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Add a paired schedule in SpectatorClient.BeginPlaying

Optimally, I would like to remove the `Schedule` in `EndPlaying`, but it
turns out quite a few test are relying on this at very least. Adding a
paired schedule ensure that order of operations is correct, at least.
This commit is contained in:
Dean Herbert 2021-12-06 16:34:15 +09:00
parent a13067eaa4
commit 7a333ffdcc

View File

@ -136,30 +136,32 @@ namespace osu.Game.Online.Spectator
public void BeginPlaying(GameplayState state, Score score)
{
Debug.Assert(ThreadSafety.IsUpdateThread);
// This schedule is only here to match the one below in `EndPlaying`.
Schedule(() =>
{
if (IsPlaying)
throw new InvalidOperationException($"Cannot invoke {nameof(BeginPlaying)} when already playing");
if (IsPlaying)
throw new InvalidOperationException($"Cannot invoke {nameof(BeginPlaying)} when already playing");
IsPlaying = true;
IsPlaying = true;
// transfer state at point of beginning play
currentState.BeatmapID = score.ScoreInfo.BeatmapInfo.OnlineID;
currentState.RulesetID = score.ScoreInfo.RulesetID;
currentState.Mods = score.ScoreInfo.Mods.Select(m => new APIMod(m)).ToArray();
// transfer state at point of beginning play
currentState.BeatmapID = score.ScoreInfo.BeatmapInfo.OnlineID;
currentState.RulesetID = score.ScoreInfo.RulesetID;
currentState.Mods = score.ScoreInfo.Mods.Select(m => new APIMod(m)).ToArray();
currentBeatmap = state.Beatmap;
currentScore = score;
currentBeatmap = state.Beatmap;
currentScore = score;
BeginPlayingInternal(currentState);
BeginPlayingInternal(currentState);
});
}
public void SendFrames(FrameDataBundle data) => lastSend = SendFramesInternal(data);
public void EndPlaying()
{
// This method is most commonly called via Dispose(), which is asynchronous.
// Todo: This should not be a thing, but requires framework changes.
// This method is most commonly called via Dispose(), which is can be asynchronous (via the AsyncDisposalQueue).
// We probably need to find a better way to handle this...
Schedule(() =>
{
if (!IsPlaying)