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Merge pull request #17341 from peppy/fix-spectator-seeks-hot

Fix spectator not starting from current player position (hotfix version)
This commit is contained in:
Dean Herbert 2022-03-19 20:21:41 +09:00 committed by GitHub
commit 2c5af6265e
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 109 additions and 46 deletions

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@ -70,6 +70,56 @@ namespace osu.Game.Tests.Visual.Gameplay
});
}
[Test]
public void TestSeekToGameplayStartFramesArriveAfterPlayerLoad()
{
const double gameplay_start = 10000;
loadSpectatingScreen();
start();
waitForPlayer();
sendFrames(startTime: gameplay_start);
AddAssert("time is greater than seek target", () => currentFrameStableTime > gameplay_start);
}
/// <summary>
/// Tests the same as <see cref="TestSeekToGameplayStartFramesArriveAfterPlayerLoad"/> but with the frames arriving just as <see cref="Player"/> is transitioning into existence.
/// </summary>
[Test]
public void TestSeekToGameplayStartFramesArriveAsPlayerLoaded()
{
const double gameplay_start = 10000;
loadSpectatingScreen();
start();
AddUntilStep("wait for player loader", () => (Stack.CurrentScreen as PlayerLoader)?.IsLoaded == true);
AddUntilStep("queue send frames on player load", () =>
{
var loadingPlayer = (Stack.CurrentScreen as PlayerLoader)?.CurrentPlayer;
if (loadingPlayer == null)
return false;
loadingPlayer.OnLoadComplete += _ =>
{
spectatorClient.SendFramesFromUser(streamingUser.Id, 10, gameplay_start);
};
return true;
});
waitForPlayer();
AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
AddAssert("time is greater than seek target", () => currentFrameStableTime > gameplay_start);
}
[Test]
public void TestFrameStarvationAndResume()
{
@ -319,9 +369,9 @@ namespace osu.Game.Tests.Visual.Gameplay
private void checkPaused(bool state) =>
AddUntilStep($"game is {(state ? "paused" : "playing")}", () => player.ChildrenOfType<DrawableRuleset>().First().IsPaused.Value == state);
private void sendFrames(int count = 10)
private void sendFrames(int count = 10, double startTime = 0)
{
AddStep("send frames", () => spectatorClient.SendFramesFromUser(streamingUser.Id, count));
AddStep("send frames", () => spectatorClient.SendFramesFromUser(streamingUser.Id, count, startTime));
}
private void loadSpectatingScreen()

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@ -615,16 +615,22 @@ namespace osu.Game.Screens.Play
/// <param name="time">The destination time to seek to.</param>
internal void NonFrameStableSeek(double time)
{
if (frameStablePlaybackResetDelegate?.Cancelled == false && !frameStablePlaybackResetDelegate.Completed)
frameStablePlaybackResetDelegate.RunTask();
// TODO: This schedule should not be required and is a temporary hotfix.
// See https://github.com/ppy/osu/issues/17267 for the issue.
// See https://github.com/ppy/osu/pull/17302 for a better fix which needs some more time.
ScheduleAfterChildren(() =>
{
if (frameStablePlaybackResetDelegate?.Cancelled == false && !frameStablePlaybackResetDelegate.Completed)
frameStablePlaybackResetDelegate.RunTask();
bool wasFrameStable = DrawableRuleset.FrameStablePlayback;
DrawableRuleset.FrameStablePlayback = false;
bool wasFrameStable = DrawableRuleset.FrameStablePlayback;
DrawableRuleset.FrameStablePlayback = false;
Seek(time);
Seek(time);
// Delay resetting frame-stable playback for one frame to give the FrameStabilityContainer a chance to seek.
frameStablePlaybackResetDelegate = ScheduleAfterChildren(() => DrawableRuleset.FrameStablePlayback = wasFrameStable);
// Delay resetting frame-stable playback for one frame to give the FrameStabilityContainer a chance to seek.
frameStablePlaybackResetDelegate = ScheduleAfterChildren(() => DrawableRuleset.FrameStablePlayback = wasFrameStable);
});
}
/// <summary>

View File

@ -1,10 +1,11 @@
// 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.
#nullable enable
using System;
using System.Diagnostics;
using System.Threading.Tasks;
using JetBrains.Annotations;
using ManagedBass.Fx;
using osu.Framework.Allocation;
using osu.Framework.Audio;
@ -48,31 +49,31 @@ namespace osu.Game.Screens.Play
public override bool HandlePositionalInput => true;
// We show the previous screen status
protected override UserActivity InitialActivity => null;
protected override UserActivity? InitialActivity => null;
protected override bool PlayResumeSound => false;
protected BeatmapMetadataDisplay MetadataInfo { get; private set; }
protected BeatmapMetadataDisplay MetadataInfo { get; private set; } = null!;
/// <summary>
/// A fill flow containing the player settings groups, exposed for the ability to hide it from inheritors of the player loader.
/// </summary>
protected FillFlowContainer<PlayerSettingsGroup> PlayerSettings { get; private set; }
protected FillFlowContainer<PlayerSettingsGroup> PlayerSettings { get; private set; } = null!;
protected VisualSettings VisualSettings { get; private set; }
protected VisualSettings VisualSettings { get; private set; } = null!;
protected AudioSettings AudioSettings { get; private set; }
protected AudioSettings AudioSettings { get; private set; } = null!;
protected Task LoadTask { get; private set; }
protected Task? LoadTask { get; private set; }
protected Task DisposalTask { get; private set; }
protected Task? DisposalTask { get; private set; }
private bool backgroundBrightnessReduction;
private readonly BindableDouble volumeAdjustment = new BindableDouble(1);
private AudioFilter lowPassFilter;
private AudioFilter highPassFilter;
private AudioFilter lowPassFilter = null!;
private AudioFilter highPassFilter = null!;
protected bool BackgroundBrightnessReduction
{
@ -90,47 +91,49 @@ namespace osu.Game.Screens.Play
private bool readyForPush =>
!playerConsumed
// don't push unless the player is completely loaded
&& player?.LoadState == LoadState.Ready
&& CurrentPlayer?.LoadState == LoadState.Ready
// don't push if the user is hovering one of the panes, unless they are idle.
&& (IsHovered || idleTracker.IsIdle.Value)
// don't push if the user is dragging a slider or otherwise.
&& inputManager?.DraggedDrawable == null
&& inputManager.DraggedDrawable == null
// don't push if a focused overlay is visible, like settings.
&& inputManager?.FocusedDrawable == null;
&& inputManager.FocusedDrawable == null;
private readonly Func<Player> createPlayer;
private Player player;
/// <summary>
/// The <see cref="Player"/> instance being loaded by this screen.
/// </summary>
public Player? CurrentPlayer { get; private set; }
/// <summary>
/// Whether the curent player instance has been consumed via <see cref="consumePlayer"/>.
/// Whether the current player instance has been consumed via <see cref="consumePlayer"/>.
/// </summary>
private bool playerConsumed;
private LogoTrackingContainer content;
private LogoTrackingContainer content = null!;
private bool hideOverlays;
private InputManager inputManager;
private InputManager inputManager = null!;
private IdleTracker idleTracker;
private IdleTracker idleTracker = null!;
private ScheduledDelegate scheduledPushPlayer;
private ScheduledDelegate? scheduledPushPlayer;
[CanBeNull]
private EpilepsyWarning epilepsyWarning;
private EpilepsyWarning? epilepsyWarning;
[Resolved(CanBeNull = true)]
private NotificationOverlay notificationOverlay { get; set; }
private NotificationOverlay? notificationOverlay { get; set; }
[Resolved(CanBeNull = true)]
private VolumeOverlay volumeOverlay { get; set; }
private VolumeOverlay? volumeOverlay { get; set; }
[Resolved]
private AudioManager audioManager { get; set; }
private AudioManager audioManager { get; set; } = null!;
[Resolved(CanBeNull = true)]
private BatteryInfo batteryInfo { get; set; }
private BatteryInfo? batteryInfo { get; set; }
public PlayerLoader(Func<Player> createPlayer)
{
@ -237,12 +240,14 @@ namespace osu.Game.Screens.Play
{
base.OnResuming(last);
var lastScore = player.Score;
Debug.Assert(CurrentPlayer != null);
var lastScore = CurrentPlayer.Score;
AudioSettings.ReferenceScore.Value = lastScore?.ScoreInfo;
// prepare for a retry.
player = null;
CurrentPlayer = null;
playerConsumed = false;
cancelLoad();
@ -344,9 +349,10 @@ namespace osu.Game.Screens.Play
private Player consumePlayer()
{
Debug.Assert(!playerConsumed);
Debug.Assert(CurrentPlayer != null);
playerConsumed = true;
return player;
return CurrentPlayer;
}
private void prepareNewPlayer()
@ -354,11 +360,11 @@ namespace osu.Game.Screens.Play
if (!this.IsCurrentScreen())
return;
player = createPlayer();
player.RestartCount = restartCount++;
player.RestartRequested = restartRequested;
CurrentPlayer = createPlayer();
CurrentPlayer.RestartCount = restartCount++;
CurrentPlayer.RestartRequested = restartRequested;
LoadTask = LoadComponentAsync(player, _ => MetadataInfo.Loading = false);
LoadTask = LoadComponentAsync(CurrentPlayer, _ => MetadataInfo.Loading = false);
}
private void restartRequested()
@ -472,7 +478,7 @@ namespace osu.Game.Screens.Play
if (isDisposing)
{
// if the player never got pushed, we should explicitly dispose it.
DisposalTask = LoadTask?.ContinueWith(_ => player?.Dispose());
DisposalTask = LoadTask?.ContinueWith(_ => CurrentPlayer?.Dispose());
}
}
@ -480,7 +486,7 @@ namespace osu.Game.Screens.Play
#region Mute warning
private Bindable<bool> muteWarningShownOnce;
private Bindable<bool> muteWarningShownOnce = null!;
private int restartCount;
@ -535,7 +541,7 @@ namespace osu.Game.Screens.Play
#region Low battery warning
private Bindable<bool> batteryWarningShownOnce;
private Bindable<bool> batteryWarningShownOnce = null!;
private void showBatteryWarningIfNeeded()
{

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@ -88,7 +88,8 @@ namespace osu.Game.Tests.Visual.Spectator
/// </summary>
/// <param name="userId">The user to send frames for.</param>
/// <param name="count">The total number of frames to send.</param>
public void SendFramesFromUser(int userId, int count)
/// <param name="startTime">The time to start gameplay frames from.</param>
public void SendFramesFromUser(int userId, int count, double startTime = 0)
{
var frames = new List<LegacyReplayFrame>();
@ -102,7 +103,7 @@ namespace osu.Game.Tests.Visual.Spectator
flush();
var buttonState = currentFrameIndex == lastFrameIndex ? ReplayButtonState.None : ReplayButtonState.Left1;
frames.Add(new LegacyReplayFrame(currentFrameIndex * 100, RNG.Next(0, 512), RNG.Next(0, 512), buttonState));
frames.Add(new LegacyReplayFrame(currentFrameIndex * 100 + startTime, RNG.Next(0, 512), RNG.Next(0, 512), buttonState));
}
flush();