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Group SpectatorClient
private fields together
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@ -46,18 +46,6 @@ namespace osu.Game.Online.Spectator
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/// </summary>
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public IBindableList<int> PlayingUsers => playingUsers;
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/// <summary>
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/// All users currently being watched.
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/// </summary>
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private readonly List<int> watchedUsers = new List<int>();
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private readonly BindableDictionary<int, SpectatorState> watchedUserStates = new BindableDictionary<int, SpectatorState>();
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private readonly BindableList<int> playingUsers = new BindableList<int>();
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private readonly SpectatorState currentState = new SpectatorState();
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private IBeatmap? currentBeatmap;
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private Score? currentScore;
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/// <summary>
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/// Whether the local user is playing.
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/// </summary>
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@ -78,6 +66,30 @@ namespace osu.Game.Online.Spectator
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/// </summary>
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public event Action<int, SpectatorState>? OnUserFinishedPlaying;
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/// <summary>
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/// All users currently being watched.
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/// </summary>
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private readonly List<int> watchedUsers = new List<int>();
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private readonly BindableDictionary<int, SpectatorState> watchedUserStates = new BindableDictionary<int, SpectatorState>();
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private readonly BindableList<int> playingUsers = new BindableList<int>();
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private readonly SpectatorState currentState = new SpectatorState();
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private IBeatmap? currentBeatmap;
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private Score? currentScore;
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private readonly Queue<FrameDataBundle> pendingFrameBundles = new Queue<FrameDataBundle>();
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private readonly Queue<LegacyReplayFrame> pendingFrames = new Queue<LegacyReplayFrame>();
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private double lastPurgeTime;
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private Task? lastSend;
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private int totalBundledFrames;
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private const int max_pending_frames = 30;
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[BackgroundDependencyLoader]
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private void load()
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{
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@ -240,24 +252,13 @@ namespace osu.Game.Online.Spectator
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protected abstract Task BeginPlayingInternal(SpectatorState state);
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protected abstract Task SendFramesInternal(FrameDataBundle bundle);
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protected abstract Task EndPlayingInternal(SpectatorState state);
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protected abstract Task WatchUserInternal(int userId);
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protected abstract Task StopWatchingUserInternal(int userId);
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private readonly Queue<FrameDataBundle> pendingFrameBundles = new Queue<FrameDataBundle>();
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private readonly Queue<LegacyReplayFrame> pendingFrames = new Queue<LegacyReplayFrame>();
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private double lastPurgeTime;
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private Task? lastSend;
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private int totalBundledFrames;
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private const int max_pending_frames = 30;
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protected override void Update()
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{
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base.Update();
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