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Invert creation of clocks in multi spectator
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parent
3fb3a18e68
commit
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@ -4,11 +4,13 @@
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#nullable disable
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using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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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.Visual;
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namespace osu.Game.Tests.OnlinePlay
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@ -16,20 +18,34 @@ namespace osu.Game.Tests.OnlinePlay
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[HeadlessTest]
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public class TestSceneCatchUpSyncManager : OsuTestScene
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{
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private TestManualClock master;
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private GameplayClockContainer master;
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private CatchUpSyncManager syncManager;
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private TestSpectatorPlayerClock player1;
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private TestSpectatorPlayerClock player2;
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private Dictionary<ISpectatorPlayerClock, int> clocksById;
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private ISpectatorPlayerClock player1;
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private ISpectatorPlayerClock player2;
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[SetUp]
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public void Setup()
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{
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syncManager = new CatchUpSyncManager(master = new TestManualClock());
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syncManager.AddPlayerClock(player1 = new TestSpectatorPlayerClock(1));
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syncManager.AddPlayerClock(player2 = new TestSpectatorPlayerClock(2));
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syncManager = new CatchUpSyncManager(master = new GameplayClockContainer(new TestManualClock()));
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player1 = syncManager.AddClock();
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player2 = syncManager.AddClock();
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Schedule(() => Child = syncManager);
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clocksById = new Dictionary<ISpectatorPlayerClock, int>
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{
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{ player1, 1 },
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{ player2, 2 }
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};
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Schedule(() =>
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{
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Children = new Drawable[]
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{
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syncManager,
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master
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};
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});
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}
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[Test]
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@ -129,8 +145,8 @@ namespace osu.Game.Tests.OnlinePlay
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assertPlayerClockState(() => player1, false);
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}
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private void setWaiting(Func<TestSpectatorPlayerClock> playerClock, bool waiting)
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=> AddStep($"set player clock {playerClock().Id} waiting = {waiting}", () => playerClock().WaitingOnFrames.Value = waiting);
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private void setWaiting(Func<ISpectatorPlayerClock> playerClock, bool waiting)
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=> AddStep($"set player clock {clocksById[playerClock()]} waiting = {waiting}", () => playerClock().WaitingOnFrames.Value = waiting);
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private void setAllWaiting(bool waiting) => AddStep($"set all player clocks waiting = {waiting}", () =>
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{
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@ -144,51 +160,14 @@ namespace osu.Game.Tests.OnlinePlay
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/// <summary>
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/// clock.Time = master.Time - offsetFromMaster
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/// </summary>
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private void setPlayerClockTime(Func<TestSpectatorPlayerClock> playerClock, double offsetFromMaster)
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=> AddStep($"set player clock {playerClock().Id} = master - {offsetFromMaster}", () => playerClock().Seek(master.CurrentTime - offsetFromMaster));
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private void setPlayerClockTime(Func<ISpectatorPlayerClock> playerClock, double offsetFromMaster)
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=> AddStep($"set player clock {clocksById[playerClock()]} = master - {offsetFromMaster}", () => playerClock().Seek(master.CurrentTime - offsetFromMaster));
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private void assertCatchingUp(Func<TestSpectatorPlayerClock> playerClock, bool catchingUp) =>
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AddAssert($"player clock {playerClock().Id} {(catchingUp ? "is" : "is not")} catching up", () => playerClock().IsCatchingUp == catchingUp);
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private void assertCatchingUp(Func<ISpectatorPlayerClock> playerClock, bool catchingUp) =>
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AddAssert($"player clock {clocksById[playerClock()]} {(catchingUp ? "is" : "is not")} catching up", () => playerClock().IsCatchingUp == catchingUp);
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private void assertPlayerClockState(Func<TestSpectatorPlayerClock> playerClock, bool running)
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=> AddAssert($"player clock {playerClock().Id} {(running ? "is" : "is not")} running", () => playerClock().IsRunning == running);
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private class TestSpectatorPlayerClock : TestManualClock, ISpectatorPlayerClock
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{
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public Bindable<bool> WaitingOnFrames { get; } = new Bindable<bool>(true);
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public bool IsCatchingUp { get; set; }
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public IFrameBasedClock Source
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{
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set => throw new NotImplementedException();
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}
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public readonly int Id;
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public TestSpectatorPlayerClock(int id)
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{
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Id = id;
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WaitingOnFrames.BindValueChanged(waiting =>
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{
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if (waiting.NewValue)
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Stop();
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else
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Start();
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});
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}
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public void ProcessFrame()
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{
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}
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public double ElapsedFrameTime => 0;
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public double FramesPerSecond => 0;
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public FrameTimeInfo TimeInfo => default;
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}
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private void assertPlayerClockState(Func<ISpectatorPlayerClock> playerClock, bool running)
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=> AddAssert($"player clock {clocksById[playerClock()]} {(running ? "is" : "is not")} running", () => playerClock().IsRunning == running);
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private class TestManualClock : ManualClock, IAdjustableClock
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{
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@ -5,11 +5,10 @@
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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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using osu.Game.Screens.Play;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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{
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@ -38,7 +37,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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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 GameplayClockContainer MasterClock { get; }
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public IBindable<MasterClockState> MasterState => masterState;
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@ -52,18 +51,19 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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private bool hasStarted;
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private double? firstStartAttemptTime;
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public CatchUpSyncManager(IAdjustableClock master)
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public CatchUpSyncManager(GameplayClockContainer master)
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{
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MasterClock = master;
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}
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public void AddPlayerClock(ISpectatorPlayerClock clock)
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public ISpectatorPlayerClock AddClock()
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{
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Debug.Assert(!playerClocks.Contains(clock));
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var clock = new CatchUpSpectatorPlayerClock { Source = MasterClock };
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playerClocks.Add(clock);
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return clock;
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}
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public void RemovePlayerClock(ISpectatorPlayerClock clock)
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public void RemoveClock(ISpectatorPlayerClock clock)
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{
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playerClocks.Remove(clock);
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clock.Stop();
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@ -5,7 +5,7 @@
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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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using osu.Game.Screens.Play;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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{
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@ -22,7 +22,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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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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GameplayClockContainer 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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@ -30,15 +30,15 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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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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/// Adds a new managed <see cref="ISpectatorPlayerClock"/>.
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/// </summary>
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/// <param name="clock">The <see cref="ISpectatorPlayerClock"/> to add.</param>
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void AddPlayerClock(ISpectatorPlayerClock clock);
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/// <returns>The added <see cref="ISpectatorPlayerClock"/>.</returns>
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ISpectatorPlayerClock AddClock();
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/// <summary>
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/// Removes an <see cref="ISpectatorPlayerClock"/>, 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="ISpectatorPlayerClock"/> to remove.</param>
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void RemovePlayerClock(ISpectatorPlayerClock clock);
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void RemoveClock(ISpectatorPlayerClock clock);
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}
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}
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@ -125,10 +125,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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};
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for (int i = 0; i < Users.Count; i++)
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{
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grid.Add(instances[i] = new PlayerArea(Users[i], masterClockContainer));
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syncManager.AddPlayerClock(instances[i].GameplayClock);
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}
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grid.Add(instances[i] = new PlayerArea(Users[i], syncManager.AddClock()));
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LoadComponentAsync(leaderboard = new MultiSpectatorLeaderboard(users)
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{
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@ -242,7 +239,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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var instance = instances.Single(i => i.UserId == userId);
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instance.FadeColour(colours.Gray4, 400, Easing.OutQuint);
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syncManager.RemovePlayerClock(instance.GameplayClock);
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syncManager.RemoveClock(instance.GameplayClock);
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}
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public override bool OnBackButton()
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@ -11,7 +11,6 @@ using osu.Framework.Audio;
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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.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets;
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@ -45,7 +44,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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/// The <see cref="ISpectatorPlayerClock"/> used to control the gameplay running state of a loaded <see cref="Player"/>.
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/// </summary>
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[NotNull]
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public readonly ISpectatorPlayerClock GameplayClock = new CatchUpSpectatorPlayerClock();
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public readonly ISpectatorPlayerClock GameplayClock;
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/// <summary>
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/// The currently-loaded score.
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@ -58,9 +57,10 @@ 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 PlayerArea(int userId, IFrameBasedClock masterClock)
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public PlayerArea(int userId, [NotNull] ISpectatorPlayerClock clock)
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{
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UserId = userId;
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GameplayClock = clock;
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RelativeSizeAxes = Axes.Both;
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Masking = true;
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@ -77,8 +77,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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};
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audioContainer.AddAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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GameplayClock.Source = masterClock;
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}
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[Resolved]
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