
}