From 11cf04eed171f3dac856929f917febc62b8d9636 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Wed, 11 Nov 2020 13:39:42 +0900 Subject: [PATCH] Fix frames potentially getting added to spectator replay in wrong format The way spectator currently works, the `Spectator` screen is responsible for adding new frames to the replay, even when it has a child (`SpectatorPlayer`) present. There was a possibility that a new play had already started, and on returning to the Spectator screen (to initialise the new play) there would be a brief period where the Player instance is still reading from the replay, the `userBeganPlaying` call had not yet finished initialising the new target replay, and `userSentFrames` is run (asynchronously), writing frames to the previous replay using the incorrect ruleset instance). To make this work, it doesn't `Schedule` frame addition to the replay (making things a bit unsafe). Changing this itself isn't such a simple one to do, so I instead opted to fix this via locking. Closes https://github.com/ppy/osu/issues/10777. --- osu.Game/Screens/Play/Spectator.cs | 80 ++++++++++++++++++------------ 1 file changed, 48 insertions(+), 32 deletions(-) diff --git a/osu.Game/Screens/Play/Spectator.cs b/osu.Game/Screens/Play/Spectator.cs index 0f593db277..6f51771c12 100644 --- a/osu.Game/Screens/Play/Spectator.cs +++ b/osu.Game/Screens/Play/Spectator.cs @@ -3,6 +3,7 @@ using System; using System.Collections.Generic; +using System.Diagnostics; using System.Linq; using JetBrains.Annotations; using osu.Framework.Allocation; @@ -61,7 +62,9 @@ namespace osu.Game.Screens.Play [Resolved] private RulesetStore rulesets { get; set; } - private Replay replay; + private Score score; + + private readonly object scoreLock = new object(); private Container beatmapPanelContainer; @@ -198,23 +201,32 @@ namespace osu.Game.Screens.Play private void userSentFrames(int userId, FrameDataBundle data) { + // this is not scheduled as it handles propagation of frames even when in a child screen (at which point we are not alive). + // probably not the safest way to handle this. + if (userId != targetUser.Id) return; - // this should never happen as the server sends the user's state on watching, - // but is here as a safety measure. - if (replay == null) - return; - - foreach (var frame in data.Frames) + lock (scoreLock) { - IConvertibleReplayFrame convertibleFrame = rulesetInstance.CreateConvertibleReplayFrame(); - convertibleFrame.FromLegacy(frame, beatmap.Value.Beatmap); + // this should never happen as the server sends the user's state on watching, + // but is here as a safety measure. + if (score == null) + return; - var convertedFrame = (ReplayFrame)convertibleFrame; - convertedFrame.Time = frame.Time; + // rulesetInstance should be guaranteed to be in sync with the score via scoreLock. + Debug.Assert(rulesetInstance != null && rulesetInstance.RulesetInfo.Equals(score.ScoreInfo.Ruleset)); - replay.Frames.Add(convertedFrame); + foreach (var frame in data.Frames) + { + IConvertibleReplayFrame convertibleFrame = rulesetInstance.CreateConvertibleReplayFrame(); + convertibleFrame.FromLegacy(frame, beatmap.Value.Beatmap); + + var convertedFrame = (ReplayFrame)convertibleFrame; + convertedFrame.Time = frame.Time; + + score.Replay.Frames.Add(convertedFrame); + } } } @@ -247,10 +259,13 @@ namespace osu.Game.Screens.Play if (userId != targetUser.Id) return; - if (replay != null) + lock (scoreLock) { - replay.HasReceivedAllFrames = true; - replay = null; + if (score != null) + { + score.Replay.HasReceivedAllFrames = true; + score = null; + } } Schedule(clearDisplay); @@ -283,27 +298,28 @@ namespace osu.Game.Screens.Play return; } - replay ??= new Replay { HasReceivedAllFrames = false }; - - var scoreInfo = new ScoreInfo + lock (scoreLock) { - Beatmap = resolvedBeatmap, - User = targetUser, - Mods = state.Mods.Select(m => m.ToMod(resolvedRuleset)).ToArray(), - Ruleset = resolvedRuleset.RulesetInfo, - }; + score = new Score + { + ScoreInfo = new ScoreInfo + { + Beatmap = resolvedBeatmap, + User = targetUser, + Mods = state.Mods.Select(m => m.ToMod(resolvedRuleset)).ToArray(), + Ruleset = resolvedRuleset.RulesetInfo, + }, + Replay = new Replay { HasReceivedAllFrames = false }, + }; - ruleset.Value = resolvedRuleset.RulesetInfo; - rulesetInstance = resolvedRuleset; + ruleset.Value = resolvedRuleset.RulesetInfo; + rulesetInstance = resolvedRuleset; - beatmap.Value = beatmaps.GetWorkingBeatmap(resolvedBeatmap); - watchButton.Enabled.Value = true; + beatmap.Value = beatmaps.GetWorkingBeatmap(resolvedBeatmap); + watchButton.Enabled.Value = true; - this.Push(new SpectatorPlayerLoader(new Score - { - ScoreInfo = scoreInfo, - Replay = replay, - })); + this.Push(new SpectatorPlayerLoader(score)); + } } private void showBeatmapPanel(SpectatorState state)