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Merge pull request #13450 from smoogipoo/spectator-start-at-end-2
Start spectator at the end of gameplay
This commit is contained in:
commit
4a71a4bb21
@ -31,32 +31,24 @@ namespace osu.Game.Tests.OnlinePlay
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}
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[Test]
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public void TestMasterClockStartsWhenAllPlayerClocksHaveFrames()
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public void TestPlayerClocksStartWhenAllHaveFrames()
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{
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setWaiting(() => player1, false);
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assertMasterState(false);
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assertPlayerClockState(() => player1, false);
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assertPlayerClockState(() => player2, false);
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setWaiting(() => player2, false);
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assertMasterState(true);
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assertPlayerClockState(() => player1, true);
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assertPlayerClockState(() => player2, true);
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}
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[Test]
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public void TestMasterClockDoesNotStartWhenNoneReadyForMaximumDelayTime()
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{
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AddWaitStep($"wait {CatchUpSyncManager.MAXIMUM_START_DELAY} milliseconds", (int)Math.Ceiling(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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assertMasterState(false);
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}
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[Test]
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public void TestMasterClockStartsWhenAnyReadyForMaximumDelayTime()
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public void TestReadyPlayersStartWhenReadyForMaximumDelayTime()
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{
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setWaiting(() => player1, false);
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AddWaitStep($"wait {CatchUpSyncManager.MAXIMUM_START_DELAY} milliseconds", (int)Math.Ceiling(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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assertMasterState(true);
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assertPlayerClockState(() => player1, true);
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assertPlayerClockState(() => player2, false);
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}
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[Test]
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@ -153,9 +145,6 @@ namespace osu.Game.Tests.OnlinePlay
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private void setPlayerClockTime(Func<TestSpectatorPlayerClock> playerClock, double offsetFromMaster)
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=> AddStep($"set player clock {playerClock().Id} = master - {offsetFromMaster}", () => playerClock().Seek(master.CurrentTime - offsetFromMaster));
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private void assertMasterState(bool running)
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=> AddAssert($"master clock {(running ? "is" : "is not")} running", () => master.IsRunning == running);
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private void assertCatchingUp(Func<TestSpectatorPlayerClock> playerClock, bool catchingUp) =>
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AddAssert($"player clock {playerClock().Id} {(catchingUp ? "is" : "is not")} catching up", () => playerClock().IsCatchingUp == catchingUp);
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@ -201,6 +190,11 @@ namespace osu.Game.Tests.OnlinePlay
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private class TestManualClock : ManualClock, IAdjustableClock
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{
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public TestManualClock()
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{
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IsRunning = true;
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}
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public void Start() => IsRunning = true;
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public void Stop() => IsRunning = false;
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@ -39,8 +39,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Resolved]
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private OsuGameBase game { get; set; }
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private int nextFrame;
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private BeatmapSetInfo importedBeatmap;
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private int importedBeatmapId;
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@ -49,8 +47,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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base.SetUpSteps();
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AddStep("reset sent frames", () => nextFrame = 0);
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AddStep("import beatmap", () =>
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{
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importedBeatmap = ImportBeatmapTest.LoadOszIntoOsu(game, virtualTrack: true).Result;
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@ -103,7 +99,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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waitForPlayer();
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checkPaused(true);
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sendFrames(1000); // send enough frames to ensure play won't be paused
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// send enough frames to ensure play won't be paused
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sendFrames(100);
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checkPaused(false);
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}
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@ -112,12 +109,12 @@ namespace osu.Game.Tests.Visual.Gameplay
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public void TestSpectatingDuringGameplay()
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{
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start();
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sendFrames(300);
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loadSpectatingScreen();
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waitForPlayer();
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AddStep("advance frame count", () => nextFrame = 300);
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sendFrames();
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sendFrames(300);
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AddUntilStep("playing from correct point in time", () => player.ChildrenOfType<DrawableRuleset>().First().FrameStableClock.CurrentTime > 30000);
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}
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@ -218,11 +215,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private void sendFrames(int count = 10)
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{
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AddStep("send frames", () =>
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{
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testSpectatorClient.SendFrames(streamingUser.Id, nextFrame, count);
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nextFrame += count;
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});
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AddStep("send frames", () => testSpectatorClient.SendFrames(streamingUser.Id, count));
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}
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private void loadSpectatingScreen()
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@ -62,10 +62,10 @@ namespace osu.Game.Tests.Visual.Multiplayer
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// For player 2, send frames in sets of 10.
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for (int i = 0; i < 100; i++)
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{
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SpectatorClient.SendFrames(PLAYER_1_ID, i, 1);
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SpectatorClient.SendFrames(PLAYER_1_ID, 1);
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if (i % 10 == 0)
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SpectatorClient.SendFrames(PLAYER_2_ID, i, 10);
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SpectatorClient.SendFrames(PLAYER_2_ID, 10);
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}
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});
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@ -8,6 +8,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps.IO;
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@ -25,7 +26,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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private MultiSpectatorScreen spectatorScreen;
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private readonly List<int> playingUserIds = new List<int>();
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private readonly Dictionary<int, int> nextFrame = new Dictionary<int, int>();
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private BeatmapSetInfo importedSet;
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private BeatmapInfo importedBeatmap;
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@ -40,11 +40,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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[SetUp]
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public new void Setup() => Schedule(() =>
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{
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nextFrame.Clear();
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playingUserIds.Clear();
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});
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public new void Setup() => Schedule(() => playingUserIds.Clear());
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[Test]
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public void TestDelayedStart()
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@ -55,8 +51,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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Client.CurrentMatchPlayingUserIds.Add(PLAYER_2_ID);
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playingUserIds.Add(PLAYER_1_ID);
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playingUserIds.Add(PLAYER_2_ID);
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nextFrame[PLAYER_1_ID] = 0;
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nextFrame[PLAYER_2_ID] = 0;
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});
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loadSpectateScreen(false);
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@ -82,6 +76,23 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddWaitStep("wait a bit", 20);
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}
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[Test]
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public void TestTimeDoesNotProgressWhileAllPlayersPaused()
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{
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start(new[] { PLAYER_1_ID, PLAYER_2_ID });
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loadSpectateScreen();
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sendFrames(PLAYER_1_ID, 40);
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sendFrames(PLAYER_2_ID, 20);
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checkPaused(PLAYER_2_ID, true);
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checkPausedInstant(PLAYER_1_ID, false);
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AddAssert("master clock still running", () => this.ChildrenOfType<MasterGameplayClockContainer>().Single().IsRunning);
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checkPaused(PLAYER_1_ID, true);
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AddUntilStep("master clock paused", () => !this.ChildrenOfType<MasterGameplayClockContainer>().Single().IsRunning);
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}
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[Test]
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public void TestPlayersMustStartSimultaneously()
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{
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@ -185,8 +196,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
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sendFrames(PLAYER_1_ID, 10);
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sendFrames(PLAYER_2_ID, 20);
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assertMuted(PLAYER_1_ID, false);
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assertMuted(PLAYER_2_ID, true);
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checkPaused(PLAYER_1_ID, false);
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assertOneNotMuted();
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checkPaused(PLAYER_1_ID, true);
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assertMuted(PLAYER_1_ID, true);
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@ -204,6 +215,36 @@ namespace osu.Game.Tests.Visual.Multiplayer
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assertMuted(PLAYER_2_ID, true);
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}
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[Test]
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public void TestSpectatingDuringGameplay()
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{
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var players = new[] { PLAYER_1_ID, PLAYER_2_ID };
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start(players);
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sendFrames(players, 300);
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loadSpectateScreen();
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sendFrames(players, 300);
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AddUntilStep("playing from correct point in time", () => this.ChildrenOfType<DrawableRuleset>().All(r => r.FrameStableClock.CurrentTime > 30000));
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}
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[Test]
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public void TestSpectatingDuringGameplayWithLateFrames()
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{
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start(new[] { PLAYER_1_ID, PLAYER_2_ID });
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sendFrames(new[] { PLAYER_1_ID, PLAYER_2_ID }, 300);
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loadSpectateScreen();
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sendFrames(PLAYER_1_ID, 300);
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AddWaitStep("wait maximum start delay seconds", (int)(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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checkPaused(PLAYER_1_ID, false);
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sendFrames(PLAYER_2_ID, 300);
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AddUntilStep("player 2 playing from correct point in time", () => getPlayer(PLAYER_2_ID).ChildrenOfType<DrawableRuleset>().Single().FrameStableClock.CurrentTime > 30000);
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}
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private void loadSpectateScreen(bool waitForPlayerLoad = true)
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{
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AddStep("load screen", () =>
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@ -226,7 +267,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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Client.CurrentMatchPlayingUserIds.Add(id);
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SpectatorClient.StartPlay(id, beatmapId ?? importedBeatmapId);
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playingUserIds.Add(id);
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nextFrame[id] = 0;
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}
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});
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}
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@ -238,10 +278,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddStep("send frames", () =>
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{
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foreach (int id in userIds)
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{
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SpectatorClient.SendFrames(id, nextFrame[id], count);
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nextFrame[id] += count;
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}
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SpectatorClient.SendFrames(id, count);
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});
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}
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@ -249,7 +286,14 @@ namespace osu.Game.Tests.Visual.Multiplayer
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=> AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
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private void checkPausedInstant(int userId, bool state)
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=> AddAssert($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
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{
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checkPaused(userId, state);
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// Todo: The following should work, but is broken because SpectatorScreen retrieves the WorkingBeatmap via the BeatmapManager, bypassing the test scene clock and running real-time.
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// AddAssert($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
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}
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private void assertOneNotMuted() => AddAssert("one player not muted", () => spectatorScreen.ChildrenOfType<PlayerArea>().Count(p => !p.Mute) == 1);
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private void assertMuted(int userId, bool muted)
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=> AddAssert($"{userId} {(muted ? "is" : "is not")} muted", () => getInstance(userId).Mute == muted);
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@ -34,7 +34,11 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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public void Stop() => IsRunning = false;
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public bool Seek(double position) => true;
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public bool Seek(double position)
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{
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CurrentTime = position;
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return true;
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}
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public void ResetSpeedAdjustments()
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{
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@ -1,8 +1,11 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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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 osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Timing;
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@ -28,16 +31,22 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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/// </summary>
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public const double MAXIMUM_START_DELAY = 15000;
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public event Action ReadyToStart;
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/// <summary>
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/// The master clock which is used to control the timing of all player clocks clocks.
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/// </summary>
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public IAdjustableClock MasterClock { get; }
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public IBindable<MasterClockState> MasterState => masterState;
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/// <summary>
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/// The player clocks.
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/// </summary>
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private readonly List<ISpectatorPlayerClock> playerClocks = new List<ISpectatorPlayerClock>();
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private readonly Bindable<MasterClockState> masterState = new Bindable<MasterClockState>();
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private bool hasStarted;
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private double? firstStartAttemptTime;
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@ -46,7 +55,11 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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MasterClock = master;
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}
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public void AddPlayerClock(ISpectatorPlayerClock clock) => playerClocks.Add(clock);
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public void AddPlayerClock(ISpectatorPlayerClock clock)
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{
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Debug.Assert(!playerClocks.Contains(clock));
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playerClocks.Add(clock);
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}
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public void RemovePlayerClock(ISpectatorPlayerClock clock) => playerClocks.Remove(clock);
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@ -62,8 +75,8 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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return;
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}
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updateCatchup();
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updateMasterClock();
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updatePlayerCatchup();
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updateMasterState();
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}
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/// <summary>
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@ -81,14 +94,20 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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int readyCount = playerClocks.Count(s => !s.WaitingOnFrames.Value);
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if (readyCount == playerClocks.Count)
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return hasStarted = true;
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return performStart();
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if (readyCount > 0)
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{
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firstStartAttemptTime ??= Time.Current;
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if (Time.Current - firstStartAttemptTime > MAXIMUM_START_DELAY)
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return hasStarted = true;
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return performStart();
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}
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bool performStart()
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{
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ReadyToStart?.Invoke();
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return hasStarted = true;
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}
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return false;
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@ -97,7 +116,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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/// <summary>
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/// Updates the catchup states of all player clocks clocks.
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/// </summary>
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private void updateCatchup()
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private void updatePlayerCatchup()
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{
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for (int i = 0; i < playerClocks.Count; i++)
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{
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@ -135,19 +154,12 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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}
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/// <summary>
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/// Updates the master clock's running state.
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/// Updates the state of the master clock.
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/// </summary>
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private void updateMasterClock()
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private void updateMasterState()
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{
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bool anyInSync = playerClocks.Any(s => !s.IsCatchingUp);
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if (MasterClock.IsRunning != anyInSync)
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{
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if (anyInSync)
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MasterClock.Start();
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else
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MasterClock.Stop();
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}
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masterState.Value = anyInSync ? MasterClockState.Synchronised : MasterClockState.TooFarAhead;
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}
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}
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}
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|
@ -1,6 +1,8 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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|
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using System;
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using osu.Framework.Bindables;
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using osu.Framework.Timing;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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@ -10,11 +12,21 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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/// </summary>
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public interface ISyncManager
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{
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/// <summary>
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/// An event which is invoked when gameplay is ready to start.
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/// </summary>
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event Action ReadyToStart;
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/// <summary>
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/// The master clock which player clocks should synchronise to.
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/// </summary>
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IAdjustableClock MasterClock { get; }
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/// <summary>
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/// An event which is invoked when the state of <see cref="MasterClock"/> is changed.
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/// </summary>
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IBindable<MasterClockState> MasterState { get; }
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/// <summary>
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/// Adds an <see cref="ISpectatorPlayerClock"/> to manage.
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/// </summary>
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|
@ -0,0 +1,18 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
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// See the LICENCE file in the repository root for full licence text.
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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{
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public enum MasterClockState
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{
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/// <summary>
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/// The master clock is synchronised with at least one player clock.
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/// </summary>
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Synchronised,
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/// <summary>
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/// The master clock is too far ahead of any player clock and needs to slow down.
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/// </summary>
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TooFarAhead
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}
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}
|
@ -5,6 +5,7 @@ using System;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Online.Multiplayer;
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@ -42,6 +43,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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private PlayerGrid grid;
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private MultiSpectatorLeaderboard leaderboard;
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private PlayerArea currentAudioSource;
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private bool canStartMasterClock;
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/// <summary>
|
||||
/// Creates a new <see cref="MultiSpectatorScreen"/>.
|
||||
@ -100,15 +102,24 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
|
||||
Expanded = { Value = true },
|
||||
Anchor = Anchor.CentreLeft,
|
||||
Origin = Anchor.CentreLeft,
|
||||
}, leaderboardContainer.Add);
|
||||
}, l =>
|
||||
{
|
||||
foreach (var instance in instances)
|
||||
leaderboard.AddClock(instance.UserId, instance.GameplayClock);
|
||||
|
||||
leaderboardContainer.Add(leaderboard);
|
||||
});
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
masterClockContainer.Stop();
|
||||
masterClockContainer.Reset();
|
||||
masterClockContainer.Stop();
|
||||
|
||||
syncManager.ReadyToStart += onReadyToStart;
|
||||
syncManager.MasterState.BindValueChanged(onMasterStateChanged, true);
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
@ -129,19 +140,45 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
|
||||
private bool isCandidateAudioSource([CanBeNull] ISpectatorPlayerClock clock)
|
||||
=> clock?.IsRunning == true && !clock.IsCatchingUp && !clock.WaitingOnFrames.Value;
|
||||
|
||||
private void onReadyToStart()
|
||||
{
|
||||
// Seek the master clock to the gameplay time.
|
||||
// This is chosen as the first available frame in the players' replays, which matches the seek by each individual SpectatorPlayer.
|
||||
var startTime = instances.Where(i => i.Score != null)
|
||||
.SelectMany(i => i.Score.Replay.Frames)
|
||||
.Select(f => f.Time)
|
||||
.DefaultIfEmpty(0)
|
||||
.Min();
|
||||
|
||||
masterClockContainer.Seek(startTime);
|
||||
masterClockContainer.Start();
|
||||
|
||||
// Although the clock has been started, this flag is set to allow for later synchronisation state changes to also be able to start it.
|
||||
canStartMasterClock = true;
|
||||
}
|
||||
|
||||
private void onMasterStateChanged(ValueChangedEvent<MasterClockState> state)
|
||||
{
|
||||
switch (state.NewValue)
|
||||
{
|
||||
case MasterClockState.Synchronised:
|
||||
if (canStartMasterClock)
|
||||
masterClockContainer.Start();
|
||||
|
||||
break;
|
||||
|
||||
case MasterClockState.TooFarAhead:
|
||||
masterClockContainer.Stop();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnUserStateChanged(int userId, SpectatorState spectatorState)
|
||||
{
|
||||
}
|
||||
|
||||
protected override void StartGameplay(int userId, GameplayState gameplayState)
|
||||
{
|
||||
var instance = instances.Single(i => i.UserId == userId);
|
||||
|
||||
instance.LoadScore(gameplayState.Score);
|
||||
|
||||
syncManager.AddPlayerClock(instance.GameplayClock);
|
||||
leaderboard.AddClock(instance.UserId, instance.GameplayClock);
|
||||
}
|
||||
=> instances.Single(i => i.UserId == userId).LoadScore(gameplayState.Score);
|
||||
|
||||
protected override void EndGameplay(int userId)
|
||||
{
|
||||
|
@ -27,7 +27,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
|
||||
/// <summary>
|
||||
/// Whether a <see cref="Player"/> is loaded in the area.
|
||||
/// </summary>
|
||||
public bool PlayerLoaded => stack?.CurrentScreen is Player;
|
||||
public bool PlayerLoaded => (stack?.CurrentScreen as Player)?.IsLoaded == true;
|
||||
|
||||
/// <summary>
|
||||
/// The user id this <see cref="PlayerArea"/> corresponds to.
|
||||
|
@ -47,8 +47,9 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
base.StartGameplay();
|
||||
|
||||
// Start gameplay along with the very first arrival frame (the latest one).
|
||||
score.Replay.Frames.Clear();
|
||||
spectatorClient.OnNewFrames += userSentFrames;
|
||||
seekToGameplay();
|
||||
}
|
||||
|
||||
private void userSentFrames(int userId, FrameDataBundle bundle)
|
||||
@ -62,6 +63,8 @@ namespace osu.Game.Screens.Play
|
||||
if (!this.IsCurrentScreen())
|
||||
return;
|
||||
|
||||
bool isFirstBundle = score.Replay.Frames.Count == 0;
|
||||
|
||||
foreach (var frame in bundle.Frames)
|
||||
{
|
||||
IConvertibleReplayFrame convertibleFrame = GameplayRuleset.CreateConvertibleReplayFrame();
|
||||
@ -73,19 +76,8 @@ namespace osu.Game.Screens.Play
|
||||
score.Replay.Frames.Add(convertedFrame);
|
||||
}
|
||||
|
||||
seekToGameplay();
|
||||
}
|
||||
|
||||
private bool seekedToGameplay;
|
||||
|
||||
private void seekToGameplay()
|
||||
{
|
||||
if (seekedToGameplay || score.Replay.Frames.Count == 0)
|
||||
return;
|
||||
|
||||
NonFrameStableSeek(score.Replay.Frames[0].Time);
|
||||
|
||||
seekedToGameplay = true;
|
||||
if (isFirstBundle && score.Replay.Frames.Count > 0)
|
||||
NonFrameStableSeek(score.Replay.Frames[0].Time);
|
||||
}
|
||||
|
||||
protected override Score CreateScore() => score;
|
||||
|
@ -20,9 +20,15 @@ namespace osu.Game.Tests.Visual.Spectator
|
||||
{
|
||||
public class TestSpectatorClient : SpectatorClient
|
||||
{
|
||||
/// <summary>
|
||||
/// Maximum number of frames sent per bundle via <see cref="SendFrames"/>.
|
||||
/// </summary>
|
||||
public const int FRAME_BUNDLE_SIZE = 10;
|
||||
|
||||
public override IBindable<bool> IsConnected { get; } = new Bindable<bool>(true);
|
||||
|
||||
private readonly Dictionary<int, int> userBeatmapDictionary = new Dictionary<int, int>();
|
||||
private readonly Dictionary<int, int> userNextFrameDictionary = new Dictionary<int, int>();
|
||||
|
||||
[Resolved]
|
||||
private IAPIProvider api { get; set; } = null!;
|
||||
@ -35,6 +41,7 @@ namespace osu.Game.Tests.Visual.Spectator
|
||||
public void StartPlay(int userId, int beatmapId)
|
||||
{
|
||||
userBeatmapDictionary[userId] = beatmapId;
|
||||
userNextFrameDictionary[userId] = 0;
|
||||
sendPlayingState(userId);
|
||||
}
|
||||
|
||||
@ -57,24 +64,41 @@ namespace osu.Game.Tests.Visual.Spectator
|
||||
public new void Schedule(Action action) => base.Schedule(action);
|
||||
|
||||
/// <summary>
|
||||
/// Sends frames for an arbitrary user.
|
||||
/// Sends frames for an arbitrary user, in bundles containing 10 frames each.
|
||||
/// </summary>
|
||||
/// <param name="userId">The user to send frames for.</param>
|
||||
/// <param name="index">The frame index.</param>
|
||||
/// <param name="count">The number of frames to send.</param>
|
||||
public void SendFrames(int userId, int index, int count)
|
||||
/// <param name="count">The total number of frames to send.</param>
|
||||
public void SendFrames(int userId, int count)
|
||||
{
|
||||
var frames = new List<LegacyReplayFrame>();
|
||||
|
||||
for (int i = index; i < index + count; i++)
|
||||
{
|
||||
var buttonState = i == index + count - 1 ? ReplayButtonState.None : ReplayButtonState.Left1;
|
||||
int currentFrameIndex = userNextFrameDictionary[userId];
|
||||
int lastFrameIndex = currentFrameIndex + count - 1;
|
||||
|
||||
frames.Add(new LegacyReplayFrame(i * 100, RNG.Next(0, 512), RNG.Next(0, 512), buttonState));
|
||||
for (; currentFrameIndex <= lastFrameIndex; currentFrameIndex++)
|
||||
{
|
||||
// This is done in the next frame so that currentFrameIndex is updated to the correct value.
|
||||
if (frames.Count == FRAME_BUNDLE_SIZE)
|
||||
flush();
|
||||
|
||||
var buttonState = currentFrameIndex == lastFrameIndex ? ReplayButtonState.None : ReplayButtonState.Left1;
|
||||
frames.Add(new LegacyReplayFrame(currentFrameIndex * 100, RNG.Next(0, 512), RNG.Next(0, 512), buttonState));
|
||||
}
|
||||
|
||||
var bundle = new FrameDataBundle(new ScoreInfo { Combo = index + count }, frames);
|
||||
((ISpectatorClient)this).UserSentFrames(userId, bundle);
|
||||
flush();
|
||||
|
||||
userNextFrameDictionary[userId] = currentFrameIndex;
|
||||
|
||||
void flush()
|
||||
{
|
||||
if (frames.Count == 0)
|
||||
return;
|
||||
|
||||
var bundle = new FrameDataBundle(new ScoreInfo { Combo = currentFrameIndex }, frames.ToArray());
|
||||
((ISpectatorClient)this).UserSentFrames(userId, bundle);
|
||||
|
||||
frames.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
protected override Task BeginPlayingInternal(SpectatorState state)
|
||||
|
Loading…
Reference in New Issue
Block a user