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Rename classes to reduce redundant naming
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@ -12,20 +12,20 @@ using osu.Game.Tests.Visual;
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namespace osu.Game.Tests.OnlinePlay
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{
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[HeadlessTest]
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public class MultiplayerCatchUpSyncManagerTest : OsuTestScene
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public class TestCaseCatchUpSyncManager : OsuTestScene
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{
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private TestManualClock master;
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private SpectatorCatchUpSyncManager syncManager;
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private CatchUpSyncManager syncManager;
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private TestSpectatorSlaveClock slave1;
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private TestSpectatorSlaveClock slave2;
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private TestSlaveClock slave1;
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private TestSlaveClock slave2;
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[SetUp]
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public void Setup()
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{
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syncManager = new SpectatorCatchUpSyncManager(master = new TestManualClock());
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syncManager.AddSlave(slave1 = new TestSpectatorSlaveClock(1));
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syncManager.AddSlave(slave2 = new TestSpectatorSlaveClock(2));
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syncManager = new CatchUpSyncManager(master = new TestManualClock());
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syncManager.AddSlave(slave1 = new TestSlaveClock(1));
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syncManager.AddSlave(slave2 = new TestSlaveClock(2));
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Schedule(() => Child = syncManager);
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}
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@ -47,7 +47,7 @@ namespace osu.Game.Tests.OnlinePlay
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[Test]
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public void TestMasterClockDoesNotStartWhenNoneReadyForMaximumDelayTime()
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{
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AddWaitStep($"wait {SpectatorCatchUpSyncManager.MAXIMUM_START_DELAY} milliseconds", (int)Math.Ceiling(SpectatorCatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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AddWaitStep($"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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@ -55,7 +55,7 @@ namespace osu.Game.Tests.OnlinePlay
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public void TestMasterClockStartsWhenAnyReadyForMaximumDelayTime()
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{
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setWaiting(() => slave1, false);
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AddWaitStep($"wait {SpectatorCatchUpSyncManager.MAXIMUM_START_DELAY} milliseconds", (int)Math.Ceiling(SpectatorCatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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AddWaitStep($"wait {CatchUpSyncManager.MAXIMUM_START_DELAY} milliseconds", (int)Math.Ceiling(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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assertMasterState(true);
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}
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@ -64,7 +64,7 @@ namespace osu.Game.Tests.OnlinePlay
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{
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setAllWaiting(false);
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setMasterTime(SpectatorCatchUpSyncManager.SYNC_TARGET + 1);
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setMasterTime(CatchUpSyncManager.SYNC_TARGET + 1);
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assertCatchingUp(() => slave1, false);
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}
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@ -73,7 +73,7 @@ namespace osu.Game.Tests.OnlinePlay
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{
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setAllWaiting(false);
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setMasterTime(SpectatorCatchUpSyncManager.MAX_SYNC_OFFSET + 1);
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setMasterTime(CatchUpSyncManager.MAX_SYNC_OFFSET + 1);
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assertCatchingUp(() => slave1, true);
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assertCatchingUp(() => slave2, true);
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}
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@ -83,8 +83,8 @@ namespace osu.Game.Tests.OnlinePlay
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{
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setAllWaiting(false);
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setMasterTime(SpectatorCatchUpSyncManager.MAX_SYNC_OFFSET + 1);
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setSlaveTime(() => slave1, SpectatorCatchUpSyncManager.SYNC_TARGET + 1);
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setMasterTime(CatchUpSyncManager.MAX_SYNC_OFFSET + 1);
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setSlaveTime(() => slave1, CatchUpSyncManager.SYNC_TARGET + 1);
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assertCatchingUp(() => slave1, true);
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}
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@ -93,8 +93,8 @@ namespace osu.Game.Tests.OnlinePlay
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{
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setAllWaiting(false);
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setMasterTime(SpectatorCatchUpSyncManager.MAX_SYNC_OFFSET + 2);
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setSlaveTime(() => slave1, SpectatorCatchUpSyncManager.SYNC_TARGET);
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setMasterTime(CatchUpSyncManager.MAX_SYNC_OFFSET + 2);
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setSlaveTime(() => slave1, CatchUpSyncManager.SYNC_TARGET);
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assertCatchingUp(() => slave1, false);
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assertCatchingUp(() => slave2, true);
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}
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@ -104,7 +104,7 @@ namespace osu.Game.Tests.OnlinePlay
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{
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setAllWaiting(false);
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setSlaveTime(() => slave1, -SpectatorCatchUpSyncManager.SYNC_TARGET);
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setSlaveTime(() => slave1, -CatchUpSyncManager.SYNC_TARGET);
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assertCatchingUp(() => slave1, false);
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assertSlaveState(() => slave1, true);
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}
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@ -114,7 +114,7 @@ namespace osu.Game.Tests.OnlinePlay
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{
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setAllWaiting(false);
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setSlaveTime(() => slave1, -SpectatorCatchUpSyncManager.SYNC_TARGET - 1);
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setSlaveTime(() => slave1, -CatchUpSyncManager.SYNC_TARGET - 1);
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// This is a silent catchup, where IsCatchingUp = false but IsRunning = false also.
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assertCatchingUp(() => slave1, false);
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@ -135,7 +135,7 @@ namespace osu.Game.Tests.OnlinePlay
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assertSlaveState(() => slave1, false);
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}
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private void setWaiting(Func<TestSpectatorSlaveClock> slave, bool waiting)
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private void setWaiting(Func<TestSlaveClock> slave, bool waiting)
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=> AddStep($"set slave {slave().Id} waiting = {waiting}", () => slave().WaitingOnFrames.Value = waiting);
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private void setAllWaiting(bool waiting) => AddStep($"set all slaves waiting = {waiting}", () =>
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@ -150,28 +150,28 @@ namespace osu.Game.Tests.OnlinePlay
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/// <summary>
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/// slave.Time = master.Time - offsetFromMaster
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/// </summary>
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private void setSlaveTime(Func<TestSpectatorSlaveClock> slave, double offsetFromMaster)
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private void setSlaveTime(Func<TestSlaveClock> slave, double offsetFromMaster)
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=> AddStep($"set slave {slave().Id} = master - {offsetFromMaster}", () => slave().Seek(master.CurrentTime - offsetFromMaster));
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private void assertMasterState(bool running)
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=> AddAssert($"master clock {(running ? "is" : "is not")} running", () => master.IsRunning == running);
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private void assertCatchingUp(Func<TestSpectatorSlaveClock> slave, bool catchingUp) =>
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private void assertCatchingUp(Func<TestSlaveClock> slave, bool catchingUp) =>
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AddAssert($"slave {slave().Id} {(catchingUp ? "is" : "is not")} catching up", () => slave().IsCatchingUp == catchingUp);
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private void assertSlaveState(Func<TestSpectatorSlaveClock> slave, bool running)
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private void assertSlaveState(Func<TestSlaveClock> slave, bool running)
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=> AddAssert($"slave {slave().Id} {(running ? "is" : "is not")} running", () => slave().IsRunning == running);
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private class TestSpectatorSlaveClock : TestManualClock, ISpectatorSlaveClock
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private class TestSlaveClock : TestManualClock, ISlaveClock
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{
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public readonly Bindable<bool> WaitingOnFrames = new Bindable<bool>(true);
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IBindable<bool> ISpectatorSlaveClock.WaitingOnFrames => WaitingOnFrames;
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IBindable<bool> ISlaveClock.WaitingOnFrames => WaitingOnFrames;
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public bool IsCatchingUp { get; set; }
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public readonly int Id;
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public TestSpectatorSlaveClock(int id)
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public TestSlaveClock(int id)
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{
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Id = id;
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@ -25,7 +25,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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private readonly PlayerInstance[] instances;
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private MasterGameplayClockContainer masterClockContainer;
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private ISpectatorSyncManager syncManager;
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private ISyncManager syncManager;
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private PlayerGrid grid;
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private MultiplayerSpectatorLeaderboard leaderboard;
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@ -66,12 +66,12 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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InternalChildren = new[]
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{
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(Drawable)(syncManager = new SpectatorCatchUpSyncManager(masterClockContainer)),
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(Drawable)(syncManager = new CatchUpSyncManager(masterClockContainer)),
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masterClockContainer
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};
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for (int i = 0; i < UserIds.Length; i++)
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grid.Add(instances[i] = new PlayerInstance(UserIds[i], new SpectatorCatchUpSlaveClock(masterClockContainer.GameplayClock)));
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grid.Add(instances[i] = new PlayerInstance(UserIds[i], new CatchUpSlaveClock(masterClockContainer.GameplayClock)));
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// Todo: This is not quite correct - it should be per-user to adjust for other mod combinations.
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var playableBeatmap = Beatmap.Value.GetPlayableBeatmap(Ruleset.Value);
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@ -12,9 +12,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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{
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public class MultiplayerSpectatorPlayer : SpectatorPlayer
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{
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private readonly ISpectatorSlaveClock gameplayClock;
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private readonly ISlaveClock gameplayClock;
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public MultiplayerSpectatorPlayer(Score score, ISpectatorSlaveClock gameplayClock)
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public MultiplayerSpectatorPlayer(Score score, ISlaveClock gameplayClock)
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: base(score)
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{
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this.gameplayClock = gameplayClock;
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@ -18,7 +18,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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public bool PlayerLoaded => stack?.CurrentScreen is Player;
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public readonly int UserId;
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public readonly SpectatorCatchUpSlaveClock GameplayClock;
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public readonly CatchUpSlaveClock GameplayClock;
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public Score Score { get; private set; }
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@ -29,7 +29,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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private readonly LoadingLayer loadingLayer;
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private OsuScreenStack stack;
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public PlayerInstance(int userId, SpectatorCatchUpSlaveClock gameplayClock)
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public PlayerInstance(int userId, CatchUpSlaveClock gameplayClock)
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{
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UserId = userId;
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GameplayClock = gameplayClock;
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@ -8,9 +8,9 @@ using osu.Framework.Timing;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate.Sync
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{
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/// <summary>
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/// A <see cref="ISpectatorSlaveClock"/> which catches up using rate adjustment.
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/// A <see cref="ISlaveClock"/> which catches up using rate adjustment.
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/// </summary>
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public class SpectatorCatchUpSlaveClock : ISpectatorSlaveClock
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public class CatchUpSlaveClock : ISlaveClock
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{
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/// <summary>
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/// The catch up rate.
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@ -19,7 +19,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate.Sync
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private readonly IFrameBasedClock masterClock;
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public SpectatorCatchUpSlaveClock(IFrameBasedClock masterClock)
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public CatchUpSlaveClock(IFrameBasedClock masterClock)
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{
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this.masterClock = masterClock;
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}
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@ -10,9 +10,9 @@ using osu.Framework.Timing;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate.Sync
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{
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/// <summary>
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/// A <see cref="ISpectatorSyncManager"/> which synchronises de-synced slave clocks through catchup.
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/// A <see cref="ISyncManager"/> which synchronises de-synced slave clocks through catchup.
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/// </summary>
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public class SpectatorCatchUpSyncManager : Component, ISpectatorSyncManager
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public class CatchUpSyncManager : Component, ISyncManager
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{
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/// <summary>
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/// The offset from the master clock to which slaves should be synchronised to.
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@ -37,19 +37,19 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate.Sync
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/// <summary>
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/// The slave clocks.
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/// </summary>
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private readonly List<ISpectatorSlaveClock> slaves = new List<ISpectatorSlaveClock>();
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private readonly List<ISlaveClock> slaves = new List<ISlaveClock>();
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private bool hasStarted;
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private double? firstStartAttemptTime;
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public SpectatorCatchUpSyncManager(IAdjustableClock master)
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public CatchUpSyncManager(IAdjustableClock master)
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{
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Master = master;
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}
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public void AddSlave(ISpectatorSlaveClock clock) => slaves.Add(clock);
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public void AddSlave(ISlaveClock clock) => slaves.Add(clock);
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public void RemoveSlave(ISpectatorSlaveClock clock) => slaves.Remove(clock);
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public void RemoveSlave(ISlaveClock clock) => slaves.Remove(clock);
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protected override void Update()
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{
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@ -7,9 +7,9 @@ using osu.Framework.Timing;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate.Sync
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{
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/// <summary>
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/// A clock which is used by <see cref="MultiplayerSpectatorPlayer"/>s and managed by an <see cref="ISpectatorSyncManager"/>.
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/// A clock which is used by <see cref="MultiplayerSpectatorPlayer"/>s and managed by an <see cref="ISyncManager"/>.
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/// </summary>
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public interface ISpectatorSlaveClock : IFrameBasedClock, IAdjustableClock
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public interface ISlaveClock : IFrameBasedClock, IAdjustableClock
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{
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/// <summary>
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/// Whether this clock is waiting on frames to continue playback.
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@ -6,9 +6,9 @@ using osu.Framework.Timing;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate.Sync
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{
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/// <summary>
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/// Manages the synchronisation between one or more <see cref="ISpectatorSlaveClock"/>s in relation to a master clock.
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/// Manages the synchronisation between one or more <see cref="ISlaveClock"/>s in relation to a master clock.
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/// </summary>
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public interface ISpectatorSyncManager
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public interface ISyncManager
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{
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/// <summary>
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/// The master clock which slaves should synchronise to.
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@ -16,15 +16,15 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate.Sync
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IAdjustableClock Master { get; }
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/// <summary>
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/// Adds an <see cref="ISpectatorSlaveClock"/> to manage.
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/// Adds an <see cref="ISlaveClock"/> to manage.
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/// </summary>
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/// <param name="clock">The <see cref="ISpectatorSlaveClock"/> to add.</param>
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void AddSlave(ISpectatorSlaveClock clock);
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/// <param name="clock">The <see cref="ISlaveClock"/> to add.</param>
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void AddSlave(ISlaveClock clock);
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/// <summary>
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/// Removes an <see cref="ISpectatorSlaveClock"/>, stopping it from being managed by this <see cref="ISpectatorSyncManager"/>.
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/// Removes an <see cref="ISlaveClock"/>, stopping it from being managed by this <see cref="ISyncManager"/>.
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/// </summary>
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/// <param name="clock">The <see cref="ISpectatorSlaveClock"/> to remove.</param>
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void RemoveSlave(ISpectatorSlaveClock clock);
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/// <param name="clock">The <see cref="ISlaveClock"/> to remove.</param>
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void RemoveSlave(ISlaveClock clock);
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}
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}
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