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osu-lazer/osu.Game/Screens/Spectate/SpectatorScreen.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.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
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using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Online.Spectator;
using osu.Game.Replays;
using osu.Game.Rulesets;
using osu.Game.Scoring;
using osu.Game.Users;
namespace osu.Game.Screens.Spectate
{
/// <summary>
/// A <see cref="OsuScreen"/> which spectates one or more users.
/// </summary>
public abstract class SpectatorScreen : OsuScreen
{
protected IReadOnlyList<int> Users => users;
private readonly List<int> users = new List<int>();
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[Resolved]
private BeatmapManager beatmaps { get; set; }
[Resolved]
private RulesetStore rulesets { get; set; }
[Resolved]
private SpectatorClient spectatorClient { get; set; }
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[Resolved]
private UserLookupCache userLookupCache { get; set; }
private readonly IBindableDictionary<int, SpectatorState> playingUserStates = new BindableDictionary<int, SpectatorState>();
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private readonly Dictionary<int, User> userMap = new Dictionary<int, User>();
private readonly Dictionary<int, SpectatorGameplayState> gameplayStates = new Dictionary<int, SpectatorGameplayState>();
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private IBindable<WeakReference<BeatmapSetInfo>> managerUpdated;
/// <summary>
/// Creates a new <see cref="SpectatorScreen"/>.
/// </summary>
/// <param name="users">The users to spectate.</param>
protected SpectatorScreen(params int[] users)
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{
this.users.AddRange(users);
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}
protected override void LoadComplete()
{
base.LoadComplete();
userLookupCache.GetUsersAsync(users.ToArray()).ContinueWith(users => Schedule(() =>
{
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foreach (var u in users.Result)
{
if (u == null)
continue;
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userMap[u.Id] = u;
}
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playingUserStates.BindTo(spectatorClient.PlayingUserStates);
playingUserStates.BindCollectionChanged(onPlayingUserStatesChanged, true);
managerUpdated = beatmaps.ItemUpdated.GetBoundCopy();
managerUpdated.BindValueChanged(beatmapUpdated);
foreach ((int id, var _) in userMap)
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spectatorClient.WatchUser(id);
}));
}
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private void beatmapUpdated(ValueChangedEvent<WeakReference<BeatmapSetInfo>> e)
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{
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if (!e.NewValue.TryGetTarget(out var beatmapSet))
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return;
foreach ((int userId, var _) in userMap)
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{
if (!playingUserStates.TryGetValue(userId, out var userState))
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continue;
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if (beatmapSet.Beatmaps.Any(b => b.OnlineBeatmapID == userState.BeatmapID))
updateGameplayState(userId);
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}
}
private void onPlayingUserStatesChanged(object sender, NotifyDictionaryChangedEventArgs<int, SpectatorState> e)
{
switch (e.Action)
{
case NotifyDictionaryChangedAction.Add:
foreach ((int userId, var state) in e.NewItems.AsNonNull())
onUserStateAdded(userId, state);
break;
case NotifyDictionaryChangedAction.Remove:
foreach ((int userId, var _) in e.OldItems.AsNonNull())
onUserStateRemoved(userId);
break;
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case NotifyDictionaryChangedAction.Replace:
foreach ((int userId, var _) in e.OldItems.AsNonNull())
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onUserStateRemoved(userId);
foreach ((int userId, var state) in e.NewItems.AsNonNull())
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onUserStateAdded(userId, state);
break;
}
}
private void onUserStateAdded(int userId, SpectatorState state)
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{
if (state.RulesetID == null || state.BeatmapID == null)
return;
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if (!userMap.ContainsKey(userId))
return;
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Schedule(() => OnUserStateChanged(userId, state));
updateGameplayState(userId);
}
private void onUserStateRemoved(int userId)
{
if (!userMap.ContainsKey(userId))
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return;
if (!gameplayStates.TryGetValue(userId, out var gameplayState))
return;
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gameplayState.Score.Replay.HasReceivedAllFrames = true;
gameplayStates.Remove(userId);
Schedule(() => EndGameplay(userId));
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}
private void updateGameplayState(int userId)
{
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Debug.Assert(userMap.ContainsKey(userId));
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var user = userMap[userId];
var spectatorState = playingUserStates[userId];
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var resolvedRuleset = rulesets.AvailableRulesets.FirstOrDefault(r => r.ID == spectatorState.RulesetID)?.CreateInstance();
if (resolvedRuleset == null)
return;
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var resolvedBeatmap = beatmaps.QueryBeatmap(b => b.OnlineBeatmapID == spectatorState.BeatmapID);
if (resolvedBeatmap == null)
return;
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var score = new Score
{
ScoreInfo = new ScoreInfo
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{
BeatmapInfo = resolvedBeatmap,
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User = user,
Mods = spectatorState.Mods.Select(m => m.ToMod(resolvedRuleset)).ToArray(),
Ruleset = resolvedRuleset.RulesetInfo,
},
Replay = new Replay { HasReceivedAllFrames = false },
};
var gameplayState = new SpectatorGameplayState(score, resolvedRuleset, beatmaps.GetWorkingBeatmap(resolvedBeatmap));
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gameplayStates[userId] = gameplayState;
Schedule(() => StartGameplay(userId, gameplayState));
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}
/// <summary>
/// Invoked when a spectated user's state has changed.
/// </summary>
/// <param name="userId">The user whose state has changed.</param>
/// <param name="spectatorState">The new state.</param>
protected abstract void OnUserStateChanged(int userId, [NotNull] SpectatorState spectatorState);
/// <summary>
/// Starts gameplay for a user.
/// </summary>
/// <param name="userId">The user to start gameplay for.</param>
/// <param name="spectatorGameplayState">The gameplay state.</param>
protected abstract void StartGameplay(int userId, [NotNull] SpectatorGameplayState spectatorGameplayState);
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/// <summary>
/// Ends gameplay for a user.
/// </summary>
/// <param name="userId">The user to end gameplay for.</param>
protected abstract void EndGameplay(int userId);
/// <summary>
/// Stops spectating a user.
/// </summary>
/// <param name="userId">The user to stop spectating.</param>
protected void RemoveUser(int userId)
{
onUserStateRemoved(userId);
users.Remove(userId);
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userMap.Remove(userId);
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spectatorClient.StopWatchingUser(userId);
}
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protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (spectatorClient != null)
{
foreach ((int userId, var _) in userMap)
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spectatorClient.StopWatchingUser(userId);
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}
managerUpdated?.UnbindAll();
}
}
}