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Pause master clock when too far ahead
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59eda70c12
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@ -103,6 +103,23 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddWaitStep("wait a bit", 20);
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}
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[Test]
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public void TestTimeDoesNotProgressWhileAllPlayersPaused()
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{
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start(new[] { PLAYER_1_ID, PLAYER_2_ID });
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loadSpectateScreen();
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sendFrames(PLAYER_1_ID, 20);
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sendFrames(PLAYER_2_ID, 10);
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checkPaused(PLAYER_2_ID, true);
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checkPausedInstant(PLAYER_1_ID, false);
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AddAssert("master clock still running", () => this.ChildrenOfType<MasterGameplayClockContainer>().Single().IsRunning);
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checkPaused(PLAYER_1_ID, true);
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AddUntilStep("master clock paused", () => !this.ChildrenOfType<MasterGameplayClockContainer>().Single().IsRunning);
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}
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[Test]
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public void TestPlayersMustStartSimultaneously()
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{
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@ -4,6 +4,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Timing;
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@ -29,18 +30,22 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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/// </summary>
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public const double MAXIMUM_START_DELAY = 15000;
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public event Action ReadyToStart;
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/// <summary>
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/// The master clock which is used to control the timing of all player clocks clocks.
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/// </summary>
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public IAdjustableClock MasterClock { get; }
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public event Action ReadyToStart;
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public IBindable<MasterClockState> MasterState => masterState;
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/// <summary>
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/// The player clocks.
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/// </summary>
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private readonly List<ISpectatorPlayerClock> playerClocks = new List<ISpectatorPlayerClock>();
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private readonly Bindable<MasterClockState> masterState = new Bindable<MasterClockState>();
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private bool hasStarted;
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private double? firstStartAttemptTime;
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@ -65,7 +70,8 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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return;
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}
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updateCatchup();
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updatePlayerCatchup();
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updateMasterState();
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}
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/// <summary>
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@ -105,7 +111,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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/// <summary>
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/// Updates the catchup states of all player clocks clocks.
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/// </summary>
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private void updateCatchup()
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private void updatePlayerCatchup()
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{
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for (int i = 0; i < playerClocks.Count; i++)
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{
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@ -141,5 +147,14 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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}
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}
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}
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/// <summary>
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/// Updates the state of the master clock.
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/// </summary>
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private void updateMasterState()
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{
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bool anyInSync = playerClocks.Any(s => !s.IsCatchingUp);
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masterState.Value = anyInSync ? MasterClockState.Synchronised : MasterClockState.TooFarAhead;
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}
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}
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}
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Bindables;
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using osu.Framework.Timing;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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@ -11,15 +12,20 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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/// </summary>
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public interface ISyncManager
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{
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/// <summary>
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/// An event which is invoked when gameplay is ready to start.
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/// </summary>
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event Action ReadyToStart;
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/// <summary>
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/// The master clock which player clocks should synchronise to.
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/// </summary>
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IAdjustableClock MasterClock { get; }
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/// <summary>
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/// An event which is invoked when gameplay is ready to start.
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/// An event which is invoked when the state of <see cref="MasterClock"/> is changed.
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/// </summary>
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event Action ReadyToStart;
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IBindable<MasterClockState> MasterState { get; }
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/// <summary>
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/// Adds an <see cref="ISpectatorPlayerClock"/> to manage.
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@ -0,0 +1,18 @@
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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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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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{
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public enum MasterClockState
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{
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/// <summary>
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/// The master clock is synchronised with at least one player clock.
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/// </summary>
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Synchronised,
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/// <summary>
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/// The master clock is too far ahead of any player clock and needs to slow down.
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/// </summary>
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TooFarAhead
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}
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}
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@ -5,6 +5,7 @@ using System;
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using System.Linq;
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using JetBrains.Annotations;
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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.Framework.Graphics.Containers;
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using osu.Game.Online.Multiplayer;
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@ -103,6 +104,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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}, leaderboardContainer.Add);
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syncManager.ReadyToStart += onReadyToStart;
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syncManager.MasterState.BindValueChanged(onMasterStateChanged, true);
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}
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protected override void LoadComplete()
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@ -145,6 +147,14 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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masterClockContainer.Start();
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}
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private void onMasterStateChanged(ValueChangedEvent<MasterClockState> state)
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{
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if (state.NewValue == MasterClockState.Synchronised)
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masterClockContainer.Start();
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else
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masterClockContainer.Stop();
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}
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protected override void OnUserStateChanged(int userId, SpectatorState spectatorState)
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{
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}
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