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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.
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@ -3,6 +3,7 @@
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using System;
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using System;
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using System.Collections.Generic;
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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.Linq;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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@ -61,7 +62,9 @@ namespace osu.Game.Screens.Play
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[Resolved]
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[Resolved]
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private RulesetStore rulesets { get; set; }
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private RulesetStore rulesets { get; set; }
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private Replay replay;
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private Score score;
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private readonly object scoreLock = new object();
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private Container beatmapPanelContainer;
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private Container beatmapPanelContainer;
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@ -198,23 +201,32 @@ namespace osu.Game.Screens.Play
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private void userSentFrames(int userId, FrameDataBundle data)
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private void userSentFrames(int userId, FrameDataBundle data)
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{
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{
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// this is not scheduled as it handles propagation of frames even when in a child screen (at which point we are not alive).
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// probably not the safest way to handle this.
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if (userId != targetUser.Id)
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if (userId != targetUser.Id)
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return;
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return;
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// this should never happen as the server sends the user's state on watching,
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lock (scoreLock)
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// but is here as a safety measure.
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if (replay == null)
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return;
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foreach (var frame in data.Frames)
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{
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{
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IConvertibleReplayFrame convertibleFrame = rulesetInstance.CreateConvertibleReplayFrame();
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// this should never happen as the server sends the user's state on watching,
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convertibleFrame.FromLegacy(frame, beatmap.Value.Beatmap);
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// but is here as a safety measure.
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if (score == null)
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return;
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var convertedFrame = (ReplayFrame)convertibleFrame;
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// rulesetInstance should be guaranteed to be in sync with the score via scoreLock.
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convertedFrame.Time = frame.Time;
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Debug.Assert(rulesetInstance != null && rulesetInstance.RulesetInfo.Equals(score.ScoreInfo.Ruleset));
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replay.Frames.Add(convertedFrame);
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foreach (var frame in data.Frames)
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{
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IConvertibleReplayFrame convertibleFrame = rulesetInstance.CreateConvertibleReplayFrame();
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convertibleFrame.FromLegacy(frame, beatmap.Value.Beatmap);
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var convertedFrame = (ReplayFrame)convertibleFrame;
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convertedFrame.Time = frame.Time;
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score.Replay.Frames.Add(convertedFrame);
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}
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}
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}
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}
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}
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@ -247,10 +259,13 @@ namespace osu.Game.Screens.Play
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if (userId != targetUser.Id)
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if (userId != targetUser.Id)
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return;
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return;
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if (replay != null)
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lock (scoreLock)
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{
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{
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replay.HasReceivedAllFrames = true;
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if (score != null)
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replay = null;
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{
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score.Replay.HasReceivedAllFrames = true;
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score = null;
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}
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}
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}
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Schedule(clearDisplay);
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Schedule(clearDisplay);
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@ -283,27 +298,28 @@ namespace osu.Game.Screens.Play
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return;
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return;
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}
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}
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replay ??= new Replay { HasReceivedAllFrames = false };
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lock (scoreLock)
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var scoreInfo = new ScoreInfo
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{
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{
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Beatmap = resolvedBeatmap,
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score = new Score
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User = targetUser,
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{
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Mods = state.Mods.Select(m => m.ToMod(resolvedRuleset)).ToArray(),
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ScoreInfo = new ScoreInfo
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Ruleset = resolvedRuleset.RulesetInfo,
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{
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};
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Beatmap = resolvedBeatmap,
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User = targetUser,
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Mods = state.Mods.Select(m => m.ToMod(resolvedRuleset)).ToArray(),
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Ruleset = resolvedRuleset.RulesetInfo,
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},
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Replay = new Replay { HasReceivedAllFrames = false },
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};
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ruleset.Value = resolvedRuleset.RulesetInfo;
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ruleset.Value = resolvedRuleset.RulesetInfo;
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rulesetInstance = resolvedRuleset;
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rulesetInstance = resolvedRuleset;
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beatmap.Value = beatmaps.GetWorkingBeatmap(resolvedBeatmap);
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beatmap.Value = beatmaps.GetWorkingBeatmap(resolvedBeatmap);
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watchButton.Enabled.Value = true;
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watchButton.Enabled.Value = true;
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this.Push(new SpectatorPlayerLoader(new Score
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this.Push(new SpectatorPlayerLoader(score));
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{
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}
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ScoreInfo = scoreInfo,
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Replay = replay,
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}));
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}
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}
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private void showBeatmapPanel(SpectatorState state)
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private void showBeatmapPanel(SpectatorState state)
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