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mirror of https://github.com/ppy/osu.git synced 2024-12-14 16:52:54 +08:00

Merge branch 'skin-serialisation' into skin-editor-default-placement-location

This commit is contained in:
Dean Herbert 2021-05-13 19:09:34 +09:00
commit b939318922
68 changed files with 1921 additions and 414 deletions

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@ -47,7 +47,7 @@ namespace osu.Game.Rulesets.Mania
public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor();
public override HealthProcessor CreateHealthProcessor(double drainStartTime) => new DrainingHealthProcessor(drainStartTime, 0.2);
public override HealthProcessor CreateHealthProcessor(double drainStartTime) => new DrainingHealthProcessor(drainStartTime, 0.5);
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap, this);

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@ -6,6 +6,7 @@ using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Audio;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Rulesets.Mania.UI;
@ -24,6 +25,11 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
[Resolved(canBeNull: true)]
private ManiaPlayfield playfield { get; set; }
/// <summary>
/// Gets the samples that are played by this object during gameplay.
/// </summary>
public ISampleInfo[] GetGameplaySamples() => Samples.Samples;
protected override float SamplePlaybackPosition
{
get

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@ -27,6 +27,12 @@ namespace osu.Game.Rulesets.Mania.UI
public const float COLUMN_WIDTH = 80;
public const float SPECIAL_COLUMN_WIDTH = 70;
/// <summary>
/// For hitsounds played by this <see cref="Column"/> (i.e. not as a result of hitting a hitobject),
/// a certain number of samples are allowed to be played concurrently so that it feels better when spam-pressing the key.
/// </summary>
private const int max_concurrent_hitsounds = OsuGameBase.SAMPLE_CONCURRENCY;
/// <summary>
/// The index of this column as part of the whole playfield.
/// </summary>
@ -38,6 +44,7 @@ namespace osu.Game.Rulesets.Mania.UI
internal readonly Container TopLevelContainer;
private readonly DrawablePool<PoolableHitExplosion> hitExplosionPool;
private readonly OrderedHitPolicy hitPolicy;
private readonly Container<SkinnableSound> hitSounds;
public Container UnderlayElements => HitObjectArea.UnderlayElements;
@ -64,6 +71,12 @@ namespace osu.Game.Rulesets.Mania.UI
RelativeSizeAxes = Axes.Both
},
background,
hitSounds = new Container<SkinnableSound>
{
Name = "Column samples pool",
RelativeSizeAxes = Axes.Both,
Children = Enumerable.Range(0, max_concurrent_hitsounds).Select(_ => new SkinnableSound()).ToArray()
},
TopLevelContainer = new Container { RelativeSizeAxes = Axes.Both }
};
@ -120,6 +133,8 @@ namespace osu.Game.Rulesets.Mania.UI
HitObjectArea.Explosions.Add(hitExplosionPool.Get(e => e.Apply(result)));
}
private int nextHitSoundIndex;
public bool OnPressed(ManiaAction action)
{
if (action != Action.Value)
@ -131,7 +146,15 @@ namespace osu.Game.Rulesets.Mania.UI
HitObjectContainer.Objects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current) ??
HitObjectContainer.Objects.LastOrDefault();
nextObject?.PlaySamples();
if (nextObject is DrawableManiaHitObject maniaObject)
{
var hitSound = hitSounds[nextHitSoundIndex];
hitSound.Samples = maniaObject.GetGameplaySamples();
hitSound.Play();
nextHitSoundIndex = (nextHitSoundIndex + 1) % max_concurrent_hitsounds;
}
return true;
}

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@ -53,9 +53,9 @@ namespace osu.Game.Tests.NonVisual.Multiplayer
Client.RoomSetupAction = room =>
{
room.State = MultiplayerRoomState.Playing;
room.Users.Add(new MultiplayerRoomUser(55)
room.Users.Add(new MultiplayerRoomUser(PLAYER_1_ID)
{
User = new User { Id = 55 },
User = new User { Id = PLAYER_1_ID },
State = MultiplayerUserState.Playing
});
};

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@ -0,0 +1,223 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using NUnit.Framework;
using osu.Framework.Bindables;
using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
using osu.Game.Tests.Visual;
namespace osu.Game.Tests.OnlinePlay
{
[HeadlessTest]
public class TestSceneCatchUpSyncManager : OsuTestScene
{
private TestManualClock master;
private CatchUpSyncManager syncManager;
private TestSpectatorPlayerClock player1;
private TestSpectatorPlayerClock player2;
[SetUp]
public void Setup()
{
syncManager = new CatchUpSyncManager(master = new TestManualClock());
syncManager.AddPlayerClock(player1 = new TestSpectatorPlayerClock(1));
syncManager.AddPlayerClock(player2 = new TestSpectatorPlayerClock(2));
Schedule(() => Child = syncManager);
}
[Test]
public void TestMasterClockStartsWhenAllPlayerClocksHaveFrames()
{
setWaiting(() => player1, false);
assertMasterState(false);
assertPlayerClockState(() => player1, false);
assertPlayerClockState(() => player2, false);
setWaiting(() => player2, false);
assertMasterState(true);
assertPlayerClockState(() => player1, true);
assertPlayerClockState(() => player2, true);
}
[Test]
public void TestMasterClockDoesNotStartWhenNoneReadyForMaximumDelayTime()
{
AddWaitStep($"wait {CatchUpSyncManager.MAXIMUM_START_DELAY} milliseconds", (int)Math.Ceiling(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
assertMasterState(false);
}
[Test]
public void TestMasterClockStartsWhenAnyReadyForMaximumDelayTime()
{
setWaiting(() => player1, false);
AddWaitStep($"wait {CatchUpSyncManager.MAXIMUM_START_DELAY} milliseconds", (int)Math.Ceiling(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
assertMasterState(true);
}
[Test]
public void TestPlayerClockDoesNotCatchUpWhenSlightlyOutOfSync()
{
setAllWaiting(false);
setMasterTime(CatchUpSyncManager.SYNC_TARGET + 1);
assertCatchingUp(() => player1, false);
}
[Test]
public void TestPlayerClockStartsCatchingUpWhenTooFarBehind()
{
setAllWaiting(false);
setMasterTime(CatchUpSyncManager.MAX_SYNC_OFFSET + 1);
assertCatchingUp(() => player1, true);
assertCatchingUp(() => player2, true);
}
[Test]
public void TestPlayerClockKeepsCatchingUpWhenSlightlyOutOfSync()
{
setAllWaiting(false);
setMasterTime(CatchUpSyncManager.MAX_SYNC_OFFSET + 1);
setPlayerClockTime(() => player1, CatchUpSyncManager.SYNC_TARGET + 1);
assertCatchingUp(() => player1, true);
}
[Test]
public void TestPlayerClockStopsCatchingUpWhenInSync()
{
setAllWaiting(false);
setMasterTime(CatchUpSyncManager.MAX_SYNC_OFFSET + 2);
setPlayerClockTime(() => player1, CatchUpSyncManager.SYNC_TARGET);
assertCatchingUp(() => player1, false);
assertCatchingUp(() => player2, true);
}
[Test]
public void TestPlayerClockDoesNotStopWhenSlightlyAhead()
{
setAllWaiting(false);
setPlayerClockTime(() => player1, -CatchUpSyncManager.SYNC_TARGET);
assertCatchingUp(() => player1, false);
assertPlayerClockState(() => player1, true);
}
[Test]
public void TestPlayerClockStopsWhenTooFarAheadAndStartsWhenBackInSync()
{
setAllWaiting(false);
setPlayerClockTime(() => player1, -CatchUpSyncManager.SYNC_TARGET - 1);
// This is a silent catchup, where IsCatchingUp = false but IsRunning = false also.
assertCatchingUp(() => player1, false);
assertPlayerClockState(() => player1, false);
setMasterTime(1);
assertCatchingUp(() => player1, false);
assertPlayerClockState(() => player1, true);
}
[Test]
public void TestInSyncPlayerClockDoesNotStartIfWaitingOnFrames()
{
setAllWaiting(false);
assertPlayerClockState(() => player1, true);
setWaiting(() => player1, true);
assertPlayerClockState(() => player1, false);
}
private void setWaiting(Func<TestSpectatorPlayerClock> playerClock, bool waiting)
=> AddStep($"set player clock {playerClock().Id} waiting = {waiting}", () => playerClock().WaitingOnFrames.Value = waiting);
private void setAllWaiting(bool waiting) => AddStep($"set all player clocks waiting = {waiting}", () =>
{
player1.WaitingOnFrames.Value = waiting;
player2.WaitingOnFrames.Value = waiting;
});
private void setMasterTime(double time)
=> AddStep($"set master = {time}", () => master.Seek(time));
/// <summary>
/// clock.Time = master.Time - offsetFromMaster
/// </summary>
private void setPlayerClockTime(Func<TestSpectatorPlayerClock> playerClock, double offsetFromMaster)
=> AddStep($"set player clock {playerClock().Id} = master - {offsetFromMaster}", () => playerClock().Seek(master.CurrentTime - offsetFromMaster));
private void assertMasterState(bool running)
=> AddAssert($"master clock {(running ? "is" : "is not")} running", () => master.IsRunning == running);
private void assertCatchingUp(Func<TestSpectatorPlayerClock> playerClock, bool catchingUp) =>
AddAssert($"player clock {playerClock().Id} {(catchingUp ? "is" : "is not")} catching up", () => playerClock().IsCatchingUp == catchingUp);
private void assertPlayerClockState(Func<TestSpectatorPlayerClock> playerClock, bool running)
=> AddAssert($"player clock {playerClock().Id} {(running ? "is" : "is not")} running", () => playerClock().IsRunning == running);
private class TestSpectatorPlayerClock : TestManualClock, ISpectatorPlayerClock
{
public Bindable<bool> WaitingOnFrames { get; } = new Bindable<bool>(true);
public bool IsCatchingUp { get; set; }
public IFrameBasedClock Source
{
set => throw new NotImplementedException();
}
public readonly int Id;
public TestSpectatorPlayerClock(int id)
{
Id = id;
WaitingOnFrames.BindValueChanged(waiting =>
{
if (waiting.NewValue)
Stop();
else
Start();
});
}
public void ProcessFrame()
{
}
public double ElapsedFrameTime => 0;
public double FramesPerSecond => 0;
public FrameTimeInfo TimeInfo => default;
}
private class TestManualClock : ManualClock, IAdjustableClock
{
public void Start() => IsRunning = true;
public void Stop() => IsRunning = false;
public bool Seek(double position)
{
CurrentTime = position;
return true;
}
public void Reset()
{
}
public void ResetSpeedAdjustments()
{
}
}
}
}

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@ -19,6 +19,8 @@ namespace osu.Game.Tests.Visual.Gameplay
[Resolved]
private SkinManager skinManager { get; set; }
protected override bool Autoplay => true;
[SetUpSteps]
public override void SetUpSteps()
{

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@ -1,13 +1,11 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Play;
@ -32,12 +30,13 @@ namespace osu.Game.Tests.Visual.Gameplay
SetContents(() =>
{
var ruleset = new OsuRuleset();
var mods = new[] { ruleset.GetAutoplayMod() };
var working = CreateWorkingBeatmap(ruleset.RulesetInfo);
var beatmap = working.GetPlayableBeatmap(ruleset.RulesetInfo);
var beatmap = working.GetPlayableBeatmap(ruleset.RulesetInfo, mods);
var drawableRuleset = ruleset.CreateDrawableRulesetWith(beatmap);
var drawableRuleset = ruleset.CreateDrawableRulesetWith(beatmap, mods);
var hudOverlay = new HUDOverlay(drawableRuleset, Array.Empty<Mod>())
var hudOverlay = new HUDOverlay(drawableRuleset, mods)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,

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@ -1,34 +1,32 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Online;
using osu.Game.Online.Spectator;
using osu.Game.Replays.Legacy;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Replays;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Tests.Beatmaps.IO;
using osu.Game.Tests.Visual.Multiplayer;
using osu.Game.Tests.Visual.Spectator;
using osu.Game.Users;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestSceneSpectator : ScreenTestScene
{
private readonly User streamingUser = new User { Id = MultiplayerTestScene.PLAYER_1_ID, Username = "Test user" };
[Cached(typeof(SpectatorStreamingClient))]
private TestSpectatorStreamingClient testSpectatorStreamingClient = new TestSpectatorStreamingClient();
@ -214,9 +212,9 @@ namespace osu.Game.Tests.Visual.Gameplay
private void waitForPlayer() => AddUntilStep("wait for player", () => Stack.CurrentScreen is Player);
private void start(int? beatmapId = null) => AddStep("start play", () => testSpectatorStreamingClient.StartPlay(beatmapId ?? importedBeatmapId));
private void start(int? beatmapId = null) => AddStep("start play", () => testSpectatorStreamingClient.StartPlay(streamingUser.Id, beatmapId ?? importedBeatmapId));
private void finish(int? beatmapId = null) => AddStep("end play", () => testSpectatorStreamingClient.EndPlay(beatmapId ?? importedBeatmapId));
private void finish(int? beatmapId = null) => AddStep("end play", () => testSpectatorStreamingClient.EndPlay(streamingUser.Id, beatmapId ?? importedBeatmapId));
private void checkPaused(bool state) =>
AddUntilStep($"game is {(state ? "paused" : "playing")}", () => player.ChildrenOfType<DrawableRuleset>().First().IsPaused.Value == state);
@ -225,89 +223,17 @@ namespace osu.Game.Tests.Visual.Gameplay
{
AddStep("send frames", () =>
{
testSpectatorStreamingClient.SendFrames(nextFrame, count);
testSpectatorStreamingClient.SendFrames(streamingUser.Id, nextFrame, count);
nextFrame += count;
});
}
private void loadSpectatingScreen()
{
AddStep("load screen", () => LoadScreen(spectatorScreen = new SoloSpectator(testSpectatorStreamingClient.StreamingUser)));
AddStep("load screen", () => LoadScreen(spectatorScreen = new SoloSpectator(streamingUser)));
AddUntilStep("wait for screen load", () => spectatorScreen.LoadState == LoadState.Loaded);
}
public class TestSpectatorStreamingClient : SpectatorStreamingClient
{
public readonly User StreamingUser = new User { Id = 55, Username = "Test user" };
public new BindableList<int> PlayingUsers => (BindableList<int>)base.PlayingUsers;
private int beatmapId;
public TestSpectatorStreamingClient()
: base(new DevelopmentEndpointConfiguration())
{
}
public void StartPlay(int beatmapId)
{
this.beatmapId = beatmapId;
sendState(beatmapId);
}
public void EndPlay(int beatmapId)
{
((ISpectatorClient)this).UserFinishedPlaying(StreamingUser.Id, new SpectatorState
{
BeatmapID = beatmapId,
RulesetID = 0,
});
sentState = false;
}
private bool sentState;
public void SendFrames(int index, int count)
{
var frames = new List<LegacyReplayFrame>();
for (int i = index; i < index + count; i++)
{
var buttonState = i == index + count - 1 ? ReplayButtonState.None : ReplayButtonState.Left1;
frames.Add(new LegacyReplayFrame(i * 100, RNG.Next(0, 512), RNG.Next(0, 512), buttonState));
}
var bundle = new FrameDataBundle(new ScoreInfo(), frames);
((ISpectatorClient)this).UserSentFrames(StreamingUser.Id, bundle);
if (!sentState)
sendState(beatmapId);
}
public override void WatchUser(int userId)
{
if (!PlayingUsers.Contains(userId) && sentState)
{
// usually the server would do this.
sendState(beatmapId);
}
base.WatchUser(userId);
}
private void sendState(int beatmapId)
{
sentState = true;
((ISpectatorClient)this).UserBeganPlaying(StreamingUser.Id, new SpectatorState
{
BeatmapID = beatmapId,
RulesetID = 0,
});
}
}
internal class TestUserLookupCache : UserLookupCache
{
protected override Task<User> ComputeValueAsync(int lookup, CancellationToken token = default) => Task.FromResult(new User

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@ -11,20 +11,17 @@ using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Framework.Utils;
using osu.Game.Database;
using osu.Game.Online;
using osu.Game.Online.Spectator;
using osu.Game.Replays.Legacy;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Scoring;
using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
using osu.Game.Screens.Play.HUD;
using osu.Game.Tests.Visual.Spectator;
using osu.Game.Users;
namespace osu.Game.Tests.Visual.Multiplayer
{
public class TestSceneMultiplayerSpectatorLeaderboard : MultiplayerTestScene
public class TestSceneMultiSpectatorLeaderboard : MultiplayerTestScene
{
[Cached(typeof(SpectatorStreamingClient))]
private TestSpectatorStreamingClient streamingClient = new TestSpectatorStreamingClient();
@ -37,11 +34,11 @@ namespace osu.Game.Tests.Visual.Multiplayer
private readonly Dictionary<int, ManualClock> clocks = new Dictionary<int, ManualClock>
{
{ 55, new ManualClock() },
{ 56, new ManualClock() }
{ PLAYER_1_ID, new ManualClock() },
{ PLAYER_2_ID, new ManualClock() }
};
public TestSceneMultiplayerSpectatorLeaderboard()
public TestSceneMultiSpectatorLeaderboard()
{
base.Content.AddRange(new Drawable[]
{
@ -54,7 +51,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
[SetUpSteps]
public new void SetUpSteps()
{
MultiplayerSpectatorLeaderboard leaderboard = null;
MultiSpectatorLeaderboard leaderboard = null;
AddStep("reset", () =>
{
@ -78,7 +75,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
var scoreProcessor = new OsuScoreProcessor();
scoreProcessor.ApplyBeatmap(playable);
LoadComponentAsync(leaderboard = new MultiplayerSpectatorLeaderboard(scoreProcessor, clocks.Keys.ToArray()) { Expanded = { Value = true } }, Add);
LoadComponentAsync(leaderboard = new MultiSpectatorLeaderboard(scoreProcessor, clocks.Keys.ToArray()) { Expanded = { Value = true } }, Add);
});
AddUntilStep("wait for load", () => leaderboard.IsLoaded);
@ -95,46 +92,46 @@ namespace osu.Game.Tests.Visual.Multiplayer
{
AddStep("send frames", () =>
{
// For user 55, send frames in sets of 1.
// For user 56, send frames in sets of 10.
// For player 1, send frames in sets of 1.
// For player 2, send frames in sets of 10.
for (int i = 0; i < 100; i++)
{
streamingClient.SendFrames(55, i, 1);
streamingClient.SendFrames(PLAYER_1_ID, i, 1);
if (i % 10 == 0)
streamingClient.SendFrames(56, i, 10);
streamingClient.SendFrames(PLAYER_2_ID, i, 10);
}
});
assertCombo(55, 1);
assertCombo(56, 10);
assertCombo(PLAYER_1_ID, 1);
assertCombo(PLAYER_2_ID, 10);
// Advance to a point where only user 55's frame changes.
// Advance to a point where only user player 1's frame changes.
setTime(500);
assertCombo(55, 5);
assertCombo(56, 10);
assertCombo(PLAYER_1_ID, 5);
assertCombo(PLAYER_2_ID, 10);
// Advance to a point where both user's frame changes.
setTime(1100);
assertCombo(55, 11);
assertCombo(56, 20);
assertCombo(PLAYER_1_ID, 11);
assertCombo(PLAYER_2_ID, 20);
// Advance user 56 only to a point where its frame changes.
setTime(56, 2100);
assertCombo(55, 11);
assertCombo(56, 30);
// Advance user player 2 only to a point where its frame changes.
setTime(PLAYER_2_ID, 2100);
assertCombo(PLAYER_1_ID, 11);
assertCombo(PLAYER_2_ID, 30);
// Advance both users beyond their last frame
setTime(101 * 100);
assertCombo(55, 100);
assertCombo(56, 100);
assertCombo(PLAYER_1_ID, 100);
assertCombo(PLAYER_2_ID, 100);
}
[Test]
public void TestNoFrames()
{
assertCombo(55, 0);
assertCombo(56, 0);
assertCombo(PLAYER_1_ID, 0);
assertCombo(PLAYER_2_ID, 0);
}
private void setTime(double time) => AddStep($"set time {time}", () =>
@ -149,71 +146,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
private void assertCombo(int userId, int expectedCombo)
=> AddUntilStep($"player {userId} has {expectedCombo} combo", () => this.ChildrenOfType<GameplayLeaderboardScore>().Single(s => s.User?.Id == userId).Combo.Value == expectedCombo);
private class TestSpectatorStreamingClient : SpectatorStreamingClient
{
private readonly Dictionary<int, int> userBeatmapDictionary = new Dictionary<int, int>();
private readonly Dictionary<int, bool> userSentStateDictionary = new Dictionary<int, bool>();
public TestSpectatorStreamingClient()
: base(new DevelopmentEndpointConfiguration())
{
}
public void StartPlay(int userId, int beatmapId)
{
userBeatmapDictionary[userId] = beatmapId;
userSentStateDictionary[userId] = false;
sendState(userId, beatmapId);
}
public void EndPlay(int userId, int beatmapId)
{
((ISpectatorClient)this).UserFinishedPlaying(userId, new SpectatorState
{
BeatmapID = beatmapId,
RulesetID = 0,
});
userSentStateDictionary[userId] = false;
}
public void SendFrames(int userId, int index, int count)
{
var frames = new List<LegacyReplayFrame>();
for (int i = index; i < index + count; i++)
{
var buttonState = i == index + count - 1 ? ReplayButtonState.None : ReplayButtonState.Left1;
frames.Add(new LegacyReplayFrame(i * 100, RNG.Next(0, 512), RNG.Next(0, 512), buttonState));
}
var bundle = new FrameDataBundle(new ScoreInfo { Combo = index + count }, frames);
((ISpectatorClient)this).UserSentFrames(userId, bundle);
if (!userSentStateDictionary[userId])
sendState(userId, userBeatmapDictionary[userId]);
}
public override void WatchUser(int userId)
{
if (userSentStateDictionary[userId])
{
// usually the server would do this.
sendState(userId, userBeatmapDictionary[userId]);
}
base.WatchUser(userId);
}
private void sendState(int userId, int beatmapId)
{
((ISpectatorClient)this).UserBeganPlaying(userId, new SpectatorState
{
BeatmapID = beatmapId,
RulesetID = 0,
});
userSentStateDictionary[userId] = true;
}
}
private class TestUserLookupCache : UserLookupCache
{
protected override Task<User> ComputeValueAsync(int lookup, CancellationToken token = default)

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@ -0,0 +1,313 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Online.Spectator;
using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
using osu.Game.Screens.Play;
using osu.Game.Tests.Beatmaps.IO;
using osu.Game.Tests.Visual.Spectator;
using osu.Game.Users;
namespace osu.Game.Tests.Visual.Multiplayer
{
public class TestSceneMultiSpectatorScreen : MultiplayerTestScene
{
[Cached(typeof(SpectatorStreamingClient))]
private TestSpectatorStreamingClient streamingClient = new TestSpectatorStreamingClient();
[Cached(typeof(UserLookupCache))]
private UserLookupCache lookupCache = new TestUserLookupCache();
[Resolved]
private OsuGameBase game { get; set; }
[Resolved]
private BeatmapManager beatmapManager { get; set; }
private MultiSpectatorScreen spectatorScreen;
private readonly List<int> playingUserIds = new List<int>();
private readonly Dictionary<int, int> nextFrame = new Dictionary<int, int>();
private BeatmapSetInfo importedSet;
private BeatmapInfo importedBeatmap;
private int importedBeatmapId;
[BackgroundDependencyLoader]
private void load()
{
importedSet = ImportBeatmapTest.LoadOszIntoOsu(game, virtualTrack: true).Result;
importedBeatmap = importedSet.Beatmaps.First(b => b.RulesetID == 0);
importedBeatmapId = importedBeatmap.OnlineBeatmapID ?? -1;
}
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("reset sent frames", () => nextFrame.Clear());
AddStep("add streaming client", () =>
{
Remove(streamingClient);
Add(streamingClient);
});
AddStep("finish previous gameplay", () =>
{
foreach (var id in playingUserIds)
streamingClient.EndPlay(id, importedBeatmapId);
playingUserIds.Clear();
});
}
[Test]
public void TestDelayedStart()
{
AddStep("start players silently", () =>
{
Client.CurrentMatchPlayingUserIds.Add(PLAYER_1_ID);
Client.CurrentMatchPlayingUserIds.Add(PLAYER_2_ID);
playingUserIds.Add(PLAYER_1_ID);
playingUserIds.Add(PLAYER_2_ID);
nextFrame[PLAYER_1_ID] = 0;
nextFrame[PLAYER_2_ID] = 0;
});
loadSpectateScreen(false);
AddWaitStep("wait a bit", 10);
AddStep("load player first_player_id", () => streamingClient.StartPlay(PLAYER_1_ID, importedBeatmapId));
AddUntilStep("one player added", () => spectatorScreen.ChildrenOfType<Player>().Count() == 1);
AddWaitStep("wait a bit", 10);
AddStep("load player second_player_id", () => streamingClient.StartPlay(PLAYER_2_ID, importedBeatmapId));
AddUntilStep("two players added", () => spectatorScreen.ChildrenOfType<Player>().Count() == 2);
}
[Test]
public void TestGeneral()
{
int[] userIds = Enumerable.Range(0, 4).Select(i => PLAYER_1_ID + i).ToArray();
start(userIds);
loadSpectateScreen();
sendFrames(userIds, 1000);
AddWaitStep("wait a bit", 20);
}
[Test]
public void TestPlayersMustStartSimultaneously()
{
start(new[] { PLAYER_1_ID, PLAYER_2_ID });
loadSpectateScreen();
// Send frames for one player only, both should remain paused.
sendFrames(PLAYER_1_ID, 20);
checkPausedInstant(PLAYER_1_ID, true);
checkPausedInstant(PLAYER_2_ID, true);
// Send frames for the other player, both should now start playing.
sendFrames(PLAYER_2_ID, 20);
checkPausedInstant(PLAYER_1_ID, false);
checkPausedInstant(PLAYER_2_ID, false);
}
[Test]
public void TestPlayersDoNotStartSimultaneouslyIfBufferingForMaximumStartDelay()
{
start(new[] { PLAYER_1_ID, PLAYER_2_ID });
loadSpectateScreen();
// Send frames for one player only, both should remain paused.
sendFrames(PLAYER_1_ID, 1000);
checkPausedInstant(PLAYER_1_ID, true);
checkPausedInstant(PLAYER_2_ID, true);
// Wait for the start delay seconds...
AddWaitStep("wait maximum start delay seconds", (int)(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
// Player 1 should start playing by itself, player 2 should remain paused.
checkPausedInstant(PLAYER_1_ID, false);
checkPausedInstant(PLAYER_2_ID, true);
}
[Test]
public void TestPlayersContinueWhileOthersBuffer()
{
start(new[] { PLAYER_1_ID, PLAYER_2_ID });
loadSpectateScreen();
// Send initial frames for both players. A few more for player 1.
sendFrames(PLAYER_1_ID, 20);
sendFrames(PLAYER_2_ID, 10);
checkPausedInstant(PLAYER_1_ID, false);
checkPausedInstant(PLAYER_2_ID, false);
// Eventually player 2 will pause, player 1 must remain running.
checkPaused(PLAYER_2_ID, true);
checkPausedInstant(PLAYER_1_ID, false);
// Eventually both players will run out of frames and should pause.
checkPaused(PLAYER_1_ID, true);
checkPausedInstant(PLAYER_2_ID, true);
// Send more frames for the first player only. Player 1 should start playing with player 2 remaining paused.
sendFrames(PLAYER_1_ID, 20);
checkPausedInstant(PLAYER_2_ID, true);
checkPausedInstant(PLAYER_1_ID, false);
// Send more frames for the second player. Both should be playing
sendFrames(PLAYER_2_ID, 20);
checkPausedInstant(PLAYER_2_ID, false);
checkPausedInstant(PLAYER_1_ID, false);
}
[Test]
public void TestPlayersCatchUpAfterFallingBehind()
{
start(new[] { PLAYER_1_ID, PLAYER_2_ID });
loadSpectateScreen();
// Send initial frames for both players. A few more for player 1.
sendFrames(PLAYER_1_ID, 1000);
sendFrames(PLAYER_2_ID, 10);
checkPausedInstant(PLAYER_1_ID, false);
checkPausedInstant(PLAYER_2_ID, false);
// Eventually player 2 will run out of frames and should pause.
checkPaused(PLAYER_2_ID, true);
AddWaitStep("wait a few more frames", 10);
// Send more frames for player 2. It should unpause.
sendFrames(PLAYER_2_ID, 1000);
checkPausedInstant(PLAYER_2_ID, false);
// Player 2 should catch up to player 1 after unpausing.
waitForCatchup(PLAYER_2_ID);
AddWaitStep("wait a bit", 10);
}
[Test]
public void TestMostInSyncUserIsAudioSource()
{
start(new[] { PLAYER_1_ID, PLAYER_2_ID });
loadSpectateScreen();
assertMuted(PLAYER_1_ID, true);
assertMuted(PLAYER_2_ID, true);
sendFrames(PLAYER_1_ID, 10);
sendFrames(PLAYER_2_ID, 20);
assertMuted(PLAYER_1_ID, false);
assertMuted(PLAYER_2_ID, true);
checkPaused(PLAYER_1_ID, true);
assertMuted(PLAYER_1_ID, true);
assertMuted(PLAYER_2_ID, false);
sendFrames(PLAYER_1_ID, 100);
waitForCatchup(PLAYER_1_ID);
checkPaused(PLAYER_2_ID, true);
assertMuted(PLAYER_1_ID, false);
assertMuted(PLAYER_2_ID, true);
sendFrames(PLAYER_2_ID, 100);
waitForCatchup(PLAYER_2_ID);
assertMuted(PLAYER_1_ID, false);
assertMuted(PLAYER_2_ID, true);
}
private void loadSpectateScreen(bool waitForPlayerLoad = true)
{
AddStep("load screen", () =>
{
Beatmap.Value = beatmapManager.GetWorkingBeatmap(importedBeatmap);
Ruleset.Value = importedBeatmap.Ruleset;
LoadScreen(spectatorScreen = new MultiSpectatorScreen(playingUserIds.ToArray()));
});
AddUntilStep("wait for screen load", () => spectatorScreen.LoadState == LoadState.Loaded && (!waitForPlayerLoad || spectatorScreen.AllPlayersLoaded));
}
private void start(int userId, int? beatmapId = null) => start(new[] { userId }, beatmapId);
private void start(int[] userIds, int? beatmapId = null)
{
AddStep("start play", () =>
{
foreach (int id in userIds)
{
Client.CurrentMatchPlayingUserIds.Add(id);
streamingClient.StartPlay(id, beatmapId ?? importedBeatmapId);
playingUserIds.Add(id);
nextFrame[id] = 0;
}
});
}
private void finish(int userId, int? beatmapId = null)
{
AddStep("end play", () =>
{
streamingClient.EndPlay(userId, beatmapId ?? importedBeatmapId);
playingUserIds.Remove(userId);
nextFrame.Remove(userId);
});
}
private void sendFrames(int userId, int count = 10) => sendFrames(new[] { userId }, count);
private void sendFrames(int[] userIds, int count = 10)
{
AddStep("send frames", () =>
{
foreach (int id in userIds)
{
streamingClient.SendFrames(id, nextFrame[id], count);
nextFrame[id] += count;
}
});
}
private void checkPaused(int userId, bool state)
=> AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
private void checkPausedInstant(int userId, bool state)
=> AddAssert($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
private void assertMuted(int userId, bool muted)
=> AddAssert($"{userId} {(muted ? "is" : "is not")} muted", () => getInstance(userId).Mute == muted);
private void waitForCatchup(int userId)
=> AddUntilStep($"{userId} not catching up", () => !getInstance(userId).GameplayClock.IsCatchingUp);
private Player getPlayer(int userId) => getInstance(userId).ChildrenOfType<Player>().Single();
private PlayerArea getInstance(int userId) => spectatorScreen.ChildrenOfType<PlayerArea>().Single(p => p.UserId == userId);
internal class TestUserLookupCache : UserLookupCache
{
protected override Task<User> ComputeValueAsync(int lookup, CancellationToken token = default)
{
return Task.FromResult(new User
{
Id = lookup,
Username = $"User {lookup}"
});
}
}
}
}

View File

@ -1,9 +1,25 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.OnlinePlay.Components;
using osu.Game.Screens.OnlinePlay.Multiplayer;
using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
using osu.Game.Tests.Resources;
using osu.Game.Users;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Multiplayer
{
@ -11,7 +27,158 @@ namespace osu.Game.Tests.Visual.Multiplayer
{
private TestMultiplayer multiplayerScreen;
private BeatmapManager beatmaps;
private RulesetStore rulesets;
private BeatmapSetInfo importedSet;
private TestMultiplayerClient client => multiplayerScreen.Client;
private Room room => client.APIRoom;
public TestSceneMultiplayer()
{
loadMultiplayer();
}
[BackgroundDependencyLoader]
private void load(GameHost host, AudioManager audio)
{
Dependencies.Cache(rulesets = new RulesetStore(ContextFactory));
Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, host, Beatmap.Default));
}
[SetUp]
public void Setup() => Schedule(() =>
{
beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait();
importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First();
});
[Test]
public void TestUserSetToIdleWhenBeatmapDeleted()
{
loadMultiplayer();
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
AddStep("set user ready", () => client.ChangeState(MultiplayerUserState.Ready));
AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
AddUntilStep("user state is idle", () => client.LocalUser?.State == MultiplayerUserState.Idle);
}
[Test]
public void TestLocalPlayDoesNotStartWhileSpectatingWithNoBeatmap()
{
loadMultiplayer();
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
AddStep("join other user (ready, host)", () =>
{
client.AddUser(new User { Id = MultiplayerTestScene.PLAYER_1_ID, Username = "Other" });
client.TransferHost(MultiplayerTestScene.PLAYER_1_ID);
client.ChangeUserState(MultiplayerTestScene.PLAYER_1_ID, MultiplayerUserState.Ready);
});
AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
AddStep("click spectate button", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerSpectateButton>().Single());
InputManager.Click(MouseButton.Left);
});
AddStep("start match externally", () => client.StartMatch());
AddAssert("play not started", () => multiplayerScreen.IsCurrentScreen());
}
[Test]
public void TestLocalPlayStartsWhileSpectatingWhenBeatmapBecomesAvailable()
{
loadMultiplayer();
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
AddStep("join other user (ready, host)", () =>
{
client.AddUser(new User { Id = MultiplayerTestScene.PLAYER_1_ID, Username = "Other" });
client.TransferHost(MultiplayerTestScene.PLAYER_1_ID);
client.ChangeUserState(MultiplayerTestScene.PLAYER_1_ID, MultiplayerUserState.Ready);
});
AddStep("click spectate button", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerSpectateButton>().Single());
InputManager.Click(MouseButton.Left);
});
AddStep("start match externally", () => client.StartMatch());
AddStep("restore beatmap", () =>
{
beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait();
importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First();
});
AddUntilStep("play started", () => !multiplayerScreen.IsCurrentScreen());
}
private void createRoom(Func<Room> room)
{
AddStep("open room", () =>
{
multiplayerScreen.OpenNewRoom(room());
});
AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
AddWaitStep("wait for transition", 2);
AddStep("create room", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>().Single());
InputManager.Click(MouseButton.Left);
});
AddUntilStep("wait for join", () => client.Room != null);
}
private void loadMultiplayer()
{
AddStep("show", () =>
{

View File

@ -6,14 +6,12 @@ using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Online;
using osu.Game.Online.API;
using osu.Game.Online.Spectator;
using osu.Game.Replays.Legacy;
@ -22,6 +20,7 @@ using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Screens.Play.HUD;
using osu.Game.Tests.Visual.Online;
using osu.Game.Tests.Visual.Spectator;
namespace osu.Game.Tests.Visual.Multiplayer
{
@ -30,7 +29,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
private const int users = 16;
[Cached(typeof(SpectatorStreamingClient))]
private TestMultiplayerStreaming streamingClient = new TestMultiplayerStreaming(users);
private TestMultiplayerStreaming streamingClient = new TestMultiplayerStreaming();
[Cached(typeof(UserLookupCache))]
private UserLookupCache lookupCache = new TestSceneCurrentlyPlayingDisplay.TestUserLookupCache();
@ -71,7 +70,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
var playable = Beatmap.Value.GetPlayableBeatmap(Ruleset.Value);
streamingClient.Start(Beatmap.Value.BeatmapInfo.OnlineBeatmapID ?? 0);
for (int i = 0; i < users; i++)
streamingClient.StartPlay(i, Beatmap.Value.BeatmapInfo.OnlineBeatmapID ?? 0);
Client.CurrentMatchPlayingUserIds.Clear();
Client.CurrentMatchPlayingUserIds.AddRange(streamingClient.PlayingUsers);
@ -114,30 +114,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
AddStep("change to standardised", () => config.SetValue(OsuSetting.ScoreDisplayMode, ScoringMode.Standardised));
}
public class TestMultiplayerStreaming : SpectatorStreamingClient
public class TestMultiplayerStreaming : TestSpectatorStreamingClient
{
public new BindableList<int> PlayingUsers => (BindableList<int>)base.PlayingUsers;
private readonly int totalUsers;
public TestMultiplayerStreaming(int totalUsers)
: base(new DevelopmentEndpointConfiguration())
{
this.totalUsers = totalUsers;
}
public void Start(int beatmapId)
{
for (int i = 0; i < totalUsers; i++)
{
((ISpectatorClient)this).UserBeganPlaying(i, new SpectatorState
{
BeatmapID = beatmapId,
RulesetID = 0,
});
}
}
private readonly Dictionary<int, FrameHeader> lastHeaders = new Dictionary<int, FrameHeader>();
public void RandomlyUpdateState()

View File

@ -119,8 +119,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
AddStep("join other user (ready)", () =>
{
Client.AddUser(new User { Id = 55 });
Client.ChangeUserState(55, MultiplayerUserState.Ready);
Client.AddUser(new User { Id = PLAYER_1_ID });
Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready);
});
AddStep("click spectate button", () =>

View File

@ -120,9 +120,12 @@ namespace osu.Game.Tests.Visual.Multiplayer
};
});
[Test]
public void TestEnabledWhenRoomOpen()
[TestCase(MultiplayerRoomState.Open)]
[TestCase(MultiplayerRoomState.WaitingForLoad)]
[TestCase(MultiplayerRoomState.Playing)]
public void TestEnabledWhenRoomOpenOrInGameplay(MultiplayerRoomState roomState)
{
AddStep($"change room to {roomState}", () => Client.ChangeRoomState(roomState));
assertSpectateButtonEnablement(true);
}
@ -137,12 +140,10 @@ namespace osu.Game.Tests.Visual.Multiplayer
AddAssert("user is idle", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
}
[TestCase(MultiplayerRoomState.WaitingForLoad)]
[TestCase(MultiplayerRoomState.Playing)]
[TestCase(MultiplayerRoomState.Closed)]
public void TestDisabledDuringGameplayOrClosed(MultiplayerRoomState roomState)
public void TestDisabledWhenClosed(MultiplayerRoomState roomState)
{
AddStep($"change user to {roomState}", () => Client.ChangeRoomState(roomState));
AddStep($"change room to {roomState}", () => Client.ChangeRoomState(roomState));
assertSpectateButtonEnablement(false);
}
@ -156,8 +157,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
[Test]
public void TestReadyButtonEnabledWhenHostAndUsersReady()
{
AddStep("add user", () => Client.AddUser(new User { Id = 55 }));
AddStep("set user ready", () => Client.ChangeUserState(55, MultiplayerUserState.Ready));
AddStep("add user", () => Client.AddUser(new User { Id = PLAYER_1_ID }));
AddStep("set user ready", () => Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
addClickSpectateButtonStep();
assertReadyButtonEnablement(true);
@ -168,11 +169,11 @@ namespace osu.Game.Tests.Visual.Multiplayer
{
AddStep("add user and transfer host", () =>
{
Client.AddUser(new User { Id = 55 });
Client.TransferHost(55);
Client.AddUser(new User { Id = PLAYER_1_ID });
Client.TransferHost(PLAYER_1_ID);
});
AddStep("set user ready", () => Client.ChangeUserState(55, MultiplayerUserState.Ready));
AddStep("set user ready", () => Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
addClickSpectateButtonStep();
assertReadyButtonEnablement(false);

View File

@ -12,7 +12,7 @@ using osu.Framework.Testing;
using osu.Game.Database;
using osu.Game.Online.Spectator;
using osu.Game.Overlays.Dashboard;
using osu.Game.Tests.Visual.Gameplay;
using osu.Game.Tests.Visual.Spectator;
using osu.Game.Users;
namespace osu.Game.Tests.Visual.Online
@ -20,7 +20,7 @@ namespace osu.Game.Tests.Visual.Online
public class TestSceneCurrentlyPlayingDisplay : OsuTestScene
{
[Cached(typeof(SpectatorStreamingClient))]
private TestSceneSpectator.TestSpectatorStreamingClient testSpectatorStreamingClient = new TestSceneSpectator.TestSpectatorStreamingClient();
private TestSpectatorStreamingClient testSpectatorStreamingClient = new TestSpectatorStreamingClient();
private CurrentlyPlayingDisplay currentlyPlaying;

View File

@ -46,9 +46,9 @@ namespace osu.Game.Extensions
public static Vector2 ScreenSpaceDeltaToParentSpace(this Drawable drawable, Vector2 delta) =>
drawable.Parent.ToLocalSpace(drawable.Parent.ToScreenSpace(Vector2.Zero) + delta);
public static SkinnableInfo CreateSerialisedInformation(this Drawable component) => new SkinnableInfo(component);
public static SkinnableInfo CreateSkinnableInfo(this Drawable component) => new SkinnableInfo(component);
public static void ApplySerialisedInformation(this Drawable component, SkinnableInfo info)
public static void ApplySkinnableInfo(this Drawable component, SkinnableInfo info)
{
// todo: can probably make this better via deserialisation directly using a common interface.
component.Position = info.Position;

View File

@ -0,0 +1,31 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
namespace osu.Game.Extensions
{
internal static class TypeExtensions
{
/// <summary>
/// Returns <paramref name="type"/>'s <see cref="Type.AssemblyQualifiedName"/>
/// with the assembly version, culture and public key token values removed.
/// </summary>
/// <remarks>
/// This method is usually used in extensibility scenarios (i.e. for custom rulesets or skins)
/// when a version-agnostic identifier associated with a C# class - potentially originating from
/// an external assembly - is needed.
/// Leaving only the type and assembly names in such a scenario allows to preserve compatibility
/// across assembly versions.
/// </remarks>
internal static string GetInvariantInstantiationInfo(this Type type)
{
string assemblyQualifiedName = type.AssemblyQualifiedName;
if (assemblyQualifiedName == null)
throw new ArgumentException($"{type}'s assembly-qualified name is null. Ensure that it is a concrete type and not a generic type parameter.", nameof(type));
return string.Join(',', assemblyQualifiedName.Split(',').Take(2));
}
}
}

View File

@ -96,9 +96,6 @@ namespace osu.Game.Online.Multiplayer
if (!IsConnected.Value)
return Task.CompletedTask;
if (newState == MultiplayerUserState.Spectating)
return Task.CompletedTask; // Not supported yet.
return connection.InvokeAsync(nameof(IMultiplayerServer.ChangeState), newState);
}

View File

@ -142,7 +142,11 @@ namespace osu.Game.Online.Spectator
if (!playingUsers.Contains(userId))
playingUsers.Add(userId);
playingUserStates[userId] = state;
// UserBeganPlaying() is called by the server regardless of whether the local user is watching the remote user, and is called a further time when the remote user is watched.
// This may be a temporary thing (see: https://github.com/ppy/osu-server-spectator/blob/2273778e02cfdb4a9c6a934f2a46a8459cb5d29c/osu.Server.Spectator/Hubs/SpectatorHub.cs#L28-L29).
// We don't want the user states to update unless the player is being watched, otherwise calling BindUserBeganPlaying() can lead to double invocations.
if (watchingUsers.Contains(userId))
playingUserStates[userId] = state;
}
OnUserBeganPlaying?.Invoke(userId, state);
@ -230,7 +234,7 @@ namespace osu.Game.Online.Spectator
connection.SendAsync(nameof(ISpectatorServer.StartWatchingUser), userId);
}
public void StopWatchingUser(int userId)
public virtual void StopWatchingUser(int userId)
{
lock (userLock)
{

View File

@ -26,6 +26,7 @@ using JetBrains.Annotations;
using osu.Framework.Extensions;
using osu.Framework.Extensions.EnumExtensions;
using osu.Framework.Testing;
using osu.Game.Extensions;
using osu.Game.Rulesets.Filter;
using osu.Game.Screens.Ranking.Statistics;
@ -135,7 +136,7 @@ namespace osu.Game.Rulesets
Name = Description,
ShortName = ShortName,
ID = (this as ILegacyRuleset)?.LegacyID,
InstantiationInfo = GetType().AssemblyQualifiedName,
InstantiationInfo = GetType().GetInvariantInstantiationInfo(),
Available = true,
};
}

View File

@ -3,7 +3,6 @@
using System;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Newtonsoft.Json;
using osu.Framework.Testing;
@ -18,20 +17,7 @@ namespace osu.Game.Rulesets
public string ShortName { get; set; }
private string instantiationInfo;
public string InstantiationInfo
{
get => instantiationInfo;
set => instantiationInfo = abbreviateInstantiationInfo(value);
}
private string abbreviateInstantiationInfo(string value)
{
// exclude version onwards, matching only on namespace and type.
// this is mainly to allow for new versions of already loaded rulesets to "upgrade" from old.
return string.Join(',', value.Split(',').Take(2));
}
public string InstantiationInfo { get; set; }
[JsonIgnore]
public bool Available { get; set; }

View File

@ -17,7 +17,6 @@ using osu.Game.Online.Rooms;
using osu.Game.Overlays;
using osu.Game.Overlays.Mods;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.Play;
namespace osu.Game.Screens.OnlinePlay.Match
{
@ -148,12 +147,18 @@ namespace osu.Game.Screens.OnlinePlay.Match
return base.OnExiting(next);
}
protected void StartPlay(Func<Player> player)
protected void StartPlay()
{
sampleStart?.Play();
ParentScreen?.Push(new PlayerLoader(player));
ParentScreen?.Push(CreateGameplayScreen());
}
/// <summary>
/// Creates the gameplay screen to be entered.
/// </summary>
/// <returns>The screen to enter.</returns>
protected abstract Screen CreateGameplayScreen();
private void selectedItemChanged()
{
updateWorkingBeatmap();

View File

@ -81,7 +81,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
break;
}
button.Enabled.Value = Client.Room?.State == MultiplayerRoomState.Open && !operationInProgress.Value;
button.Enabled.Value = Client.Room?.State != MultiplayerRoomState.Closed && !operationInProgress.Value;
}
private class ButtonWithTrianglesExposed : TriangleButton

View File

@ -21,7 +21,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
base.OnResuming(last);
if (client.Room != null)
if (client.Room != null && client.LocalUser?.State != MultiplayerUserState.Spectating)
client.ChangeState(MultiplayerUserState.Idle);
}

View File

@ -14,6 +14,7 @@ using osu.Framework.Screens;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Online;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osu.Game.Overlays;
@ -25,6 +26,7 @@ using osu.Game.Screens.OnlinePlay.Match;
using osu.Game.Screens.OnlinePlay.Match.Components;
using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
using osu.Game.Screens.OnlinePlay.Multiplayer.Participants;
using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
using osu.Game.Screens.Play.HUD;
using osu.Game.Users;
using osuTK;
@ -353,10 +355,17 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
client.ChangeBeatmapAvailability(availability.NewValue);
// while this flow is handled server-side, this covers the edge case of the local user being in a ready state and then deleting the current beatmap.
if (availability.NewValue != Online.Rooms.BeatmapAvailability.LocallyAvailable()
&& client.LocalUser?.State == MultiplayerUserState.Ready)
client.ChangeState(MultiplayerUserState.Idle);
if (availability.NewValue.State != DownloadState.LocallyAvailable)
{
// while this flow is handled server-side, this covers the edge case of the local user being in a ready state and then deleting the current beatmap.
if (client.LocalUser?.State == MultiplayerUserState.Ready)
client.ChangeState(MultiplayerUserState.Idle);
}
else
{
if (client.LocalUser?.State == MultiplayerUserState.Spectating && (client.Room?.State == MultiplayerRoomState.WaitingForLoad || client.Room?.State == MultiplayerRoomState.Playing))
onLoadRequested();
}
}
private void onReadyClick()
@ -407,22 +416,46 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
private void onRoomUpdated()
{
// user mods may have changed.
Scheduler.AddOnce(UpdateMods);
}
private void onLoadRequested()
{
Debug.Assert(client.Room != null);
if (BeatmapAvailability.Value.State != DownloadState.LocallyAvailable)
return;
int[] userIds = client.CurrentMatchPlayingUserIds.ToArray();
// In the case of spectating, IMultiplayerClient.LoadRequested can be fired while the game is still spectating a previous session.
// For now, we want to game to switch to the new game so need to request exiting from the play screen.
if (!ParentScreen.IsCurrentScreen())
{
ParentScreen.MakeCurrent();
StartPlay(() => new MultiplayerPlayer(SelectedItem.Value, userIds));
Schedule(onLoadRequested);
return;
}
StartPlay();
readyClickOperation?.Dispose();
readyClickOperation = null;
}
protected override Screen CreateGameplayScreen()
{
Debug.Assert(client.LocalUser != null);
int[] userIds = client.CurrentMatchPlayingUserIds.ToArray();
switch (client.LocalUser.State)
{
case MultiplayerUserState.Spectating:
return new MultiSpectatorScreen(userIds);
default:
return new MultiplayerPlayer(SelectedItem.Value, userIds);
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);

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@ -0,0 +1,84 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable enable
using System;
using osu.Framework.Bindables;
using osu.Framework.Timing;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
/// <summary>
/// A <see cref="ISpectatorPlayerClock"/> which catches up using rate adjustment.
/// </summary>
public class CatchUpSpectatorPlayerClock : ISpectatorPlayerClock
{
/// <summary>
/// The catch up rate.
/// </summary>
public const double CATCHUP_RATE = 2;
/// <summary>
/// The source clock.
/// </summary>
public IFrameBasedClock? Source { get; set; }
public double CurrentTime { get; private set; }
public bool IsRunning { get; private set; }
public void Reset() => CurrentTime = 0;
public void Start() => IsRunning = true;
public void Stop() => IsRunning = false;
public bool Seek(double position) => true;
public void ResetSpeedAdjustments()
{
}
public double Rate => IsCatchingUp ? CATCHUP_RATE : 1;
double IAdjustableClock.Rate
{
get => Rate;
set => throw new NotSupportedException();
}
double IClock.Rate => Rate;
public void ProcessFrame()
{
ElapsedFrameTime = 0;
FramesPerSecond = 0;
if (Source == null)
return;
Source.ProcessFrame();
if (IsRunning)
{
double elapsedSource = Source.ElapsedFrameTime;
double elapsed = elapsedSource * Rate;
CurrentTime += elapsed;
ElapsedFrameTime = elapsed;
FramesPerSecond = Source.FramesPerSecond;
}
}
public double ElapsedFrameTime { get; private set; }
public double FramesPerSecond { get; private set; }
public FrameTimeInfo TimeInfo => new FrameTimeInfo { Elapsed = ElapsedFrameTime, Current = CurrentTime };
public Bindable<bool> WaitingOnFrames { get; } = new Bindable<bool>(true);
public bool IsCatchingUp { get; set; }
}
}

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@ -0,0 +1,153 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Timing;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
/// <summary>
/// A <see cref="ISyncManager"/> which synchronises de-synced player clocks through catchup.
/// </summary>
public class CatchUpSyncManager : Component, ISyncManager
{
/// <summary>
/// The offset from the master clock to which player clocks should remain within to be considered in-sync.
/// </summary>
public const double SYNC_TARGET = 16;
/// <summary>
/// The offset from the master clock at which player clocks begin resynchronising.
/// </summary>
public const double MAX_SYNC_OFFSET = 50;
/// <summary>
/// The maximum delay to start gameplay, if any (but not all) player clocks are ready.
/// </summary>
public const double MAXIMUM_START_DELAY = 15000;
/// <summary>
/// The master clock which is used to control the timing of all player clocks clocks.
/// </summary>
public IAdjustableClock MasterClock { get; }
/// <summary>
/// The player clocks.
/// </summary>
private readonly List<ISpectatorPlayerClock> playerClocks = new List<ISpectatorPlayerClock>();
private bool hasStarted;
private double? firstStartAttemptTime;
public CatchUpSyncManager(IAdjustableClock master)
{
MasterClock = master;
}
public void AddPlayerClock(ISpectatorPlayerClock clock) => playerClocks.Add(clock);
public void RemovePlayerClock(ISpectatorPlayerClock clock) => playerClocks.Remove(clock);
protected override void Update()
{
base.Update();
if (!attemptStart())
{
// Ensure all player clocks are stopped until the start succeeds.
foreach (var clock in playerClocks)
clock.Stop();
return;
}
updateCatchup();
updateMasterClock();
}
/// <summary>
/// Attempts to start playback. Waits for all player clocks to have available frames for up to <see cref="MAXIMUM_START_DELAY"/> milliseconds.
/// </summary>
/// <returns>Whether playback was started and syncing should occur.</returns>
private bool attemptStart()
{
if (hasStarted)
return true;
if (playerClocks.Count == 0)
return false;
int readyCount = playerClocks.Count(s => !s.WaitingOnFrames.Value);
if (readyCount == playerClocks.Count)
return hasStarted = true;
if (readyCount > 0)
{
firstStartAttemptTime ??= Time.Current;
if (Time.Current - firstStartAttemptTime > MAXIMUM_START_DELAY)
return hasStarted = true;
}
return false;
}
/// <summary>
/// Updates the catchup states of all player clocks clocks.
/// </summary>
private void updateCatchup()
{
for (int i = 0; i < playerClocks.Count; i++)
{
var clock = playerClocks[i];
// How far this player's clock is out of sync, compared to the master clock.
// A negative value means the player is running fast (ahead); a positive value means the player is running behind (catching up).
double timeDelta = MasterClock.CurrentTime - clock.CurrentTime;
// Check that the player clock isn't too far ahead.
// This is a quiet case in which the catchup is done by the master clock, so IsCatchingUp is not set on the player clock.
if (timeDelta < -SYNC_TARGET)
{
clock.Stop();
continue;
}
// Make sure the player clock is running if it can.
if (!clock.WaitingOnFrames.Value)
clock.Start();
if (clock.IsCatchingUp)
{
// Stop the player clock from catching up if it's within the sync target.
if (timeDelta <= SYNC_TARGET)
clock.IsCatchingUp = false;
}
else
{
// Make the player clock start catching up if it's exceeded the maximum allowable sync offset.
if (timeDelta > MAX_SYNC_OFFSET)
clock.IsCatchingUp = true;
}
}
}
/// <summary>
/// Updates the master clock's running state.
/// </summary>
private void updateMasterClock()
{
bool anyInSync = playerClocks.Any(s => !s.IsCatchingUp);
if (MasterClock.IsRunning != anyInSync)
{
if (anyInSync)
MasterClock.Start();
else
MasterClock.Stop();
}
}
}
}

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@ -0,0 +1,29 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Bindables;
using osu.Framework.Timing;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
/// <summary>
/// A clock which is used by <see cref="MultiSpectatorPlayer"/>s and managed by an <see cref="ISyncManager"/>.
/// </summary>
public interface ISpectatorPlayerClock : IFrameBasedClock, IAdjustableClock
{
/// <summary>
/// Whether this clock is waiting on frames to continue playback.
/// </summary>
Bindable<bool> WaitingOnFrames { get; }
/// <summary>
/// Whether this clock is resynchronising to the master clock.
/// </summary>
bool IsCatchingUp { get; set; }
/// <summary>
/// The source clock
/// </summary>
IFrameBasedClock Source { set; }
}
}

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@ -0,0 +1,30 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Timing;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
/// <summary>
/// Manages the synchronisation between one or more <see cref="ISpectatorPlayerClock"/>s in relation to a master clock.
/// </summary>
public interface ISyncManager
{
/// <summary>
/// The master clock which player clocks should synchronise to.
/// </summary>
IAdjustableClock MasterClock { get; }
/// <summary>
/// Adds an <see cref="ISpectatorPlayerClock"/> to manage.
/// </summary>
/// <param name="clock">The <see cref="ISpectatorPlayerClock"/> to add.</param>
void AddPlayerClock(ISpectatorPlayerClock clock);
/// <summary>
/// Removes an <see cref="ISpectatorPlayerClock"/>, stopping it from being managed by this <see cref="ISyncManager"/>.
/// </summary>
/// <param name="clock">The <see cref="ISpectatorPlayerClock"/> to remove.</param>
void RemovePlayerClock(ISpectatorPlayerClock clock);
}
}

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@ -9,9 +9,9 @@ using osu.Game.Screens.Play.HUD;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
public class MultiplayerSpectatorLeaderboard : MultiplayerGameplayLeaderboard
public class MultiSpectatorLeaderboard : MultiplayerGameplayLeaderboard
{
public MultiplayerSpectatorLeaderboard(ScoreProcessor scoreProcessor, int[] userIds)
public MultiSpectatorLeaderboard([NotNull] ScoreProcessor scoreProcessor, int[] userIds)
: base(scoreProcessor, userIds)
{
}

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@ -0,0 +1,73 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
/// <summary>
/// A single spectated player within a <see cref="MultiSpectatorScreen"/>.
/// </summary>
public class MultiSpectatorPlayer : SpectatorPlayer
{
private readonly Bindable<bool> waitingOnFrames = new Bindable<bool>(true);
private readonly Score score;
private readonly ISpectatorPlayerClock spectatorPlayerClock;
/// <summary>
/// Creates a new <see cref="MultiSpectatorPlayer"/>.
/// </summary>
/// <param name="score">The score containing the player's replay.</param>
/// <param name="spectatorPlayerClock">The clock controlling the gameplay running state.</param>
public MultiSpectatorPlayer([NotNull] Score score, [NotNull] ISpectatorPlayerClock spectatorPlayerClock)
: base(score)
{
this.score = score;
this.spectatorPlayerClock = spectatorPlayerClock;
}
[BackgroundDependencyLoader]
private void load()
{
spectatorPlayerClock.WaitingOnFrames.BindTo(waitingOnFrames);
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
// This is required because the frame stable clock is set to WaitingOnFrames = false for one frame.
waitingOnFrames.Value = DrawableRuleset.FrameStableClock.WaitingOnFrames.Value || score.Replay.Frames.Count == 0;
}
protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
=> new SpectatorGameplayClockContainer(spectatorPlayerClock);
private class SpectatorGameplayClockContainer : GameplayClockContainer
{
public SpectatorGameplayClockContainer([NotNull] IClock sourceClock)
: base(sourceClock)
{
}
protected override void Update()
{
// The player clock's running state is controlled externally, but the local pausing state needs to be updated to stop gameplay.
if (SourceClock.IsRunning)
Start();
else
Stop();
base.Update();
}
protected override GameplayClock CreateGameplayClock(IFrameBasedClock source) => new GameplayClock(source);
}
}
}

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@ -0,0 +1,30 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using JetBrains.Annotations;
using osu.Game.Scoring;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Play;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
/// <summary>
/// Used to load a single <see cref="MultiSpectatorPlayer"/> in a <see cref="MultiSpectatorScreen"/>.
/// </summary>
public class MultiSpectatorPlayerLoader : SpectatorPlayerLoader
{
public MultiSpectatorPlayerLoader([NotNull] Score score, [NotNull] Func<MultiSpectatorPlayer> createPlayer)
: base(score, createPlayer)
{
}
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
}
protected override void LogoExiting(OsuLogo logo)
{
}
}
}

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@ -0,0 +1,156 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Spectator;
using osu.Game.Screens.Play;
using osu.Game.Screens.Spectate;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
/// <summary>
/// A <see cref="SpectatorScreen"/> that spectates multiple users in a match.
/// </summary>
public class MultiSpectatorScreen : SpectatorScreen
{
// Isolates beatmap/ruleset to this screen.
public override bool DisallowExternalBeatmapRulesetChanges => true;
/// <summary>
/// Whether all spectating players have finished loading.
/// </summary>
public bool AllPlayersLoaded => instances.All(p => p?.PlayerLoaded == true);
[Resolved]
private SpectatorStreamingClient spectatorClient { get; set; }
[Resolved]
private StatefulMultiplayerClient multiplayerClient { get; set; }
private readonly PlayerArea[] instances;
private MasterGameplayClockContainer masterClockContainer;
private ISyncManager syncManager;
private PlayerGrid grid;
private MultiSpectatorLeaderboard leaderboard;
private PlayerArea currentAudioSource;
/// <summary>
/// Creates a new <see cref="MultiSpectatorScreen"/>.
/// </summary>
/// <param name="userIds">The players to spectate.</param>
public MultiSpectatorScreen(int[] userIds)
: base(userIds.Take(PlayerGrid.MAX_PLAYERS).ToArray())
{
instances = new PlayerArea[UserIds.Count];
}
[BackgroundDependencyLoader]
private void load()
{
Container leaderboardContainer;
masterClockContainer = new MasterGameplayClockContainer(Beatmap.Value, 0);
InternalChildren = new[]
{
(Drawable)(syncManager = new CatchUpSyncManager(masterClockContainer)),
masterClockContainer.WithChild(new GridContainer
{
RelativeSizeAxes = Axes.Both,
ColumnDimensions = new[]
{
new Dimension(GridSizeMode.AutoSize)
},
Content = new[]
{
new Drawable[]
{
leaderboardContainer = new Container
{
RelativeSizeAxes = Axes.Y,
AutoSizeAxes = Axes.X
},
grid = new PlayerGrid { RelativeSizeAxes = Axes.Both }
}
}
})
};
for (int i = 0; i < UserIds.Count; i++)
{
grid.Add(instances[i] = new PlayerArea(UserIds[i], masterClockContainer.GameplayClock));
syncManager.AddPlayerClock(instances[i].GameplayClock);
}
// Todo: This is not quite correct - it should be per-user to adjust for other mod combinations.
var playableBeatmap = Beatmap.Value.GetPlayableBeatmap(Ruleset.Value);
var scoreProcessor = Ruleset.Value.CreateInstance().CreateScoreProcessor();
scoreProcessor.ApplyBeatmap(playableBeatmap);
LoadComponentAsync(leaderboard = new MultiSpectatorLeaderboard(scoreProcessor, UserIds.ToArray())
{
Expanded = { Value = true },
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
}, leaderboardContainer.Add);
}
protected override void LoadComplete()
{
base.LoadComplete();
masterClockContainer.Stop();
masterClockContainer.Reset();
}
protected override void Update()
{
base.Update();
if (!isCandidateAudioSource(currentAudioSource?.GameplayClock))
{
currentAudioSource = instances.Where(i => isCandidateAudioSource(i.GameplayClock))
.OrderBy(i => Math.Abs(i.GameplayClock.CurrentTime - syncManager.MasterClock.CurrentTime))
.FirstOrDefault();
foreach (var instance in instances)
instance.Mute = instance != currentAudioSource;
}
}
private bool isCandidateAudioSource([CanBeNull] ISpectatorPlayerClock clock)
=> clock?.IsRunning == true && !clock.IsCatchingUp && !clock.WaitingOnFrames.Value;
protected override void OnUserStateChanged(int userId, SpectatorState spectatorState)
{
}
protected override void StartGameplay(int userId, GameplayState gameplayState)
{
var instance = instances.Single(i => i.UserId == userId);
instance.LoadScore(gameplayState.Score);
syncManager.AddPlayerClock(instance.GameplayClock);
leaderboard.AddClock(instance.UserId, instance.GameplayClock);
}
protected override void EndGameplay(int userId)
{
RemoveUser(userId);
leaderboard.RemoveClock(userId);
}
public override bool OnBackButton()
{
// On a manual exit, set the player state back to idle.
multiplayerClient.ChangeState(MultiplayerUserState.Idle);
return base.OnBackButton();
}
}
}

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@ -0,0 +1,144 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
/// <summary>
/// Provides an area for and manages the hierarchy of a spectated player within a <see cref="MultiSpectatorScreen"/>.
/// </summary>
public class PlayerArea : CompositeDrawable
{
/// <summary>
/// Whether a <see cref="Player"/> is loaded in the area.
/// </summary>
public bool PlayerLoaded => stack?.CurrentScreen is Player;
/// <summary>
/// The user id this <see cref="PlayerArea"/> corresponds to.
/// </summary>
public readonly int UserId;
/// <summary>
/// The <see cref="ISpectatorPlayerClock"/> used to control the gameplay running state of a loaded <see cref="Player"/>.
/// </summary>
[NotNull]
public readonly ISpectatorPlayerClock GameplayClock = new CatchUpSpectatorPlayerClock();
/// <summary>
/// The currently-loaded score.
/// </summary>
[CanBeNull]
public Score Score { get; private set; }
[Resolved]
private BeatmapManager beatmapManager { get; set; }
private readonly BindableDouble volumeAdjustment = new BindableDouble();
private readonly Container gameplayContent;
private readonly LoadingLayer loadingLayer;
private OsuScreenStack stack;
public PlayerArea(int userId, IFrameBasedClock masterClock)
{
UserId = userId;
RelativeSizeAxes = Axes.Both;
Masking = true;
AudioContainer audioContainer;
InternalChildren = new Drawable[]
{
audioContainer = new AudioContainer
{
RelativeSizeAxes = Axes.Both,
Child = gameplayContent = new DrawSizePreservingFillContainer { RelativeSizeAxes = Axes.Both },
},
loadingLayer = new LoadingLayer(true) { State = { Value = Visibility.Visible } }
};
audioContainer.AddAdjustment(AdjustableProperty.Volume, volumeAdjustment);
GameplayClock.Source = masterClock;
}
public void LoadScore([NotNull] Score score)
{
if (Score != null)
throw new InvalidOperationException($"Cannot load a new score on a {nameof(PlayerArea)} that has an existing score.");
Score = score;
gameplayContent.Child = new PlayerIsolationContainer(beatmapManager.GetWorkingBeatmap(Score.ScoreInfo.Beatmap), Score.ScoreInfo.Ruleset, Score.ScoreInfo.Mods)
{
RelativeSizeAxes = Axes.Both,
Child = stack = new OsuScreenStack()
};
stack.Push(new MultiSpectatorPlayerLoader(Score, () => new MultiSpectatorPlayer(Score, GameplayClock)));
loadingLayer.Hide();
}
private bool mute = true;
public bool Mute
{
get => mute;
set
{
mute = value;
volumeAdjustment.Value = value ? 0 : 1;
}
}
// Player interferes with global input, so disable input for now.
public override bool PropagatePositionalInputSubTree => false;
public override bool PropagateNonPositionalInputSubTree => false;
/// <summary>
/// Isolates each player instance from the game-wide ruleset/beatmap/mods (to allow for different players having different settings).
/// </summary>
private class PlayerIsolationContainer : Container
{
[Cached]
private readonly Bindable<RulesetInfo> ruleset = new Bindable<RulesetInfo>();
[Cached]
private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
[Cached]
private readonly Bindable<IReadOnlyList<Mod>> mods = new Bindable<IReadOnlyList<Mod>>();
public PlayerIsolationContainer(WorkingBeatmap beatmap, RulesetInfo ruleset, IReadOnlyList<Mod> mods)
{
this.beatmap.Value = beatmap;
this.ruleset.Value = ruleset;
this.mods.Value = mods;
}
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
dependencies.CacheAs(ruleset.BeginLease(false));
dependencies.CacheAs(beatmap.BeginLease(false));
dependencies.CacheAs(mods.BeginLease(false));
return dependencies;
}
}
}
}

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@ -15,6 +15,12 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
/// </summary>
public partial class PlayerGrid : CompositeDrawable
{
/// <summary>
/// A temporary limitation on the number of players, because only layouts up to 16 players are supported for a single screen.
/// Todo: Can be removed in the future with scrolling support + performance improvements.
/// </summary>
public const int MAX_PLAYERS = 16;
private const float player_spacing = 5;
/// <summary>
@ -58,11 +64,11 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
/// Adds a new cell with content to this grid.
/// </summary>
/// <param name="content">The content the cell should contain.</param>
/// <exception cref="InvalidOperationException">If more than 16 cells are added.</exception>
/// <exception cref="InvalidOperationException">If more than <see cref="MAX_PLAYERS"/> cells are added.</exception>
public void Add(Drawable content)
{
if (cellContainer.Count == 16)
throw new InvalidOperationException("Only 16 cells are supported.");
if (cellContainer.Count == MAX_PLAYERS)
throw new InvalidOperationException($"Only {MAX_PLAYERS} cells are supported.");
int index = cellContainer.Count;

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@ -218,10 +218,7 @@ namespace osu.Game.Screens.OnlinePlay.Playlists
},
new Drawable[]
{
new Footer
{
OnStart = onStart,
}
new Footer { OnStart = StartPlay }
}
},
RowDimensions = new[]
@ -274,9 +271,9 @@ namespace osu.Game.Screens.OnlinePlay.Playlists
}, true);
}
private void onStart() => StartPlay(() => new PlaylistsPlayer(SelectedItem.Value)
protected override Screen CreateGameplayScreen() => new PlaylistsPlayer(SelectedItem.Value)
{
Exited = () => leaderboard.RefreshScores()
});
};
}
}

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@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
@ -12,7 +13,7 @@ namespace osu.Game.Screens.Play
/// <summary>
/// Encapsulates gameplay timing logic and provides a <see cref="GameplayClock"/> via DI for gameplay components to use.
/// </summary>
public abstract class GameplayClockContainer : Container
public abstract class GameplayClockContainer : Container, IAdjustableClock
{
/// <summary>
/// The final clock which is exposed to gameplay components.
@ -157,5 +158,33 @@ namespace osu.Game.Screens.Play
/// <param name="source">The <see cref="IFrameBasedClock"/> providing the source time.</param>
/// <returns>The final <see cref="GameplayClock"/>.</returns>
protected abstract GameplayClock CreateGameplayClock(IFrameBasedClock source);
#region IAdjustableClock
bool IAdjustableClock.Seek(double position)
{
Seek(position);
return true;
}
void IAdjustableClock.Reset() => Reset();
public void ResetSpeedAdjustments()
{
}
double IAdjustableClock.Rate
{
get => GameplayClock.Rate;
set => throw new NotSupportedException();
}
double IClock.Rate => GameplayClock.Rate;
public double CurrentTime => GameplayClock.CurrentTime;
public bool IsRunning => GameplayClock.IsRunning;
#endregion
}
}

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@ -7,7 +7,7 @@ using osu.Game.Skinning;
namespace osu.Game.Screens.Play.HUD
{
public class DefaultAccuracyCounter : GameplayAccuracyCounter, ISkinnableComponent
public class DefaultAccuracyCounter : GameplayAccuracyCounter, ISkinnableDrawable
{
[Resolved(canBeNull: true)]
private HUDOverlay hud { get; set; }

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@ -12,7 +12,7 @@ using osu.Game.Skinning;
namespace osu.Game.Screens.Play.HUD
{
public class DefaultComboCounter : RollingCounter<int>, ISkinnableComponent
public class DefaultComboCounter : RollingCounter<int>, ISkinnableDrawable
{
[Resolved(canBeNull: true)]
private HUDOverlay hud { get; set; }

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@ -17,7 +17,7 @@ using osu.Game.Skinning;
namespace osu.Game.Screens.Play.HUD
{
public class DefaultHealthDisplay : HealthDisplay, IHasAccentColour, ISkinnableComponent
public class DefaultHealthDisplay : HealthDisplay, IHasAccentColour, ISkinnableDrawable
{
/// <summary>
/// The base opacity of the glow.

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@ -8,7 +8,7 @@ using osu.Game.Skinning;
namespace osu.Game.Screens.Play.HUD
{
public class DefaultScoreCounter : GameplayScoreCounter, ISkinnableComponent
public class DefaultScoreCounter : GameplayScoreCounter, ISkinnableDrawable
{
public DefaultScoreCounter()
: base(6)

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@ -15,7 +15,7 @@ namespace osu.Game.Screens.Play.HUD
/// <summary>
/// Uses the 'x' symbol and has a pop-out effect while rolling over.
/// </summary>
public class LegacyComboCounter : CompositeDrawable, ISkinnableComponent
public class LegacyComboCounter : CompositeDrawable, ISkinnableDrawable
{
public Bindable<int> Current { get; } = new BindableInt { MinValue = 0, };

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@ -4,6 +4,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Newtonsoft.Json;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Extensions;
@ -14,7 +15,7 @@ using osuTK;
namespace osu.Game.Screens.Play.HUD
{
/// <summary>
/// Serialised information governing custom changes to an <see cref="ISkinSerialisable"/>.
/// Serialised information governing custom changes to an <see cref="ISkinnableDrawable"/>.
/// </summary>
[Serializable]
public class SkinnableInfo : IJsonSerializable
@ -33,10 +34,15 @@ namespace osu.Game.Screens.Play.HUD
public List<SkinnableInfo> Children { get; } = new List<SkinnableInfo>();
[JsonConstructor]
public SkinnableInfo()
{
}
/// <summary>
/// Construct a new instance populating all attributes from the provided drawable.
/// </summary>
/// <param name="component">The drawable which attributes should be sourced from.</param>
public SkinnableInfo(Drawable component)
{
Type = component.GetType();
@ -47,17 +53,21 @@ namespace osu.Game.Screens.Play.HUD
Anchor = component.Anchor;
Origin = component.Origin;
if (component is Container container)
if (component is Container<Drawable> container)
{
foreach (var child in container.Children.OfType<ISkinSerialisable>().OfType<Drawable>())
Children.Add(child.CreateSerialisedInformation());
foreach (var child in container.OfType<ISkinnableDrawable>().OfType<Drawable>())
Children.Add(child.CreateSkinnableInfo());
}
}
/// <summary>
/// Construct an instance of the drawable with all attributes applied.
/// </summary>
/// <returns>The new instance.</returns>
public Drawable CreateInstance()
{
Drawable d = (Drawable)Activator.CreateInstance(Type);
d.ApplySerialisedInformation(this);
d.ApplySkinnableInfo(this);
return d;
}
}

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@ -68,7 +68,7 @@ namespace osu.Game.Screens.Play
private bool holdingForHUD;
private readonly SkinnableElementTargetContainer mainComponents;
private readonly SkinnableTargetContainer mainComponents;
private IEnumerable<Drawable> hideTargets => new Drawable[] { visibilityContainer, KeyCounter, topRightElements };
@ -97,7 +97,7 @@ namespace osu.Game.Screens.Play
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
mainComponents = new SkinnableElementTargetContainer(SkinnableTarget.MainHUDComponents)
mainComponents = new SkinnableTargetContainer(SkinnableTarget.MainHUDComponents)
{
RelativeSizeAxes = Axes.Both,
},

View File

@ -12,7 +12,12 @@ namespace osu.Game.Screens.Play
public readonly ScoreInfo Score;
public SpectatorPlayerLoader(Score score)
: base(() => new SpectatorPlayer(score))
: this(score, () => new SpectatorPlayer(score))
{
}
public SpectatorPlayerLoader(Score score, Func<Player> createPlayer)
: base(createPlayer)
{
if (score.Replay == null)
throw new ArgumentException($"{nameof(score)} must have a non-null {nameof(score.Replay)}.", nameof(score));

View File

@ -26,7 +26,9 @@ namespace osu.Game.Screens.Spectate
/// </summary>
public abstract class SpectatorScreen : OsuScreen
{
private readonly int[] userIds;
protected IReadOnlyList<int> UserIds => userIds;
private readonly List<int> userIds = new List<int>();
[Resolved]
private BeatmapManager beatmaps { get; set; }
@ -54,7 +56,7 @@ namespace osu.Game.Screens.Spectate
/// <param name="userIds">The users to spectate.</param>
protected SpectatorScreen(params int[] userIds)
{
this.userIds = userIds;
this.userIds.AddRange(userIds);
}
protected override void LoadComplete()
@ -80,20 +82,18 @@ namespace osu.Game.Screens.Spectate
private Task populateAllUsers()
{
var userLookupTasks = new Task[userIds.Length];
var userLookupTasks = new List<Task>();
for (int i = 0; i < userIds.Length; i++)
foreach (var u in userIds)
{
var userId = userIds[i];
userLookupTasks[i] = userLookupCache.GetUserAsync(userId).ContinueWith(task =>
userLookupTasks.Add(userLookupCache.GetUserAsync(u).ContinueWith(task =>
{
if (!task.IsCompletedSuccessfully)
return;
lock (stateLock)
userMap[userId] = task.Result;
});
userMap[u] = task.Result;
}));
}
return Task.WhenAll(userLookupTasks);
@ -239,6 +239,23 @@ namespace osu.Game.Screens.Spectate
/// <param name="userId">The user to end gameplay for.</param>
protected abstract void EndGameplay(int userId);
/// <summary>
/// Stops spectating a user.
/// </summary>
/// <param name="userId">The user to stop spectating.</param>
protected void RemoveUser(int userId)
{
lock (stateLock)
{
userFinishedPlaying(userId, null);
userIds.Remove(userId);
userMap.Remove(userId);
spectatorClient.StopWatchingUser(userId);
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);

View File

@ -1,7 +1,9 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using JetBrains.Annotations;
using osu.Framework.IO.Stores;
using osu.Game.Extensions;
using osu.Game.IO;
using osuTK.Graphics;
@ -14,6 +16,7 @@ namespace osu.Game.Skinning
{
}
[UsedImplicitly(ImplicitUseKindFlags.InstantiatedWithFixedConstructorSignature)]
public DefaultLegacySkin(SkinInfo skin, IResourceStore<byte[]> storage, IStorageResourceProvider resources)
: base(skin, storage, resources, string.Empty)
{
@ -33,7 +36,7 @@ namespace osu.Game.Skinning
ID = SkinInfo.CLASSIC_SKIN, // this is temporary until database storage is decided upon.
Name = "osu!classic",
Creator = "team osu!",
InstantiationInfo = typeof(DefaultLegacySkin).AssemblyQualifiedName,
InstantiationInfo = typeof(DefaultLegacySkin).GetInvariantInstantiationInfo()
};
}
}

View File

@ -3,6 +3,7 @@
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
@ -24,6 +25,7 @@ namespace osu.Game.Skinning
{
}
[UsedImplicitly(ImplicitUseKindFlags.InstantiatedWithFixedConstructorSignature)]
public DefaultSkin(SkinInfo skin, IStorageResourceProvider resources)
: base(skin, resources)
{
@ -45,7 +47,7 @@ namespace osu.Game.Skinning
switch (target.Target)
{
case SkinnableTarget.MainHUDComponents:
var skinnableTargetWrapper = new SkinnableTargetWrapper(container =>
var skinnableTargetWrapper = new SkinnableTargetComponentsContainer(container =>
{
var score = container.OfType<DefaultScoreCounter>().FirstOrDefault();
var accuracy = container.OfType<DefaultAccuracyCounter>().FirstOrDefault();
@ -90,10 +92,10 @@ namespace osu.Game.Skinning
return skinnableTargetWrapper;
}
return null;
break;
}
return base.GetDrawableComponent(component);
return null;
}
public override IBindable<TValue> GetConfig<TLookup, TValue>(TLookup lookup)

View File

@ -13,7 +13,7 @@ using osuTK;
namespace osu.Game.Skinning.Editor
{
public class SkinBlueprint : SelectionBlueprint<ISkinnableComponent>
public class SkinBlueprint : SelectionBlueprint<ISkinnableDrawable>
{
private Container box;
@ -26,7 +26,7 @@ namespace osu.Game.Skinning.Editor
protected override bool ShouldBeAlive => (drawable.IsAlive && Item.IsPresent) || (AlwaysShowWhenSelected && State == SelectionState.Selected);
public SkinBlueprint(ISkinnableComponent component)
public SkinBlueprint(ISkinnableDrawable component)
: base(component)
{
}

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@ -12,14 +12,15 @@ using osu.Framework.Testing;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens;
using osu.Game.Screens.Edit.Compose.Components;
using osu.Game.Screens.Play.HUD;
namespace osu.Game.Skinning.Editor
{
public class SkinBlueprintContainer : BlueprintContainer<ISkinnableComponent>
public class SkinBlueprintContainer : BlueprintContainer<ISkinnableDrawable>
{
private readonly Drawable target;
private readonly List<BindableList<ISkinnableDrawable>> targetComponents = new List<BindableList<ISkinnableDrawable>>();
public SkinBlueprintContainer(Drawable target)
{
this.target = target;
@ -31,14 +32,12 @@ namespace osu.Game.Skinning.Editor
SelectedItems.BindTo(editor.SelectedComponents);
}
private readonly List<BindableList<ISkinnableComponent>> targetComponents = new List<BindableList<ISkinnableComponent>>();
protected override void LoadComplete()
{
base.LoadComplete();
// track each target container on the current screen.
var targetContainers = target.ChildrenOfType<SkinnableElementTargetContainer>().ToArray();
var targetContainers = target.ChildrenOfType<ISkinnableTarget>().ToArray();
if (targetContainers.Length == 0)
{
@ -50,7 +49,7 @@ namespace osu.Game.Skinning.Editor
foreach (var targetContainer in targetContainers)
{
var bindableList = new BindableList<ISkinnableComponent> { BindTarget = targetContainer.Components };
var bindableList = new BindableList<ISkinnableDrawable> { BindTarget = targetContainer.Components };
bindableList.BindCollectionChanged(componentsChanged, true);
targetComponents.Add(bindableList);
@ -62,29 +61,37 @@ namespace osu.Game.Skinning.Editor
switch (e.Action)
{
case NotifyCollectionChangedAction.Add:
foreach (var item in e.NewItems.Cast<ISkinnableComponent>())
foreach (var item in e.NewItems.Cast<ISkinnableDrawable>())
AddBlueprintFor(item);
break;
case NotifyCollectionChangedAction.Remove:
case NotifyCollectionChangedAction.Reset:
foreach (var item in e.OldItems.Cast<ISkinnableComponent>())
foreach (var item in e.OldItems.Cast<ISkinnableDrawable>())
RemoveBlueprintFor(item);
break;
case NotifyCollectionChangedAction.Replace:
foreach (var item in e.OldItems.Cast<ISkinnableComponent>())
foreach (var item in e.OldItems.Cast<ISkinnableDrawable>())
RemoveBlueprintFor(item);
foreach (var item in e.NewItems.Cast<ISkinnableComponent>())
foreach (var item in e.NewItems.Cast<ISkinnableDrawable>())
AddBlueprintFor(item);
break;
}
}
protected override SelectionHandler<ISkinnableComponent> CreateSelectionHandler() => new SkinSelectionHandler();
protected override void AddBlueprintFor(ISkinnableDrawable item)
{
if (!item.IsEditable)
return;
protected override SelectionBlueprint<ISkinnableComponent> CreateBlueprintFor(ISkinnableComponent component)
base.AddBlueprintFor(item);
}
protected override SelectionHandler<ISkinnableDrawable> CreateSelectionHandler() => new SkinSelectionHandler();
protected override SelectionBlueprint<ISkinnableDrawable> CreateBlueprintFor(ISkinnableDrawable component)
=> new SkinBlueprint(component);
}
}

View File

@ -56,7 +56,7 @@ namespace osu.Game.Skinning.Editor
Spacing = new Vector2(20)
};
var skinnableTypes = typeof(OsuGame).Assembly.GetTypes().Where(t => typeof(ISkinnableComponent).IsAssignableFrom(t)).ToArray();
var skinnableTypes = typeof(OsuGame).Assembly.GetTypes().Where(t => typeof(ISkinnableDrawable).IsAssignableFrom(t)).ToArray();
foreach (var type in skinnableTypes)
{
@ -78,6 +78,9 @@ namespace osu.Game.Skinning.Editor
Debug.Assert(instance != null);
if (!((ISkinnableDrawable)instance).IsEditable)
return null;
return new ToolboxComponentButton(instance);
}
catch

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@ -13,7 +13,6 @@ using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Cursor;
using osu.Game.Graphics.UserInterface;
using osu.Game.Screens.Play.HUD;
using osuTK;
namespace osu.Game.Skinning.Editor
@ -23,19 +22,19 @@ namespace osu.Game.Skinning.Editor
{
public const double TRANSITION_DURATION = 500;
public readonly BindableList<ISkinnableDrawable> SelectedComponents = new BindableList<ISkinnableDrawable>();
protected override bool StartHidden => true;
private readonly Drawable targetScreen;
private OsuTextFlowContainer headerText;
protected override bool StartHidden => true;
public readonly BindableList<ISkinnableComponent> SelectedComponents = new BindableList<ISkinnableComponent>();
private Bindable<Skin> currentSkin;
[Resolved]
private SkinManager skins { get; set; }
private Bindable<Skin> currentSkin;
[Resolved]
private OsuColour colours { get; set; }
@ -171,8 +170,8 @@ namespace osu.Game.Skinning.Editor
if (targetContainer == null)
return;
if (!(Activator.CreateInstance(type) is ISkinnableComponent component))
throw new InvalidOperationException("Attempted to instantiate a component for placement which was not an {typeof(ISkinnableComponent)}.");
if (!(Activator.CreateInstance(type) is ISkinnableDrawable component))
throw new InvalidOperationException($"Attempted to instantiate a component for placement which was not an {typeof(ISkinnableDrawable)}.");
var drawableComponent = (Drawable)component;
@ -194,7 +193,7 @@ namespace osu.Game.Skinning.Editor
private void revert()
{
SkinnableElementTargetContainer[] targetContainers = targetScreen.ChildrenOfType<SkinnableElementTargetContainer>().ToArray();
SkinnableTargetContainer[] targetContainers = targetScreen.ChildrenOfType<SkinnableTargetContainer>().ToArray();
foreach (var t in targetContainers)
{
@ -207,7 +206,7 @@ namespace osu.Game.Skinning.Editor
private void save()
{
SkinnableElementTargetContainer[] targetContainers = targetScreen.ChildrenOfType<SkinnableElementTargetContainer>().ToArray();
SkinnableTargetContainer[] targetContainers = targetScreen.ChildrenOfType<SkinnableTargetContainer>().ToArray();
foreach (var t in targetContainers)
currentSkin.Value.UpdateDrawableTarget(t);

View File

@ -14,7 +14,7 @@ using osuTK;
namespace osu.Game.Skinning.Editor
{
public class SkinSelectionHandler : SelectionHandler<ISkinnableComponent>
public class SkinSelectionHandler : SelectionHandler<ISkinnableDrawable>
{
public override bool HandleRotation(float angle)
{
@ -36,7 +36,7 @@ namespace osu.Game.Skinning.Editor
return true;
}
public override bool HandleMovement(MoveSelectionEvent<ISkinnableComponent> moveEvent)
public override bool HandleMovement(MoveSelectionEvent<ISkinnableDrawable> moveEvent)
{
foreach (var c in SelectedBlueprints)
{
@ -57,7 +57,7 @@ namespace osu.Game.Skinning.Editor
SelectionBox.CanReverse = false;
}
protected override void DeleteItems(IEnumerable<ISkinnableComponent> items)
protected override void DeleteItems(IEnumerable<ISkinnableDrawable> items)
{
foreach (var i in items)
{
@ -66,7 +66,7 @@ namespace osu.Game.Skinning.Editor
}
}
protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint<ISkinnableComponent>> selection)
protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint<ISkinnableDrawable>> selection)
{
yield return new OsuMenuItem("Anchor")
{
@ -131,7 +131,7 @@ namespace osu.Game.Skinning.Editor
public class AnchorMenuItem : TernaryStateMenuItem
{
public AnchorMenuItem(Anchor anchor, IEnumerable<SelectionBlueprint<ISkinnableComponent>> selection, Action<TernaryState> action)
public AnchorMenuItem(Anchor anchor, IEnumerable<SelectionBlueprint<ISkinnableDrawable>> selection, Action<TernaryState> action)
: base(anchor.ToString(), getNextState, MenuItemType.Standard, action)
{
}

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@ -1,15 +0,0 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Graphics;
namespace osu.Game.Skinning
{
/// <summary>
/// Denotes a drawable component which should be serialised as part of a skin.
/// Use <see cref="ISkinnableComponent"/> for components which should be mutable by the user / editor.
/// </summary>
public interface ISkinSerialisable : IDrawable
{
}
}

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@ -1,12 +1,18 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Graphics;
namespace osu.Game.Skinning
{
/// <summary>
/// Denotes a drawable which, as a drawable, can be adjusted via skinning specifications.
/// </summary>
public interface ISkinnableComponent : ISkinSerialisable
public interface ISkinnableDrawable : IDrawable
{
/// <summary>
/// Whether this component should be editable by an end user.
/// </summary>
bool IsEditable => true;
}
}

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@ -1,25 +1,44 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Extensions;
using osu.Game.Screens.Play.HUD;
namespace osu.Game.Skinning
{
/// <summary>
/// Denotes a container which can house <see cref="ISkinnableComponent"/>s.
/// Denotes a container which can house <see cref="ISkinnableDrawable"/>s.
/// </summary>
public interface ISkinnableTarget : IDrawable
{
public SkinnableTarget Target { get; }
/// <summary>
/// The definition of this target.
/// </summary>
SkinnableTarget Target { get; }
/// <summary>
/// A bindable list of components which are being tracked by this skinnable target.
/// </summary>
IBindableList<ISkinnableDrawable> Components { get; }
/// <summary>
/// Serialise all children as <see cref="SkinnableInfo"/>.
/// </summary>
/// <returns>The serialised content.</returns>
IEnumerable<SkinnableInfo> CreateSkinnableInfo() => Components.Select(d => ((Drawable)d).CreateSkinnableInfo());
/// <summary>
/// Reload this target from the current skin.
/// </summary>
public void Reload();
void Reload();
/// <summary>
/// Add the provided item to this target.
/// </summary>
public void Add(ISkinnableComponent drawable);
void Add(ISkinnableDrawable drawable);
}
}

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@ -10,11 +10,8 @@ using osuTK;
namespace osu.Game.Skinning
{
public class LegacyAccuracyCounter : GameplayAccuracyCounter, ISkinnableComponent
public class LegacyAccuracyCounter : GameplayAccuracyCounter, ISkinnableDrawable
{
[Resolved]
private ISkinSource skin { get; set; }
public LegacyAccuracyCounter()
{
Anchor = Anchor.TopRight;

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@ -16,7 +16,7 @@ using osuTK.Graphics;
namespace osu.Game.Skinning
{
public class LegacyHealthDisplay : HealthDisplay, ISkinnableComponent
public class LegacyHealthDisplay : HealthDisplay, ISkinnableDrawable
{
private const double epic_cutoff = 0.5;

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@ -8,7 +8,7 @@ using osuTK;
namespace osu.Game.Skinning
{
public class LegacyScoreCounter : GameplayScoreCounter, ISkinnableComponent
public class LegacyScoreCounter : GameplayScoreCounter, ISkinnableDrawable
{
protected override double RollingDuration => 1000;
protected override Easing RollingEasing => Easing.Out;

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@ -52,6 +52,7 @@ namespace osu.Game.Skinning
private readonly Dictionary<int, LegacyManiaSkinConfiguration> maniaConfigurations = new Dictionary<int, LegacyManiaSkinConfiguration>();
[UsedImplicitly(ImplicitUseKindFlags.InstantiatedWithFixedConstructorSignature)]
public LegacySkin(SkinInfo skin, IStorageResourceProvider resources)
: this(skin, new LegacySkinResourceStore<SkinFileInfo>(skin, resources.Files), resources, "skin.ini")
{
@ -331,7 +332,7 @@ namespace osu.Game.Skinning
{
case SkinnableTarget.MainHUDComponents:
var skinnableTargetWrapper = new SkinnableTargetWrapper(container =>
var skinnableTargetWrapper = new SkinnableTargetComponentsContainer(container =>
{
var score = container.OfType<LegacyScoreCounter>().FirstOrDefault();
var accuracy = container.OfType<GameplayAccuracyCounter>().FirstOrDefault();

View File

@ -39,8 +39,6 @@ namespace osu.Game.Skinning
{
SkinInfo = skin;
// may be null for default skin.
// we may want to move this to some kind of async operation in the future.
foreach (SkinnableTarget skinnableTarget in Enum.GetValues(typeof(SkinnableTarget)))
{
@ -63,14 +61,22 @@ namespace osu.Game.Skinning
}
}
public void ResetDrawableTarget(SkinnableElementTargetContainer targetContainer)
/// <summary>
/// Remove all stored customisations for the provided target.
/// </summary>
/// <param name="targetContainer">The target container to reset.</param>
public void ResetDrawableTarget(ISkinnableTarget targetContainer)
{
DrawableComponentInfo.Remove(targetContainer.Target);
}
public void UpdateDrawableTarget(SkinnableElementTargetContainer targetContainer)
/// <summary>
/// Update serialised information for the provided target.
/// </summary>
/// <param name="targetContainer">The target container to serialise to this skin.</param>
public void UpdateDrawableTarget(ISkinnableTarget targetContainer)
{
DrawableComponentInfo[targetContainer.Target] = targetContainer.CreateSerialisedChildren().ToArray();
DrawableComponentInfo[targetContainer.Target] = targetContainer.CreateSkinnableInfo().ToArray();
}
public virtual Drawable GetDrawableComponent(ISkinComponent component)
@ -78,13 +84,10 @@ namespace osu.Game.Skinning
switch (component)
{
case SkinnableTargetComponent target:
var skinnableTarget = target.Target;
if (!DrawableComponentInfo.TryGetValue(skinnableTarget, out var skinnableInfo))
if (!DrawableComponentInfo.TryGetValue(target.Target, out var skinnableInfo))
return null;
return new SkinnableTargetWrapper
return new SkinnableTargetComponentsContainer
{
ChildrenEnumerable = skinnableInfo.Select(i => i.CreateInstance())
};

View File

@ -3,10 +3,10 @@
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.IO.Stores;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Extensions;
using osu.Game.IO;
namespace osu.Game.Skinning
@ -25,20 +25,7 @@ namespace osu.Game.Skinning
public string Creator { get; set; }
private string instantiationInfo;
public string InstantiationInfo
{
get => instantiationInfo;
set => instantiationInfo = abbreviateInstantiationInfo(value);
}
private string abbreviateInstantiationInfo(string value)
{
// exclude version onwards, matching only on namespace and type.
// this is mainly to allow for new versions of already loaded rulesets to "upgrade" from old.
return string.Join(',', value.Split(',').Take(2));
}
public string InstantiationInfo { get; set; }
public virtual Skin CreateInstance(IResourceStore<byte[]> legacyDefaultResources, IStorageResourceProvider resources)
{
@ -64,7 +51,7 @@ namespace osu.Game.Skinning
ID = DEFAULT_SKIN,
Name = "osu!lazer",
Creator = "team osu!",
InstantiationInfo = typeof(DefaultSkin).AssemblyQualifiedName,
InstantiationInfo = typeof(DefaultSkin).GetInvariantInstantiationInfo()
};
public bool Equals(SkinInfo other) => other != null && ID == other.ID;

View File

@ -19,12 +19,12 @@ using osu.Framework.Graphics;
using osu.Framework.Graphics.OpenGL.Textures;
using osu.Framework.Graphics.Textures;
using osu.Framework.IO.Stores;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Audio;
using osu.Game.Database;
using osu.Game.Extensions;
using osu.Game.IO;
using osu.Game.IO.Archives;
@ -127,7 +127,7 @@ namespace osu.Game.Skinning
var instance = GetSkin(model);
model.InstantiationInfo ??= instance.GetType().AssemblyQualifiedName;
model.InstantiationInfo ??= instance.GetType().GetInvariantInstantiationInfo();
if (model.Name?.Contains(".osk", StringComparison.OrdinalIgnoreCase) == true)
populateMetadata(model, instance);
@ -180,7 +180,6 @@ namespace osu.Game.Skinning
foreach (var drawableInfo in skin.DrawableComponentInfo)
{
// todo: the OfType() call can be removed with better IDrawable support.
string json = JsonConvert.SerializeObject(drawableInfo.Value, new JsonSerializerSettings { Formatting = Formatting.Indented });
using (var streamContent = new MemoryStream(Encoding.UTF8.GetBytes(json)))
@ -193,9 +192,6 @@ namespace osu.Game.Skinning
ReplaceFile(skin.SkinInfo, oldFile, streamContent, oldFile.Filename);
else
AddFile(skin.SkinInfo, streamContent, filename);
Logger.Log($"Saving out {filename} with {json.Length} bytes");
Logger.Log(json);
}
}
}

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@ -2,30 +2,35 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using Newtonsoft.Json;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
namespace osu.Game.Skinning
{
/// <summary>
/// A container which is serialised and can encapsulate multiple skinnable elements into a single return type (for consumption via <see cref="ISkin.GetDrawableComponent"/>.
/// Will also optionally apply default cross-element layout dependencies when initialised from a non-deserialised source.
/// A container which groups the components of a <see cref="SkinnableTargetContainer"/> into a single object.
/// Optionally also applies a default layout to the components.
/// </summary>
public class SkinnableTargetWrapper : Container, ISkinSerialisable
[Serializable]
public class SkinnableTargetComponentsContainer : Container, ISkinnableDrawable
{
public bool IsEditable => false;
private readonly Action<Container> applyDefaults;
/// <summary>
/// Construct a wrapper with defaults that should be applied once.
/// </summary>
/// <param name="applyDefaults">A function with default to apply after the initial layout (ie. consuming autosize)</param>
public SkinnableTargetWrapper(Action<Container> applyDefaults)
/// <param name="applyDefaults">A function to apply the default layout.</param>
public SkinnableTargetComponentsContainer(Action<Container> applyDefaults)
: this()
{
this.applyDefaults = applyDefaults;
}
public SkinnableTargetWrapper()
[JsonConstructor]
public SkinnableTargetComponentsContainer()
{
RelativeSizeAxes = Axes.Both;
}
@ -35,7 +40,7 @@ namespace osu.Game.Skinning
base.LoadComplete();
// schedule is required to allow children to run their LoadComplete and take on their correct sizes.
Schedule(() => applyDefaults?.Invoke(this));
ScheduleAfterChildren(() => applyDefaults?.Invoke(this));
}
}
}

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@ -2,62 +2,65 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Extensions;
using osu.Game.Skinning;
namespace osu.Game.Screens.Play.HUD
namespace osu.Game.Skinning
{
public class SkinnableElementTargetContainer : SkinReloadableDrawable, ISkinnableTarget
public class SkinnableTargetContainer : SkinReloadableDrawable, ISkinnableTarget
{
private SkinnableTargetWrapper content;
private SkinnableTargetComponentsContainer content;
public SkinnableTarget Target { get; }
public IBindableList<ISkinnableComponent> Components => components;
public IBindableList<ISkinnableDrawable> Components => components;
private readonly BindableList<ISkinnableComponent> components = new BindableList<ISkinnableComponent>();
private readonly BindableList<ISkinnableDrawable> components = new BindableList<ISkinnableDrawable>();
public SkinnableElementTargetContainer(SkinnableTarget target)
public SkinnableTargetContainer(SkinnableTarget target)
{
Target = target;
}
/// <summary>
/// Reload all components in this container from the current skin.
/// </summary>
public void Reload()
{
ClearInternal();
components.Clear();
content = CurrentSkin.GetDrawableComponent(new SkinnableTargetComponent(Target)) as SkinnableTargetWrapper;
content = CurrentSkin.GetDrawableComponent(new SkinnableTargetComponent(Target)) as SkinnableTargetComponentsContainer;
if (content != null)
{
LoadComponentAsync(content, wrapper =>
{
AddInternal(wrapper);
components.AddRange(wrapper.Children.OfType<ISkinnableComponent>());
components.AddRange(wrapper.Children.OfType<ISkinnableDrawable>());
});
}
}
public void Add(ISkinnableComponent component)
/// <summary>
/// Add a new skinnable component to this target.
/// </summary>
/// <param name="component">The component to add.</param>
/// <exception cref="NotSupportedException">Thrown when attempting to add an element to a target which is not supported by the current skin.</exception>
/// <exception cref="ArgumentException">Thrown if the provided instance is not a <see cref="Drawable"/>.</exception>
public void Add(ISkinnableDrawable component)
{
if (content == null)
throw new NotSupportedException("Attempting to add a new component to a target container which is not supported by the current skin.");
if (!(component is Drawable drawable))
throw new ArgumentException("Provided argument must be of type {nameof(ISkinnableComponent)}.", nameof(drawable));
throw new ArgumentException($"Provided argument must be of type {nameof(Drawable)}.", nameof(drawable));
content.Add(drawable);
components.Add(component);
}
public IEnumerable<SkinnableInfo> CreateSerialisedChildren() =>
components.Select(d => ((Drawable)d).CreateSerialisedInformation());
protected override void SkinChanged(ISkinSource skin, bool allowFallback)
{
base.SkinChanged(skin, allowFallback);

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@ -16,6 +16,9 @@ namespace osu.Game.Tests.Visual.Multiplayer
{
public abstract class MultiplayerTestScene : RoomTestScene
{
public const int PLAYER_1_ID = 55;
public const int PLAYER_2_ID = 56;
[Cached(typeof(StatefulMultiplayerClient))]
public TestMultiplayerClient Client { get; }

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@ -25,6 +25,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
public override IBindable<bool> IsConnected => isConnected;
private readonly Bindable<bool> isConnected = new Bindable<bool>(true);
public Room? APIRoom { get; private set; }
public Action<MultiplayerRoom>? RoomSetupAction;
[Resolved]
@ -138,10 +140,16 @@ namespace osu.Game.Tests.Visual.Multiplayer
RoomSetupAction?.Invoke(room);
RoomSetupAction = null;
APIRoom = apiRoom;
return Task.FromResult(room);
}
protected override Task LeaveRoomInternal() => Task.CompletedTask;
protected override Task LeaveRoomInternal()
{
APIRoom = null;
return Task.CompletedTask;
}
public override Task TransferHost(int userId) => ((IMultiplayerClient)this).HostChanged(userId);

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@ -0,0 +1,90 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Concurrent;
using System.Collections.Generic;
using osu.Framework.Bindables;
using osu.Framework.Utils;
using osu.Game.Online;
using osu.Game.Online.Spectator;
using osu.Game.Replays.Legacy;
using osu.Game.Scoring;
namespace osu.Game.Tests.Visual.Spectator
{
public class TestSpectatorStreamingClient : SpectatorStreamingClient
{
public new BindableList<int> PlayingUsers => (BindableList<int>)base.PlayingUsers;
private readonly ConcurrentDictionary<int, byte> watchingUsers = new ConcurrentDictionary<int, byte>();
private readonly Dictionary<int, int> userBeatmapDictionary = new Dictionary<int, int>();
private readonly Dictionary<int, bool> userSentStateDictionary = new Dictionary<int, bool>();
public TestSpectatorStreamingClient()
: base(new DevelopmentEndpointConfiguration())
{
}
public void StartPlay(int userId, int beatmapId)
{
userBeatmapDictionary[userId] = beatmapId;
sendState(userId, beatmapId);
}
public void EndPlay(int userId, int beatmapId)
{
((ISpectatorClient)this).UserFinishedPlaying(userId, new SpectatorState
{
BeatmapID = beatmapId,
RulesetID = 0,
});
userBeatmapDictionary.Remove(userId);
userSentStateDictionary.Remove(userId);
}
public void SendFrames(int userId, int index, int count)
{
var frames = new List<LegacyReplayFrame>();
for (int i = index; i < index + count; i++)
{
var buttonState = i == index + count - 1 ? ReplayButtonState.None : ReplayButtonState.Left1;
frames.Add(new LegacyReplayFrame(i * 100, RNG.Next(0, 512), RNG.Next(0, 512), buttonState));
}
var bundle = new FrameDataBundle(new ScoreInfo { Combo = index + count }, frames);
((ISpectatorClient)this).UserSentFrames(userId, bundle);
if (!userSentStateDictionary[userId])
sendState(userId, userBeatmapDictionary[userId]);
}
public override void WatchUser(int userId)
{
base.WatchUser(userId);
// When newly watching a user, the server sends the playing state immediately.
if (watchingUsers.TryAdd(userId, 0) && PlayingUsers.Contains(userId))
sendState(userId, userBeatmapDictionary[userId]);
}
public override void StopWatchingUser(int userId)
{
base.StopWatchingUser(userId);
watchingUsers.TryRemove(userId, out _);
}
private void sendState(int userId, int beatmapId)
{
((ISpectatorClient)this).UserBeganPlaying(userId, new SpectatorState
{
BeatmapID = beatmapId,
RulesetID = 0,
});
userSentStateDictionary[userId] = true;
}
}
}