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Stop replay playback when frames are starved
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9bac8f3792
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@ -43,6 +43,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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private OsuFramedReplayInputHandler replayHandler =>
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(OsuFramedReplayInputHandler)Stack.ChildrenOfType<OsuInputManager>().First().ReplayInputHandler;
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private Player player => Stack.CurrentScreen as Player;
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[Test]
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public void TestBasicSpectatingFlow()
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{
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@ -53,6 +55,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("wait for player", () => Stack.CurrentScreen is Player);
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AddAssert("ensure frames arrived", () => replayHandler.HasFrames);
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AddUntilStep("wait for frame starvation", () => replayHandler.NextFrame == null);
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AddAssert("game is paused", () => !player.ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning);
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}
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[Test]
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@ -127,14 +132,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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public readonly User StreamingUser = new User { Id = 1234, Username = "Test user" };
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public void StartPlay()
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{
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((ISpectatorClient)this).UserBeganPlaying((int)StreamingUser.Id, new SpectatorState
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{
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BeatmapID = beatmaps.GetAllUsableBeatmapSets().First().Beatmaps.First(b => b.RulesetID == 0).OnlineBeatmapID,
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RulesetID = 0,
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});
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}
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public void StartPlay() => sendState();
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public void EndPlay()
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{
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@ -153,6 +151,23 @@ namespace osu.Game.Tests.Visual.Gameplay
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new LegacyReplayFrame(0, 0, 0, ReplayButtonState.Left1)
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}));
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}
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public override void WatchUser(int userId)
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{
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// usually the server would do this.
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sendState();
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base.WatchUser(userId);
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}
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private void sendState()
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{
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((ISpectatorClient)this).UserBeganPlaying((int)StreamingUser.Id, new SpectatorState
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{
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BeatmapID = beatmaps.GetAllUsableBeatmapSets().First().Beatmaps.First(b => b.RulesetID == 0).OnlineBeatmapID,
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RulesetID = 0,
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});
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}
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}
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}
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}
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@ -227,7 +227,7 @@ namespace osu.Game.Online.Spectator
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connection.SendAsync(nameof(ISpectatorServer.EndPlaySession), currentState);
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}
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public void WatchUser(int userId)
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public virtual void WatchUser(int userId)
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{
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if (watchingUsers.Contains(userId))
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return;
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