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Move MasterClockState
handling in to SpectatorSyncManager
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parent
d33d705684
commit
683d49c608
@ -4,11 +4,9 @@
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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Online.Multiplayer;
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@ -52,7 +50,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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private PlayerGrid grid = null!;
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private MultiSpectatorLeaderboard leaderboard = null!;
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private PlayerArea? currentAudioSource;
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private bool canStartMasterClock;
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private readonly Room room;
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private readonly MultiplayerRoomUser[] users;
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@ -159,7 +156,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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masterClockContainer.Reset();
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syncManager.ReadyToStart += onReadyToStart;
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syncManager.MasterState.BindValueChanged(onMasterStateChanged, true);
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}
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protected override void Update()
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@ -192,27 +188,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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masterClockContainer.StartTime = startTime;
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masterClockContainer.Reset(true);
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// Although the clock has been started, this flag is set to allow for later synchronisation state changes to also be able to start it.
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canStartMasterClock = true;
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}
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private void onMasterStateChanged(ValueChangedEvent<MasterClockState> state)
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{
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Logger.Log($"{nameof(MultiSpectatorScreen)}'s master clock become {state.NewValue}");
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switch (state.NewValue)
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{
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case MasterClockState.Synchronised:
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if (canStartMasterClock)
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masterClockContainer.Start();
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break;
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case MasterClockState.TooFarAhead:
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masterClockContainer.Stop();
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break;
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}
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}
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protected override void OnNewPlayingUserState(int userId, SpectatorState spectatorState)
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@ -6,6 +6,7 @@ using System.Collections.Generic;
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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.Logging;
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using osu.Game.Screens.Play;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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@ -35,11 +36,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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/// </summary>
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public event Action? ReadyToStart;
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/// <summary>
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/// The catch-up state of the master clock.
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/// </summary>
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public IBindable<MasterClockState> MasterState => masterState;
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public double CurrentMasterTime => masterClock.CurrentTime;
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/// <summary>
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@ -55,11 +51,32 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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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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public SpectatorSyncManager(GameplayClockContainer master)
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{
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masterClock = master;
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masterState.BindValueChanged(onMasterStateChanged);
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}
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private void onMasterStateChanged(ValueChangedEvent<MasterClockState> state)
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{
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Logger.Log($"{nameof(SpectatorSyncManager)}'s master clock become {state.NewValue}");
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switch (state.NewValue)
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{
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case MasterClockState.Synchronised:
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if (hasStarted)
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masterClock.Start();
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break;
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case MasterClockState.TooFarAhead:
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masterClock.Stop();
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break;
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}
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}
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/// <summary>
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