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Merge pull request #25566 from peppy/show-spectator-fail-2

Fix spectator not immediately showing when a spectated user fails
This commit is contained in:
Bartłomiej Dach 2023-11-27 13:30:18 +09:00 committed by GitHub
commit 6eebf633c6
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GPG Key ID: 4AEE18F83AFDEB23
10 changed files with 163 additions and 45 deletions

View File

@ -179,7 +179,6 @@ namespace osu.Game.Tests.Visual.Gameplay
addFakeHit();
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
AddStep("exit", () => Player.Exit());
AddUntilStep("wait for submission", () => Player.SubmittedScore != null);
AddAssert("ensure failing submission", () => Player.SubmittedScore.ScoreInfo.Passed == false);

View File

@ -81,7 +81,7 @@ namespace osu.Game.Tests.Visual.Gameplay
start();
waitForPlayer();
waitForPlayerCurrent();
sendFrames(startTime: gameplay_start);
@ -115,7 +115,7 @@ namespace osu.Game.Tests.Visual.Gameplay
return true;
});
waitForPlayer();
waitForPlayerCurrent();
AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
AddAssert("time is greater than seek target", () => currentFrameStableTime, () => Is.GreaterThan(gameplay_start));
@ -129,7 +129,7 @@ namespace osu.Game.Tests.Visual.Gameplay
AddAssert("screen hasn't changed", () => Stack.CurrentScreen is SoloSpectatorScreen);
start();
waitForPlayer();
waitForPlayerCurrent();
sendFrames();
AddAssert("ensure frames arrived", () => replayHandler.HasFrames);
@ -155,7 +155,7 @@ namespace osu.Game.Tests.Visual.Gameplay
loadSpectatingScreen();
start();
waitForPlayer();
waitForPlayerCurrent();
checkPaused(true);
// send enough frames to ensure play won't be paused
@ -171,7 +171,7 @@ namespace osu.Game.Tests.Visual.Gameplay
sendFrames(300);
loadSpectatingScreen();
waitForPlayer();
waitForPlayerCurrent();
sendFrames(300);
@ -186,7 +186,7 @@ namespace osu.Game.Tests.Visual.Gameplay
start();
sendFrames();
waitForPlayer();
waitForPlayerCurrent();
Player lastPlayer = null;
AddStep("store first player", () => lastPlayer = player);
@ -194,7 +194,7 @@ namespace osu.Game.Tests.Visual.Gameplay
start();
sendFrames();
waitForPlayer();
waitForPlayerCurrent();
AddAssert("player is different", () => lastPlayer != player);
}
@ -205,7 +205,7 @@ namespace osu.Game.Tests.Visual.Gameplay
start();
waitForPlayer();
waitForPlayerCurrent();
checkPaused(true);
sendFrames();
@ -223,7 +223,7 @@ namespace osu.Game.Tests.Visual.Gameplay
start();
sendFrames();
waitForPlayer();
waitForPlayerCurrent();
AddStep("stop spectating", () => (Stack.CurrentScreen as Player)?.Exit());
AddUntilStep("spectating stopped", () => spectatorScreen.GetChildScreen() == null);
@ -236,14 +236,14 @@ namespace osu.Game.Tests.Visual.Gameplay
start();
sendFrames();
waitForPlayer();
waitForPlayerCurrent();
AddStep("stop spectating", () => (Stack.CurrentScreen as Player)?.Exit());
AddUntilStep("spectating stopped", () => spectatorScreen.GetChildScreen() == null);
// host starts playing a new session
start();
waitForPlayer();
waitForPlayerCurrent();
}
[Test]
@ -298,7 +298,7 @@ namespace osu.Game.Tests.Visual.Gameplay
start();
sendFrames();
waitForPlayer();
waitForPlayerCurrent();
AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
}
@ -309,14 +309,14 @@ namespace osu.Game.Tests.Visual.Gameplay
start();
sendFrames();
waitForPlayer();
waitForPlayerCurrent();
AddStep("send passed", () => spectatorClient.SendEndPlay(streamingUser.Id, SpectatedUserState.Passed));
AddUntilStep("state is passed", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Passed);
start();
sendFrames();
waitForPlayer();
waitForPlayerCurrent();
AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
}
@ -327,7 +327,7 @@ namespace osu.Game.Tests.Visual.Gameplay
start();
sendFrames();
waitForPlayer();
waitForPlayerCurrent();
AddStep("send quit", () => spectatorClient.SendEndPlay(streamingUser.Id));
AddUntilStep("state is quit", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Quit);
@ -336,25 +336,49 @@ namespace osu.Game.Tests.Visual.Gameplay
start();
sendFrames();
waitForPlayer();
waitForPlayerCurrent();
AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
}
[Test]
public void TestFailedState()
public void TestFailedStateDuringPlay()
{
loadSpectatingScreen();
start();
sendFrames();
waitForPlayer();
waitForPlayerCurrent();
AddStep("send failed", () => spectatorClient.SendEndPlay(streamingUser.Id, SpectatedUserState.Failed));
AddUntilStep("state is failed", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Failed);
AddUntilStep("wait for player to fail", () => player.GameplayState.HasFailed);
start();
sendFrames();
waitForPlayer();
waitForPlayerCurrent();
AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
}
[Test]
public void TestFailedStateDuringLoading()
{
loadSpectatingScreen();
start();
sendFrames();
waitForPlayerLoader();
AddStep("send failed", () => spectatorClient.SendEndPlay(streamingUser.Id, SpectatedUserState.Failed));
AddUntilStep("state is failed", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Failed);
AddAssert("wait for player exit", () => Stack.CurrentScreen is SoloSpectatorScreen);
start();
sendFrames();
waitForPlayerCurrent();
AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
}
@ -366,7 +390,9 @@ namespace osu.Game.Tests.Visual.Gameplay
private double currentFrameStableTime
=> player.ChildrenOfType<FrameStabilityContainer>().First().CurrentTime;
private void waitForPlayer() => AddUntilStep("wait for player", () => this.ChildrenOfType<Player>().SingleOrDefault()?.IsLoaded == true);
private void waitForPlayerLoader() => AddUntilStep("wait for loading", () => this.ChildrenOfType<SpectatorPlayerLoader>().SingleOrDefault()?.IsLoaded == true);
private void waitForPlayerCurrent() => AddUntilStep("wait for player current", () => this.ChildrenOfType<Player>().SingleOrDefault()?.IsCurrentScreen() == true);
private void start(int? beatmapId = null) => AddStep("start play", () => spectatorClient.SendStartPlay(streamingUser.Id, beatmapId ?? importedBeatmapId));

View File

@ -244,6 +244,11 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
playerArea.LoadScore(spectatorGameplayState.Score);
});
protected override void FailGameplay(int userId)
{
// We probably want to visualise this in the future.
}
protected override void QuitGameplay(int userId) => Schedule(() =>
{
RemoveUser(userId);

View File

@ -26,11 +26,22 @@ namespace osu.Game.Screens.Play
public override LocalisableString Header => GameplayMenuOverlayStrings.FailedHeader;
private readonly bool showButtons;
public FailOverlay(bool showButtons = true)
{
this.showButtons = showButtons;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
AddButton(GameplayMenuOverlayStrings.Retry, colours.YellowDark, () => OnRetry?.Invoke());
AddButton(GameplayMenuOverlayStrings.Quit, new Color4(170, 27, 39, 255), () => OnQuit?.Invoke());
if (showButtons)
{
AddButton(GameplayMenuOverlayStrings.Retry, colours.YellowDark, () => OnRetry?.Invoke());
AddButton(GameplayMenuOverlayStrings.Quit, new Color4(170, 27, 39, 255), () => OnQuit?.Invoke());
}
// from #10339 maybe this is a better visual effect
Add(new Container
{

View File

@ -267,7 +267,7 @@ namespace osu.Game.Screens.Play
createGameplayComponents(Beatmap.Value)
}
},
FailOverlay = new FailOverlay
FailOverlay = new FailOverlay(Configuration.AllowUserInteraction)
{
SaveReplay = async () => await prepareAndImportScoreAsync(true).ConfigureAwait(false),
OnRetry = () => Restart(),
@ -894,6 +894,13 @@ namespace osu.Game.Screens.Play
#region Fail Logic
/// <summary>
/// Invoked when gameplay has permanently failed.
/// </summary>
protected virtual void OnFail()
{
}
protected FailOverlay FailOverlay { get; private set; }
private FailAnimationContainer failAnimationContainer;
@ -923,8 +930,21 @@ namespace osu.Game.Screens.Play
failAnimationContainer.Start();
if (GameplayState.Mods.OfType<IApplicableFailOverride>().Any(m => m.RestartOnFail))
Restart(true);
// Failures can be triggered either by a judgement, or by a mod.
//
// For the case of a judgement, due to ordering considerations, ScoreProcessor will not have received
// the final judgement which triggered the failure yet (see DrawableRuleset.NewResult handling above).
//
// A schedule here ensures that any lingering judgements from the current frame are applied before we
// finalise the score as "failed".
Schedule(() =>
{
ScoreProcessor.FailScore(Score.ScoreInfo);
OnFail();
if (GameplayState.Mods.OfType<IApplicableFailOverride>().Any(m => m.RestartOnFail))
Restart(true);
});
return true;
}
@ -934,11 +954,6 @@ namespace osu.Game.Screens.Play
/// </summary>
private void onFailComplete()
{
// fail completion is a good point to mark a score as failed,
// since the last judgement that caused the fail only applies to score processor after onFail.
// todo: this should probably be handled better.
ScoreProcessor.FailScore(Score.ScoreInfo);
GameplayClockContainer.Stop();
FailOverlay.Retries = RestartCount;

View File

@ -17,8 +17,8 @@ namespace osu.Game.Screens.Play
protected override UserActivity InitialActivity => new UserActivity.SpectatingUser(Score.ScoreInfo);
public SoloSpectatorPlayer(Score score, PlayerConfiguration configuration = null)
: base(score, configuration)
public SoloSpectatorPlayer(Score score)
: base(score, new PlayerConfiguration { AllowUserInteraction = false })
{
this.score = score;
}

View File

@ -178,21 +178,34 @@ namespace osu.Game.Screens.Play
scheduleStart(spectatorGameplayState);
});
protected override void FailGameplay(int userId)
{
if (this.GetChildScreen() is SpectatorPlayerLoader loader)
{
if (loader.GetChildScreen() is SpectatorPlayer player)
{
player.AllowFail();
resetStartState();
}
else
QuitGameplay(userId);
}
}
protected override void QuitGameplay(int userId)
{
// Importantly, don't schedule this call, as a child screen may be present (and will cause the schedule to not be run as expected).
this.MakeCurrent();
Schedule(() =>
{
scheduledStart?.Cancel();
immediateSpectatorGameplayState = null;
watchButton.Enabled.Value = false;
clearDisplay();
});
resetStartState();
}
private void resetStartState() => Schedule(() =>
{
scheduledStart?.Cancel();
immediateSpectatorGameplayState = null;
clearDisplay();
});
private void clearDisplay()
{
watchButton.Enabled.Value = false;

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@ -25,7 +25,15 @@ namespace osu.Game.Screens.Play
private readonly Score score;
protected override bool CheckModsAllowFailure() => false; // todo: better support starting mid-way through beatmap
protected override bool CheckModsAllowFailure()
{
if (!allowFail)
return false;
return base.CheckModsAllowFailure();
}
private bool allowFail;
protected SpectatorPlayer(Score score, PlayerConfiguration configuration = null)
: base(configuration)
@ -60,6 +68,12 @@ namespace osu.Game.Screens.Play
}, true);
}
/// <summary>
/// Should be called when it is apparent that the player being spectated has failed.
/// This will subsequently stop blocking the fail screen from displaying (usually done out of safety).
/// </summary>
public void AllowFail() => allowFail = true;
protected override void StartGameplay()
{
base.StartGameplay();

View File

@ -165,10 +165,22 @@ namespace osu.Game.Screens.Play
spectatorClient.BeginPlaying(token, GameplayState, Score);
}
protected override void OnFail()
{
base.OnFail();
submitFromFailOrQuit();
}
public override bool OnExiting(ScreenExitEvent e)
{
bool exiting = base.OnExiting(e);
submitFromFailOrQuit();
return exiting;
}
private void submitFromFailOrQuit()
{
if (LoadedBeatmapSuccessfully)
{
Task.Run(async () =>
@ -177,8 +189,6 @@ namespace osu.Game.Screens.Play
spectatorClient.EndPlaying(GameplayState);
}).FireAndForget();
}
return exiting;
}
/// <summary>

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@ -137,6 +137,10 @@ namespace osu.Game.Screens.Spectate
markReceivedAllFrames(userId);
break;
case SpectatedUserState.Failed:
failGameplay(userId);
break;
case SpectatedUserState.Quit:
quitGameplay(userId);
break;
@ -185,6 +189,20 @@ namespace osu.Game.Screens.Spectate
gameplayState.Score.Replay.HasReceivedAllFrames = true;
}
private void failGameplay(int userId)
{
if (!userMap.ContainsKey(userId))
return;
if (!gameplayStates.ContainsKey(userId))
return;
markReceivedAllFrames(userId);
gameplayStates.Remove(userId);
FailGameplay(userId);
}
private void quitGameplay(int userId)
{
if (!userMap.ContainsKey(userId))
@ -222,6 +240,13 @@ namespace osu.Game.Screens.Spectate
/// <param name="userId">The user to quit gameplay for.</param>
protected abstract void QuitGameplay(int userId);
/// <summary>
/// Fails gameplay for a user.
/// Thread safety is not guaranteed should be scheduled as required.
/// </summary>
/// <param name="userId">The user to fail gameplay for.</param>
protected abstract void FailGameplay(int userId);
/// <summary>
/// Stops spectating a user.
/// </summary>