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Merge pull request #28003 from peppy/fix-multi-spectator-music-pause
Fix audio being paused in a spectator session when all players finish playing
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commit
3da5831075
@ -94,7 +94,7 @@ namespace osu.Game
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public const int SAMPLE_DEBOUNCE_TIME = 20;
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/// <summary>
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/// The maximum volume at which audio tracks should playback. This can be set lower than 1 to create some head-room for sound effects.
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/// The maximum volume at which audio tracks should play back at. This can be set lower than 1 to create some head-room for sound effects.
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/// </summary>
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private const double global_track_volume_adjust = 0.8;
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@ -244,10 +244,19 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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playerArea.LoadScore(spectatorGameplayState.Score);
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});
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protected override void FailGameplay(int userId)
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protected override void FailGameplay(int userId) => Schedule(() =>
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{
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// We probably want to visualise this in the future.
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}
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var instance = instances.Single(i => i.UserId == userId);
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syncManager.RemoveManagedClock(instance.SpectatorPlayerClock);
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});
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protected override void PassGameplay(int userId) => Schedule(() =>
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{
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var instance = instances.Single(i => i.UserId == userId);
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syncManager.RemoveManagedClock(instance.SpectatorPlayerClock);
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});
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protected override void QuitGameplay(int userId) => Schedule(() =>
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{
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@ -76,6 +76,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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public void RemoveManagedClock(SpectatorPlayerClock clock)
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{
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playerClocks.Remove(clock);
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Logger.Log($"Removing managed clock from {nameof(SpectatorSyncManager)} ({playerClocks.Count} remain)");
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clock.IsRunning = false;
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}
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@ -130,7 +131,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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}
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/// <summary>
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/// Updates the catchup states of all player clocks clocks.
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/// Updates the catchup states of all player clocks.
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/// </summary>
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private void updatePlayerCatchup()
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{
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@ -176,7 +177,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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/// </summary>
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private void updateMasterState()
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{
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MasterClockState newState = playerClocks.Any(s => !s.IsCatchingUp) ? MasterClockState.Synchronised : MasterClockState.TooFarAhead;
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// Clocks are removed as players complete the beatmap.
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// Once there are no clocks we want to make sure the track plays out to the end.
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MasterClockState newState = playerClocks.Count == 0 || playerClocks.Any(s => !s.IsCatchingUp) ? MasterClockState.Synchronised : MasterClockState.TooFarAhead;
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if (masterState == newState)
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return;
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@ -135,6 +135,7 @@ namespace osu.Game.Screens.Spectate
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case SpectatedUserState.Passed:
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markReceivedAllFrames(userId);
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PassGameplay(userId);
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break;
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case SpectatedUserState.Failed:
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@ -233,6 +234,12 @@ namespace osu.Game.Screens.Spectate
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/// <param name="spectatorGameplayState">The gameplay state.</param>
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protected abstract void StartGameplay(int userId, SpectatorGameplayState spectatorGameplayState);
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/// <summary>
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/// Fired when a user passes gameplay.
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/// </summary>
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/// <param name="userId">The user which passed.</param>
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protected virtual void PassGameplay(int userId) { }
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/// <summary>
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/// Quits gameplay for a user.
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/// Thread safety is not guaranteed – should be scheduled as required.
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