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Don't use bindable flow for masterState
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parent
683d49c608
commit
6c50f618a3
@ -4,7 +4,6 @@
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using System;
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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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@ -48,7 +47,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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/// </summary>
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private readonly List<SpectatorPlayerClock> playerClocks = new List<SpectatorPlayerClock>();
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private readonly Bindable<MasterClockState> masterState = new Bindable<MasterClockState>();
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private MasterClockState masterState = MasterClockState.Synchronised;
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private bool hasStarted;
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@ -57,26 +56,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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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($"{nameof(SpectatorSyncManager)}'s master clock become {state.NewValue}");
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switch (state.NewValue)
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{
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case MasterClockState.Synchronised:
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if (hasStarted)
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masterClock.Start();
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break;
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case MasterClockState.TooFarAhead:
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masterClock.Stop();
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break;
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}
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}
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/// <summary>
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@ -197,8 +176,26 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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/// </summary>
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private void updateMasterState()
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{
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bool anyInSync = playerClocks.Any(s => !s.IsCatchingUp);
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masterState.Value = anyInSync ? MasterClockState.Synchronised : MasterClockState.TooFarAhead;
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MasterClockState newState = playerClocks.Any(s => !s.IsCatchingUp) ? MasterClockState.Synchronised : MasterClockState.TooFarAhead;
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if (masterState == newState)
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return;
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masterState = newState;
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Logger.Log($"{nameof(SpectatorSyncManager)}'s master clock become {masterState}");
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switch (masterState)
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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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}
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}
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