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Fix OnUserBeganPlaying not being invoked if already watching
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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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// 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.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Threading;
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using System.Threading;
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@ -204,6 +205,29 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("screen didn't change", () => Stack.CurrentScreen is SoloSpectator);
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AddAssert("screen didn't change", () => Stack.CurrentScreen is SoloSpectator);
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}
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}
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[Test]
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public void OnUserBeganPlayingCallbackInvokedOnNewAdd()
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{
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bool callbackInvoked = false;
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Action<int, SpectatorState> callbackAction = (_, __) => callbackInvoked = true;
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AddStep("bind first event", () => testSpectatorStreamingClient.OnUserBeganPlaying += callbackAction);
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start();
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AddAssert("callback invoked", () => callbackInvoked);
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AddStep("reset", () =>
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{
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testSpectatorStreamingClient.OnUserBeganPlaying -= callbackAction;
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callbackInvoked = false;
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});
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AddStep("bind event again", () => testSpectatorStreamingClient.OnUserBeganPlaying += callbackAction);
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AddAssert("callback invoked", () => callbackInvoked);
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// Don't leave the event bound if test run succeeded.
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AddStep("reset", () => testSpectatorStreamingClient.OnUserBeganPlaying -= callbackAction);
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}
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private OsuFramedReplayInputHandler replayHandler =>
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private OsuFramedReplayInputHandler replayHandler =>
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(OsuFramedReplayInputHandler)Stack.ChildrenOfType<OsuInputManager>().First().ReplayInputHandler;
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(OsuFramedReplayInputHandler)Stack.ChildrenOfType<OsuInputManager>().First().ReplayInputHandler;
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@ -60,6 +60,7 @@ namespace osu.Game.Online.Spectator
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private IBindable<IReadOnlyList<Mod>> currentMods { get; set; }
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private IBindable<IReadOnlyList<Mod>> currentMods { get; set; }
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private readonly SpectatorState currentState = new SpectatorState();
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private readonly SpectatorState currentState = new SpectatorState();
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private readonly Dictionary<int, SpectatorState> currentUserStates = new Dictionary<int, SpectatorState>();
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private bool isPlaying;
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private bool isPlaying;
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@ -68,10 +69,25 @@ namespace osu.Game.Online.Spectator
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/// </summary>
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/// </summary>
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public event Action<int, FrameDataBundle> OnNewFrames;
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public event Action<int, FrameDataBundle> OnNewFrames;
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private event Action<int, SpectatorState> onUserBeganPlaying;
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/// <summary>
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/// <summary>
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/// Called whenever a user starts a play session.
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/// Called whenever a user starts a play session, or immediately if the user is being watched and currently in a play session.
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/// </summary>
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/// </summary>
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public event Action<int, SpectatorState> OnUserBeganPlaying;
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public event Action<int, SpectatorState> OnUserBeganPlaying
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{
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add
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{
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onUserBeganPlaying += value;
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lock (userLock)
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{
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foreach (var (userId, state) in currentUserStates)
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value?.Invoke(userId, state);
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}
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}
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remove => onUserBeganPlaying -= value;
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}
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/// <summary>
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/// <summary>
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/// Called whenever a user finishes a play session.
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/// Called whenever a user finishes a play session.
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@ -134,7 +150,10 @@ namespace osu.Game.Online.Spectator
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if (!playingUsers.Contains(userId))
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if (!playingUsers.Contains(userId))
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playingUsers.Add(userId);
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playingUsers.Add(userId);
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OnUserBeganPlaying?.Invoke(userId, state);
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lock (userLock)
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currentUserStates[userId] = state;
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onUserBeganPlaying?.Invoke(userId, state);
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return Task.CompletedTask;
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return Task.CompletedTask;
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}
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}
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@ -143,6 +162,9 @@ namespace osu.Game.Online.Spectator
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{
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{
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playingUsers.Remove(userId);
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playingUsers.Remove(userId);
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lock (userLock)
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currentUserStates.Remove(userId);
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OnUserFinishedPlaying?.Invoke(userId, state);
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OnUserFinishedPlaying?.Invoke(userId, state);
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return Task.CompletedTask;
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return Task.CompletedTask;
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