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Merge branch 'thread-safe-spectator-client'
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commit
36aa186c6e
@ -10,6 +10,7 @@ using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Development;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Online.API;
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@ -38,8 +39,6 @@ namespace osu.Game.Online.Spectator
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private readonly List<int> watchingUsers = new List<int>();
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private readonly object userLock = new object();
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public IBindableList<int> PlayingUsers => playingUsers;
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private readonly BindableList<int> playingUsers = new BindableList<int>();
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@ -81,18 +80,13 @@ namespace osu.Game.Online.Spectator
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[BackgroundDependencyLoader]
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private void load()
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{
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IsConnected.BindValueChanged(connected =>
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IsConnected.BindValueChanged(connected => Schedule(() =>
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{
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if (connected.NewValue)
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{
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// get all the users that were previously being watched
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int[] users;
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lock (userLock)
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{
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users = watchingUsers.ToArray();
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int[] users = watchingUsers.ToArray();
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watchingUsers.Clear();
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}
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// resubscribe to watched users.
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foreach (var userId in users)
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@ -103,19 +97,16 @@ namespace osu.Game.Online.Spectator
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BeginPlayingInternal(currentState);
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}
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else
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{
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lock (userLock)
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{
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playingUsers.Clear();
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playingUserStates.Clear();
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}
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}
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}, true);
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}), true);
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}
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Task ISpectatorClient.UserBeganPlaying(int userId, SpectatorState state)
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{
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lock (userLock)
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Schedule(() =>
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{
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if (!playingUsers.Contains(userId))
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playingUsers.Add(userId);
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@ -125,35 +116,37 @@ namespace osu.Game.Online.Spectator
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// We don't want the user states to update unless the player is being watched, otherwise calling BindUserBeganPlaying() can lead to double invocations.
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if (watchingUsers.Contains(userId))
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playingUserStates[userId] = state;
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}
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OnUserBeganPlaying?.Invoke(userId, state);
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});
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return Task.CompletedTask;
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}
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Task ISpectatorClient.UserFinishedPlaying(int userId, SpectatorState state)
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{
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lock (userLock)
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Schedule(() =>
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{
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playingUsers.Remove(userId);
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playingUserStates.Remove(userId);
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}
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OnUserFinishedPlaying?.Invoke(userId, state);
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});
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return Task.CompletedTask;
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}
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Task ISpectatorClient.UserSentFrames(int userId, FrameDataBundle data)
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{
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OnNewFrames?.Invoke(userId, data);
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Schedule(() => OnNewFrames?.Invoke(userId, data));
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return Task.CompletedTask;
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}
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public void BeginPlaying(GameplayBeatmap beatmap, Score score)
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{
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Debug.Assert(ThreadSafety.IsUpdateThread);
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if (IsPlaying)
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throw new InvalidOperationException($"Cannot invoke {nameof(BeginPlaying)} when already playing");
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@ -177,33 +170,38 @@ namespace osu.Game.Online.Spectator
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if (!IsPlaying)
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return;
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// This method is most commonly called via Dispose(), which is asynchronous.
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// Todo: This should not be a thing, but requires framework changes.
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Schedule(() =>
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{
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IsPlaying = false;
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currentBeatmap = null;
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EndPlayingInternal(currentState);
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});
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}
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public void WatchUser(int userId)
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{
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lock (userLock)
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{
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Debug.Assert(ThreadSafety.IsUpdateThread);
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if (watchingUsers.Contains(userId))
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return;
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watchingUsers.Add(userId);
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}
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WatchUserInternal(userId);
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}
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public void StopWatchingUser(int userId)
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{
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lock (userLock)
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// This method is most commonly called via Dispose(), which is asynchronous.
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// Todo: This should not be a thing, but requires framework changes.
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Schedule(() =>
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{
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watchingUsers.Remove(userId);
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}
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StopWatchingUserInternal(userId);
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});
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}
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protected abstract Task BeginPlayingInternal(SpectatorState state);
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@ -234,6 +232,8 @@ namespace osu.Game.Online.Spectator
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public void HandleFrame(ReplayFrame frame)
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{
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Debug.Assert(ThreadSafety.IsUpdateThread);
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if (frame is IConvertibleReplayFrame convertible)
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pendingFrames.Enqueue(convertible.ToLegacy(currentBeatmap));
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@ -265,7 +265,6 @@ namespace osu.Game.Online.Spectator
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/// <returns><c>true</c> if successful (the user is playing), <c>false</c> otherwise.</returns>
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public bool TryGetPlayingUserState(int userId, out SpectatorState state)
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{
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lock (userLock)
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return playingUserStates.TryGetValue(userId, out state);
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}
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@ -277,8 +276,6 @@ namespace osu.Game.Online.Spectator
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public void BindUserBeganPlaying(Action<int, SpectatorState> callback, bool runOnceImmediately = false)
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{
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// The lock is taken before the event is subscribed to to prevent doubling of events.
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lock (userLock)
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{
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OnUserBeganPlaying += callback;
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if (!runOnceImmediately)
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@ -288,5 +285,4 @@ namespace osu.Game.Online.Spectator
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callback(userId, state);
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}
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}
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}
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}
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@ -55,8 +55,6 @@ namespace osu.Game.Screens.Play.HUD
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foreach (var userId in playingUsers)
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{
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spectatorClient.WatchUser(userId);
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// probably won't be required in the final implementation.
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var resolvedUser = userLookupCache.GetUserAsync(userId).Result;
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@ -80,6 +78,8 @@ namespace osu.Game.Screens.Play.HUD
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// BindableList handles binding in a really bad way (Clear then AddRange) so we need to do this manually..
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foreach (int userId in playingUsers)
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{
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spectatorClient.WatchUser(userId);
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if (!multiplayerClient.CurrentMatchPlayingUserIds.Contains(userId))
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usersChanged(this, new NotifyCollectionChangedEventArgs(NotifyCollectionChangedAction.Remove, new[] { userId }));
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}
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@ -42,9 +42,6 @@ namespace osu.Game.Screens.Spectate
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[Resolved]
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private UserLookupCache userLookupCache { get; set; }
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// A lock is used to synchronise access to spectator/gameplay states, since this class is a screen which may become non-current and stop receiving updates at any point.
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private readonly object stateLock = new object();
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private readonly Dictionary<int, User> userMap = new Dictionary<int, User>();
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private readonly Dictionary<int, GameplayState> gameplayStates = new Dictionary<int, GameplayState>();
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@ -63,8 +60,11 @@ namespace osu.Game.Screens.Spectate
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{
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base.LoadComplete();
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populateAllUsers().ContinueWith(_ => Schedule(() =>
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getAllUsers().ContinueWith(users => Schedule(() =>
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{
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foreach (var u in users.Result)
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userMap[u.Id] = u;
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spectatorClient.BindUserBeganPlaying(userBeganPlaying, true);
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spectatorClient.OnUserFinishedPlaying += userFinishedPlaying;
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spectatorClient.OnNewFrames += userSentFrames;
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@ -72,27 +72,23 @@ namespace osu.Game.Screens.Spectate
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managerUpdated = beatmaps.ItemUpdated.GetBoundCopy();
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managerUpdated.BindValueChanged(beatmapUpdated);
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lock (stateLock)
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{
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foreach (var (id, _) in userMap)
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spectatorClient.WatchUser(id);
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}
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}));
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}
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private Task populateAllUsers()
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private Task<User[]> getAllUsers()
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{
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var userLookupTasks = new List<Task>();
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var userLookupTasks = new List<Task<User>>();
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foreach (var u in userIds)
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{
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userLookupTasks.Add(userLookupCache.GetUserAsync(u).ContinueWith(task =>
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{
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if (!task.IsCompletedSuccessfully)
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return;
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return null;
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lock (stateLock)
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userMap[u] = task.Result;
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return task.Result;
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}));
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}
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@ -104,8 +100,6 @@ namespace osu.Game.Screens.Spectate
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if (!e.NewValue.TryGetTarget(out var beatmapSet))
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return;
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lock (stateLock)
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{
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foreach (var (userId, _) in userMap)
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{
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if (!spectatorClient.TryGetPlayingUserState(userId, out var userState))
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@ -115,15 +109,12 @@ namespace osu.Game.Screens.Spectate
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updateGameplayState(userId);
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}
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}
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}
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private void userBeganPlaying(int userId, SpectatorState state)
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{
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if (state.RulesetID == null || state.BeatmapID == null)
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return;
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lock (stateLock)
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{
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if (!userMap.ContainsKey(userId))
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return;
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@ -135,11 +126,8 @@ namespace osu.Game.Screens.Spectate
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updateGameplayState(userId);
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}
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}
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private void updateGameplayState(int userId)
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{
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lock (stateLock)
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{
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Debug.Assert(userMap.ContainsKey(userId));
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@ -174,11 +162,8 @@ namespace osu.Game.Screens.Spectate
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gameplayStates[userId] = gameplayState;
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Schedule(() => StartGameplay(userId, gameplayState));
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}
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}
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private void userSentFrames(int userId, FrameDataBundle bundle)
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{
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lock (stateLock)
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{
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if (!userMap.ContainsKey(userId))
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return;
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@ -200,11 +185,8 @@ namespace osu.Game.Screens.Spectate
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gameplayState.Score.Replay.Frames.Add(convertedFrame);
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}
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}
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}
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private void userFinishedPlaying(int userId, SpectatorState state)
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{
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lock (stateLock)
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{
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if (!userMap.ContainsKey(userId))
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return;
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@ -217,7 +199,6 @@ namespace osu.Game.Screens.Spectate
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gameplayStates.Remove(userId);
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Schedule(() => EndGameplay(userId));
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}
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}
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/// <summary>
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/// Invoked when a spectated user's state has changed.
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@ -244,8 +225,6 @@ namespace osu.Game.Screens.Spectate
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/// </summary>
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/// <param name="userId">The user to stop spectating.</param>
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protected void RemoveUser(int userId)
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{
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lock (stateLock)
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{
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userFinishedPlaying(userId, null);
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@ -254,7 +233,6 @@ namespace osu.Game.Screens.Spectate
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spectatorClient.StopWatchingUser(userId);
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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@ -266,12 +244,9 @@ namespace osu.Game.Screens.Spectate
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spectatorClient.OnUserFinishedPlaying -= userFinishedPlaying;
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spectatorClient.OnNewFrames -= userSentFrames;
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lock (stateLock)
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{
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foreach (var (userId, _) in userMap)
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spectatorClient.StopWatchingUser(userId);
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}
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}
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managerUpdated?.UnbindAll();
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}
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