mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 06:57:39 +08:00
Fix frames potentially getting added to spectator replay in wrong format
The way spectator currently works, the `Spectator` screen is responsible for adding new frames to the replay, even when it has a child (`SpectatorPlayer`) present. There was a possibility that a new play had already started, and on returning to the Spectator screen (to initialise the new play) there would be a brief period where the Player instance is still reading from the replay, the `userBeganPlaying` call had not yet finished initialising the new target replay, and `userSentFrames` is run (asynchronously), writing frames to the previous replay using the incorrect ruleset instance). To make this work, it doesn't `Schedule` frame addition to the replay (making things a bit unsafe). Changing this itself isn't such a simple one to do, so I instead opted to fix this via locking. Closes https://github.com/ppy/osu/issues/10777.
This commit is contained in:
parent
6593aac3f2
commit
11cf04eed1
@ -3,6 +3,7 @@
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using JetBrains.Annotations;
|
||||
using osu.Framework.Allocation;
|
||||
@ -61,7 +62,9 @@ namespace osu.Game.Screens.Play
|
||||
[Resolved]
|
||||
private RulesetStore rulesets { get; set; }
|
||||
|
||||
private Replay replay;
|
||||
private Score score;
|
||||
|
||||
private readonly object scoreLock = new object();
|
||||
|
||||
private Container beatmapPanelContainer;
|
||||
|
||||
@ -198,23 +201,32 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
private void userSentFrames(int userId, FrameDataBundle data)
|
||||
{
|
||||
// this is not scheduled as it handles propagation of frames even when in a child screen (at which point we are not alive).
|
||||
// probably not the safest way to handle this.
|
||||
|
||||
if (userId != targetUser.Id)
|
||||
return;
|
||||
|
||||
// this should never happen as the server sends the user's state on watching,
|
||||
// but is here as a safety measure.
|
||||
if (replay == null)
|
||||
return;
|
||||
|
||||
foreach (var frame in data.Frames)
|
||||
lock (scoreLock)
|
||||
{
|
||||
IConvertibleReplayFrame convertibleFrame = rulesetInstance.CreateConvertibleReplayFrame();
|
||||
convertibleFrame.FromLegacy(frame, beatmap.Value.Beatmap);
|
||||
// this should never happen as the server sends the user's state on watching,
|
||||
// but is here as a safety measure.
|
||||
if (score == null)
|
||||
return;
|
||||
|
||||
var convertedFrame = (ReplayFrame)convertibleFrame;
|
||||
convertedFrame.Time = frame.Time;
|
||||
// rulesetInstance should be guaranteed to be in sync with the score via scoreLock.
|
||||
Debug.Assert(rulesetInstance != null && rulesetInstance.RulesetInfo.Equals(score.ScoreInfo.Ruleset));
|
||||
|
||||
replay.Frames.Add(convertedFrame);
|
||||
foreach (var frame in data.Frames)
|
||||
{
|
||||
IConvertibleReplayFrame convertibleFrame = rulesetInstance.CreateConvertibleReplayFrame();
|
||||
convertibleFrame.FromLegacy(frame, beatmap.Value.Beatmap);
|
||||
|
||||
var convertedFrame = (ReplayFrame)convertibleFrame;
|
||||
convertedFrame.Time = frame.Time;
|
||||
|
||||
score.Replay.Frames.Add(convertedFrame);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -247,10 +259,13 @@ namespace osu.Game.Screens.Play
|
||||
if (userId != targetUser.Id)
|
||||
return;
|
||||
|
||||
if (replay != null)
|
||||
lock (scoreLock)
|
||||
{
|
||||
replay.HasReceivedAllFrames = true;
|
||||
replay = null;
|
||||
if (score != null)
|
||||
{
|
||||
score.Replay.HasReceivedAllFrames = true;
|
||||
score = null;
|
||||
}
|
||||
}
|
||||
|
||||
Schedule(clearDisplay);
|
||||
@ -283,27 +298,28 @@ namespace osu.Game.Screens.Play
|
||||
return;
|
||||
}
|
||||
|
||||
replay ??= new Replay { HasReceivedAllFrames = false };
|
||||
|
||||
var scoreInfo = new ScoreInfo
|
||||
lock (scoreLock)
|
||||
{
|
||||
Beatmap = resolvedBeatmap,
|
||||
User = targetUser,
|
||||
Mods = state.Mods.Select(m => m.ToMod(resolvedRuleset)).ToArray(),
|
||||
Ruleset = resolvedRuleset.RulesetInfo,
|
||||
};
|
||||
score = new Score
|
||||
{
|
||||
ScoreInfo = new ScoreInfo
|
||||
{
|
||||
Beatmap = resolvedBeatmap,
|
||||
User = targetUser,
|
||||
Mods = state.Mods.Select(m => m.ToMod(resolvedRuleset)).ToArray(),
|
||||
Ruleset = resolvedRuleset.RulesetInfo,
|
||||
},
|
||||
Replay = new Replay { HasReceivedAllFrames = false },
|
||||
};
|
||||
|
||||
ruleset.Value = resolvedRuleset.RulesetInfo;
|
||||
rulesetInstance = resolvedRuleset;
|
||||
ruleset.Value = resolvedRuleset.RulesetInfo;
|
||||
rulesetInstance = resolvedRuleset;
|
||||
|
||||
beatmap.Value = beatmaps.GetWorkingBeatmap(resolvedBeatmap);
|
||||
watchButton.Enabled.Value = true;
|
||||
beatmap.Value = beatmaps.GetWorkingBeatmap(resolvedBeatmap);
|
||||
watchButton.Enabled.Value = true;
|
||||
|
||||
this.Push(new SpectatorPlayerLoader(new Score
|
||||
{
|
||||
ScoreInfo = scoreInfo,
|
||||
Replay = replay,
|
||||
}));
|
||||
this.Push(new SpectatorPlayerLoader(score));
|
||||
}
|
||||
}
|
||||
|
||||
private void showBeatmapPanel(SpectatorState state)
|
||||
|
Loading…
Reference in New Issue
Block a user