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Merge pull request #16975 from peppy/spectator-reliability
Improve resilience of spectator frame communication to ensure replays are sent in full
This commit is contained in:
commit
6ce6eaf03d
@ -257,7 +257,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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sendFrames();
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waitForPlayer();
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AddStep("send passed", () => spectatorClient.EndPlay(streamingUser.Id, SpectatedUserState.Passed));
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AddStep("send passed", () => spectatorClient.SendEndPlay(streamingUser.Id, SpectatedUserState.Passed));
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AddUntilStep("state is passed", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Passed);
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start();
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@ -275,7 +275,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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sendFrames();
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waitForPlayer();
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AddStep("send quit", () => spectatorClient.EndPlay(streamingUser.Id));
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AddStep("send quit", () => spectatorClient.SendEndPlay(streamingUser.Id));
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AddUntilStep("state is quit", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Quit);
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start();
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@ -293,7 +293,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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sendFrames();
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waitForPlayer();
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AddStep("send failed", () => spectatorClient.EndPlay(streamingUser.Id, SpectatedUserState.Failed));
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AddStep("send failed", () => spectatorClient.SendEndPlay(streamingUser.Id, SpectatedUserState.Failed));
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AddUntilStep("state is failed", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Failed);
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start();
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@ -312,16 +312,16 @@ namespace osu.Game.Tests.Visual.Gameplay
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private void waitForPlayer() => AddUntilStep("wait for player", () => (Stack.CurrentScreen as Player)?.IsLoaded == true);
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private void start(int? beatmapId = null) => AddStep("start play", () => spectatorClient.StartPlay(streamingUser.Id, beatmapId ?? importedBeatmapId));
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private void start(int? beatmapId = null) => AddStep("start play", () => spectatorClient.SendStartPlay(streamingUser.Id, beatmapId ?? importedBeatmapId));
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private void finish(SpectatedUserState state = SpectatedUserState.Quit) => AddStep("end play", () => spectatorClient.EndPlay(streamingUser.Id, state));
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private void finish(SpectatedUserState state = SpectatedUserState.Quit) => AddStep("end play", () => spectatorClient.SendEndPlay(streamingUser.Id, state));
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private void checkPaused(bool state) =>
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AddUntilStep($"game is {(state ? "paused" : "playing")}", () => player.ChildrenOfType<DrawableRuleset>().First().IsPaused.Value == state);
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private void sendFrames(int count = 10)
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{
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AddStep("send frames", () => spectatorClient.SendFrames(streamingUser.Id, count));
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AddStep("send frames", () => spectatorClient.SendFramesFromUser(streamingUser.Id, count));
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}
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private void loadSpectatingScreen()
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@ -41,8 +41,12 @@ namespace osu.Game.Tests.Visual.Gameplay
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private Replay replay;
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private TestSpectatorClient spectatorClient;
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private ManualClock manualClock;
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private TestReplayRecorder recorder;
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private OsuSpriteText latencyDisplay;
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private TestFramedReplayInputHandler replayHandler;
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@ -54,7 +58,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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replay = new Replay();
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manualClock = new ManualClock();
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SpectatorClient spectatorClient;
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Child = new DependencyProvidingContainer
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{
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@ -76,7 +79,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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recordingManager = new TestRulesetInputManager(TestSceneModSettings.CreateTestRulesetInfo(), 0, SimultaneousBindingMode.Unique)
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{
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Recorder = new TestReplayRecorder
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Recorder = recorder = new TestReplayRecorder
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{
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ScreenSpaceToGamefield = pos => recordingManager.ToLocalSpace(pos),
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},
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@ -143,22 +146,52 @@ namespace osu.Game.Tests.Visual.Gameplay
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});
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}
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[Test]
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public void TestBasic()
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{
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AddUntilStep("received frames", () => replay.Frames.Count > 50);
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AddStep("stop sending frames", () => recorder.Expire());
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AddUntilStep("wait for all frames received", () => replay.Frames.Count == recorder.SentFrames.Count);
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}
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[Test]
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public void TestWithSendFailure()
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{
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AddUntilStep("received frames", () => replay.Frames.Count > 50);
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int framesReceivedSoFar = 0;
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int frameSendAttemptsSoFar = 0;
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AddStep("start failing sends", () =>
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{
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spectatorClient.ShouldFailSendingFrames = true;
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framesReceivedSoFar = replay.Frames.Count;
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frameSendAttemptsSoFar = spectatorClient.FrameSendAttempts;
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});
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AddUntilStep("wait for send attempts", () => spectatorClient.FrameSendAttempts > frameSendAttemptsSoFar + 5);
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AddAssert("frames did not increase", () => framesReceivedSoFar == replay.Frames.Count);
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AddStep("stop failing sends", () => spectatorClient.ShouldFailSendingFrames = false);
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AddUntilStep("wait for next frames", () => framesReceivedSoFar < replay.Frames.Count);
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AddStep("stop sending frames", () => recorder.Expire());
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AddUntilStep("wait for all frames received", () => replay.Frames.Count == recorder.SentFrames.Count);
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AddAssert("ensure frames were received in the correct sequence", () => replay.Frames.Select(f => f.Time).SequenceEqual(recorder.SentFrames.Select(f => f.Time)));
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}
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private void onNewFrames(int userId, FrameDataBundle frames)
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{
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Logger.Log($"Received {frames.Frames.Count} new frames ({string.Join(',', frames.Frames.Select(f => ((int)f.Time).ToString()))})");
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foreach (var legacyFrame in frames.Frames)
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{
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var frame = new TestReplayFrame();
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frame.FromLegacy(legacyFrame, null);
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replay.Frames.Add(frame);
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}
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}
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[Test]
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public void TestBasic()
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{
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AddStep("Wait for user input", () => { });
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Logger.Log($"Received {frames.Frames.Count} new frames (total {replay.Frames.Count} of {recorder.SentFrames.Count})");
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}
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private double latency = SpectatorClient.TIME_BETWEEN_SENDS;
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@ -318,6 +351,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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internal class TestReplayRecorder : ReplayRecorder<TestAction>
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{
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public List<ReplayFrame> SentFrames = new List<ReplayFrame>();
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public TestReplayRecorder()
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: base(new Score
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{
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@ -332,7 +367,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected override ReplayFrame HandleFrame(Vector2 mousePosition, List<TestAction> actions, ReplayFrame previousFrame)
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{
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return new TestReplayFrame(Time.Current, mousePosition, actions.ToArray());
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var testReplayFrame = new TestReplayFrame(Time.Current, mousePosition, actions.ToArray());
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SentFrames.Add(testReplayFrame);
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return testReplayFrame;
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}
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}
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}
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@ -34,7 +34,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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foreach ((int userId, var _) in clocks)
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{
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SpectatorClient.StartPlay(userId, 0);
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SpectatorClient.SendStartPlay(userId, 0);
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OnlinePlayDependencies.MultiplayerClient.AddUser(new APIUser { Id = userId });
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}
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});
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@ -68,10 +68,10 @@ namespace osu.Game.Tests.Visual.Multiplayer
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// For player 2, send frames in sets of 10.
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for (int i = 0; i < 100; i++)
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{
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SpectatorClient.SendFrames(PLAYER_1_ID, 1);
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SpectatorClient.SendFramesFromUser(PLAYER_1_ID, 1);
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if (i % 10 == 0)
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SpectatorClient.SendFrames(PLAYER_2_ID, 10);
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SpectatorClient.SendFramesFromUser(PLAYER_2_ID, 10);
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}
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});
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@ -71,11 +71,11 @@ namespace osu.Game.Tests.Visual.Multiplayer
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loadSpectateScreen(false);
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AddWaitStep("wait a bit", 10);
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AddStep("load player first_player_id", () => SpectatorClient.StartPlay(PLAYER_1_ID, importedBeatmapId));
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AddStep("load player first_player_id", () => SpectatorClient.SendStartPlay(PLAYER_1_ID, importedBeatmapId));
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AddUntilStep("one player added", () => spectatorScreen.ChildrenOfType<Player>().Count() == 1);
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AddWaitStep("wait a bit", 10);
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AddStep("load player second_player_id", () => SpectatorClient.StartPlay(PLAYER_2_ID, importedBeatmapId));
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AddStep("load player second_player_id", () => SpectatorClient.SendStartPlay(PLAYER_2_ID, importedBeatmapId));
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AddUntilStep("two players added", () => spectatorScreen.ChildrenOfType<Player>().Count() == 2);
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}
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@ -134,8 +134,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
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TeamID = 1,
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};
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SpectatorClient.StartPlay(player1.UserID, importedBeatmapId);
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SpectatorClient.StartPlay(player2.UserID, importedBeatmapId);
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SpectatorClient.SendStartPlay(player1.UserID, importedBeatmapId);
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SpectatorClient.SendStartPlay(player2.UserID, importedBeatmapId);
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playingUsers.Add(player1);
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playingUsers.Add(player2);
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@ -361,7 +361,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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// to ensure negative gameplay start time does not affect spectator, send frames exactly after StartGameplay().
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// (similar to real spectating sessions in which the first frames get sent between StartGameplay() and player load complete)
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AddStep("send frames at gameplay start", () => getInstance(PLAYER_1_ID).OnGameplayStarted += () => SpectatorClient.SendFrames(PLAYER_1_ID, 100));
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AddStep("send frames at gameplay start", () => getInstance(PLAYER_1_ID).OnGameplayStarted += () => SpectatorClient.SendFramesFromUser(PLAYER_1_ID, 100));
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AddUntilStep("wait for player load", () => spectatorScreen.AllPlayersLoaded);
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@ -398,7 +398,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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};
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OnlinePlayDependencies.MultiplayerClient.AddUser(user.User, true);
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SpectatorClient.StartPlay(id, beatmapId ?? importedBeatmapId);
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SpectatorClient.SendStartPlay(id, beatmapId ?? importedBeatmapId);
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playingUsers.Add(user);
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}
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@ -412,7 +412,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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var user = playingUsers.Single(u => u.UserID == userId);
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OnlinePlayDependencies.MultiplayerClient.RemoveUser(user.User.AsNonNull());
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SpectatorClient.EndPlay(userId);
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SpectatorClient.SendEndPlay(userId);
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playingUsers.Remove(user);
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});
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@ -425,7 +425,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddStep("send frames", () =>
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{
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foreach (int id in userIds)
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SpectatorClient.SendFrames(id, count);
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SpectatorClient.SendFramesFromUser(id, count);
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});
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}
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@ -58,7 +58,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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foreach (int user in users)
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{
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SpectatorClient.StartPlay(user, Beatmap.Value.BeatmapInfo.OnlineID);
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SpectatorClient.SendStartPlay(user, Beatmap.Value.BeatmapInfo.OnlineID);
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multiplayerUsers.Add(OnlinePlayDependencies.MultiplayerClient.AddUser(new APIUser { Id = user }, true));
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}
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@ -62,7 +62,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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foreach (int user in users)
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{
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SpectatorClient.StartPlay(user, Beatmap.Value.BeatmapInfo.OnlineID);
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SpectatorClient.SendStartPlay(user, Beatmap.Value.BeatmapInfo.OnlineID);
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var roomUser = OnlinePlayDependencies.MultiplayerClient.AddUser(new APIUser { Id = user }, true);
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roomUser.MatchState = new TeamVersusUserState
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@ -56,9 +56,9 @@ namespace osu.Game.Tests.Visual.Online
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[Test]
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public void TestBasicDisplay()
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{
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AddStep("Add playing user", () => spectatorClient.StartPlay(streamingUser.Id, 0));
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AddStep("Add playing user", () => spectatorClient.SendStartPlay(streamingUser.Id, 0));
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AddUntilStep("Panel loaded", () => currentlyPlaying.ChildrenOfType<UserGridPanel>()?.FirstOrDefault()?.User.Id == 2);
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AddStep("Remove playing user", () => spectatorClient.EndPlay(streamingUser.Id));
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AddStep("Remove playing user", () => spectatorClient.SendEndPlay(streamingUser.Id));
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AddUntilStep("Panel no longer present", () => !currentlyPlaying.ChildrenOfType<UserGridPanel>().Any());
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}
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@ -57,14 +57,14 @@ namespace osu.Game.Online.Spectator
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return connection.SendAsync(nameof(ISpectatorServer.BeginPlaySession), state);
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}
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protected override Task SendFramesInternal(FrameDataBundle data)
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protected override Task SendFramesInternal(FrameDataBundle bundle)
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{
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if (!IsConnected.Value)
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return Task.CompletedTask;
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Debug.Assert(connection != null);
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return connection.SendAsync(nameof(ISpectatorServer.SendFrameData), data);
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return connection.SendAsync(nameof(ISpectatorServer.SendFrameData), bundle);
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}
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protected override Task EndPlayingInternal(SpectatorState state)
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@ -12,6 +12,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Development;
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using osu.Framework.Graphics;
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using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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using osu.Game.Online.API;
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using osu.Game.Replays.Legacy;
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@ -45,18 +46,6 @@ namespace osu.Game.Online.Spectator
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/// </summary>
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public IBindableList<int> PlayingUsers => playingUsers;
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/// <summary>
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/// All users currently being watched.
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/// </summary>
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private readonly List<int> watchedUsers = new List<int>();
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private readonly BindableDictionary<int, SpectatorState> watchedUserStates = new BindableDictionary<int, SpectatorState>();
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private readonly BindableList<int> playingUsers = new BindableList<int>();
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private readonly SpectatorState currentState = new SpectatorState();
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private IBeatmap? currentBeatmap;
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private Score? currentScore;
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/// <summary>
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/// Whether the local user is playing.
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/// </summary>
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@ -77,6 +66,28 @@ namespace osu.Game.Online.Spectator
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/// </summary>
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public event Action<int, SpectatorState>? OnUserFinishedPlaying;
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/// <summary>
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/// All users currently being watched.
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/// </summary>
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private readonly List<int> watchedUsers = new List<int>();
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private readonly BindableDictionary<int, SpectatorState> watchedUserStates = new BindableDictionary<int, SpectatorState>();
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private readonly BindableList<int> playingUsers = new BindableList<int>();
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private readonly SpectatorState currentState = new SpectatorState();
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private IBeatmap? currentBeatmap;
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private Score? currentScore;
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private readonly Queue<FrameDataBundle> pendingFrameBundles = new Queue<FrameDataBundle>();
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private readonly Queue<LegacyReplayFrame> pendingFrames = new Queue<LegacyReplayFrame>();
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private double lastPurgeTime;
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private Task? lastSend;
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private const int max_pending_frames = 30;
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[BackgroundDependencyLoader]
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private void load()
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{
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@ -94,6 +105,7 @@ namespace osu.Game.Online.Spectator
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// re-send state in case it wasn't received
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if (IsPlaying)
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// TODO: this is likely sent out of order after a reconnect scenario. needs further consideration.
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BeginPlayingInternal(currentState);
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}
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else
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@ -168,7 +180,20 @@ namespace osu.Game.Online.Spectator
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});
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}
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public void SendFrames(FrameDataBundle data) => lastSend = SendFramesInternal(data);
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public void HandleFrame(ReplayFrame frame) => Schedule(() =>
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{
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if (!IsPlaying)
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{
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Logger.Log($"Frames arrived at {nameof(SpectatorClient)} outside of gameplay scope and will be ignored.");
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return;
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}
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if (frame is IConvertibleReplayFrame convertible)
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pendingFrames.Enqueue(convertible.ToLegacy(currentBeatmap));
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if (pendingFrames.Count > max_pending_frames)
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purgePendingFrames();
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});
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public void EndPlaying(GameplayState state)
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{
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@ -180,7 +205,7 @@ namespace osu.Game.Online.Spectator
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return;
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if (pendingFrames.Count > 0)
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purgePendingFrames(true);
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purgePendingFrames();
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IsPlaying = false;
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currentBeatmap = null;
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@ -222,7 +247,7 @@ namespace osu.Game.Online.Spectator
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protected abstract Task BeginPlayingInternal(SpectatorState state);
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protected abstract Task SendFramesInternal(FrameDataBundle data);
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protected abstract Task SendFramesInternal(FrameDataBundle bundle);
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protected abstract Task EndPlayingInternal(SpectatorState state);
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@ -230,53 +255,57 @@ namespace osu.Game.Online.Spectator
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protected abstract Task StopWatchingUserInternal(int userId);
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private readonly Queue<LegacyReplayFrame> pendingFrames = new Queue<LegacyReplayFrame>();
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private double lastSendTime;
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private Task? lastSend;
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private const int max_pending_frames = 30;
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protected override void Update()
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{
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base.Update();
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if (pendingFrames.Count > 0 && Time.Current - lastSendTime > TIME_BETWEEN_SENDS)
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if (pendingFrames.Count > 0 && Time.Current - lastPurgeTime > TIME_BETWEEN_SENDS)
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purgePendingFrames();
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}
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public void HandleFrame(ReplayFrame frame)
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private void purgePendingFrames()
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{
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Debug.Assert(ThreadSafety.IsUpdateThread);
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if (!IsPlaying)
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return;
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if (frame is IConvertibleReplayFrame convertible)
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pendingFrames.Enqueue(convertible.ToLegacy(currentBeatmap));
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if (pendingFrames.Count > max_pending_frames)
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purgePendingFrames();
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}
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private void purgePendingFrames(bool force = false)
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{
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if (lastSend?.IsCompleted == false && !force)
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return;
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if (pendingFrames.Count == 0)
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return;
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var frames = pendingFrames.ToArray();
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pendingFrames.Clear();
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Debug.Assert(currentScore != null);
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SendFrames(new FrameDataBundle(currentScore.ScoreInfo, frames));
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var frames = pendingFrames.ToArray();
|
||||
var bundle = new FrameDataBundle(currentScore.ScoreInfo, frames);
|
||||
|
||||
lastSendTime = Time.Current;
|
||||
pendingFrames.Clear();
|
||||
lastPurgeTime = Time.Current;
|
||||
|
||||
pendingFrameBundles.Enqueue(bundle);
|
||||
|
||||
sendNextBundleIfRequired();
|
||||
}
|
||||
|
||||
private void sendNextBundleIfRequired()
|
||||
{
|
||||
Debug.Assert(ThreadSafety.IsUpdateThread);
|
||||
|
||||
if (lastSend?.IsCompleted == false)
|
||||
return;
|
||||
|
||||
if (!pendingFrameBundles.TryPeek(out var bundle))
|
||||
return;
|
||||
|
||||
TaskCompletionSource<bool> tcs = new TaskCompletionSource<bool>();
|
||||
|
||||
lastSend = tcs.Task;
|
||||
|
||||
SendFramesInternal(bundle).ContinueWith(t => Schedule(() =>
|
||||
{
|
||||
bool wasSuccessful = t.Exception == null;
|
||||
|
||||
// If the last bundle send wasn't successful, try again without dequeuing.
|
||||
if (wasSuccessful)
|
||||
pendingFrameBundles.Dequeue();
|
||||
|
||||
tcs.SetResult(wasSuccessful);
|
||||
sendNextBundleIfRequired();
|
||||
}));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -21,10 +21,17 @@ namespace osu.Game.Tests.Visual.Spectator
|
||||
public class TestSpectatorClient : SpectatorClient
|
||||
{
|
||||
/// <summary>
|
||||
/// Maximum number of frames sent per bundle via <see cref="SendFrames"/>.
|
||||
/// Maximum number of frames sent per bundle via <see cref="SendFramesFromUser"/>.
|
||||
/// </summary>
|
||||
public const int FRAME_BUNDLE_SIZE = 10;
|
||||
|
||||
/// <summary>
|
||||
/// Whether to force send operations to fail (simulating a network issue).
|
||||
/// </summary>
|
||||
public bool ShouldFailSendingFrames { get; set; }
|
||||
|
||||
public int FrameSendAttempts { get; private set; }
|
||||
|
||||
public override IBindable<bool> IsConnected { get; } = new Bindable<bool>(true);
|
||||
|
||||
public IReadOnlyDictionary<int, ReplayFrame> LastReceivedUserFrames => lastReceivedUserFrames;
|
||||
@ -47,7 +54,7 @@ namespace osu.Game.Tests.Visual.Spectator
|
||||
/// </summary>
|
||||
/// <param name="userId">The user to start play for.</param>
|
||||
/// <param name="beatmapId">The playing beatmap id.</param>
|
||||
public void StartPlay(int userId, int beatmapId)
|
||||
public void SendStartPlay(int userId, int beatmapId)
|
||||
{
|
||||
userBeatmapDictionary[userId] = beatmapId;
|
||||
userNextFrameDictionary[userId] = 0;
|
||||
@ -59,7 +66,7 @@ namespace osu.Game.Tests.Visual.Spectator
|
||||
/// </summary>
|
||||
/// <param name="userId">The user to end play for.</param>
|
||||
/// <param name="state">The spectator state to end play with.</param>
|
||||
public void EndPlay(int userId, SpectatedUserState state = SpectatedUserState.Quit)
|
||||
public void SendEndPlay(int userId, SpectatedUserState state = SpectatedUserState.Quit)
|
||||
{
|
||||
if (!userBeatmapDictionary.ContainsKey(userId))
|
||||
return;
|
||||
@ -74,14 +81,14 @@ namespace osu.Game.Tests.Visual.Spectator
|
||||
userBeatmapDictionary.Remove(userId);
|
||||
}
|
||||
|
||||
public new void Schedule(Action action) => base.Schedule(action);
|
||||
|
||||
/// <summary>
|
||||
/// Sends frames for an arbitrary user, in bundles containing 10 frames each.
|
||||
/// This bypasses the standard queueing mechanism completely and should only be used to test cases where multiple users need to be sending data.
|
||||
/// Importantly, <see cref="ShouldFailSendingFrames"/> will have no effect.
|
||||
/// </summary>
|
||||
/// <param name="userId">The user to send frames for.</param>
|
||||
/// <param name="count">The total number of frames to send.</param>
|
||||
public void SendFrames(int userId, int count)
|
||||
public void SendFramesFromUser(int userId, int count)
|
||||
{
|
||||
var frames = new List<LegacyReplayFrame>();
|
||||
|
||||
@ -123,7 +130,15 @@ namespace osu.Game.Tests.Visual.Spectator
|
||||
return ((ISpectatorClient)this).UserBeganPlaying(api.LocalUser.Value.Id, state);
|
||||
}
|
||||
|
||||
protected override Task SendFramesInternal(FrameDataBundle data) => ((ISpectatorClient)this).UserSentFrames(api.LocalUser.Value.Id, data);
|
||||
protected override Task SendFramesInternal(FrameDataBundle bundle)
|
||||
{
|
||||
FrameSendAttempts++;
|
||||
|
||||
if (ShouldFailSendingFrames)
|
||||
return Task.FromException(new InvalidOperationException());
|
||||
|
||||
return ((ISpectatorClient)this).UserSentFrames(api.LocalUser.Value.Id, bundle);
|
||||
}
|
||||
|
||||
protected override Task EndPlayingInternal(SpectatorState state) => ((ISpectatorClient)this).UserFinishedPlaying(api.LocalUser.Value.Id, state);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user