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Merge pull request #12538 from smoogipoo/multiplayer-spectator-screen
Implement the multiplayer spectator screen
This commit is contained in:
commit
c6f0a6aed3
@ -53,9 +53,9 @@ namespace osu.Game.Tests.NonVisual.Multiplayer
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Client.RoomSetupAction = room =>
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Client.RoomSetupAction = room =>
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{
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{
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room.State = MultiplayerRoomState.Playing;
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room.State = MultiplayerRoomState.Playing;
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room.Users.Add(new MultiplayerRoomUser(55)
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room.Users.Add(new MultiplayerRoomUser(PLAYER_1_ID)
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{
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{
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User = new User { Id = 55 },
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User = new User { Id = PLAYER_1_ID },
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State = MultiplayerUserState.Playing
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State = MultiplayerUserState.Playing
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});
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});
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};
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};
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223
osu.Game.Tests/OnlinePlay/TestSceneCatchUpSyncManager.cs
Normal file
223
osu.Game.Tests/OnlinePlay/TestSceneCatchUpSyncManager.cs
Normal file
@ -0,0 +1,223 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using NUnit.Framework;
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using osu.Framework.Bindables;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Tests.OnlinePlay
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{
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[HeadlessTest]
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public class TestSceneCatchUpSyncManager : OsuTestScene
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{
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private TestManualClock master;
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private CatchUpSyncManager syncManager;
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private TestSpectatorPlayerClock player1;
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private TestSpectatorPlayerClock player2;
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[SetUp]
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public void Setup()
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{
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syncManager = new CatchUpSyncManager(master = new TestManualClock());
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syncManager.AddPlayerClock(player1 = new TestSpectatorPlayerClock(1));
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syncManager.AddPlayerClock(player2 = new TestSpectatorPlayerClock(2));
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Schedule(() => Child = syncManager);
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}
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[Test]
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public void TestMasterClockStartsWhenAllPlayerClocksHaveFrames()
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{
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setWaiting(() => player1, false);
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assertMasterState(false);
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assertPlayerClockState(() => player1, false);
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assertPlayerClockState(() => player2, false);
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setWaiting(() => player2, false);
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assertMasterState(true);
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assertPlayerClockState(() => player1, true);
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assertPlayerClockState(() => player2, true);
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}
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[Test]
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public void TestMasterClockDoesNotStartWhenNoneReadyForMaximumDelayTime()
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{
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AddWaitStep($"wait {CatchUpSyncManager.MAXIMUM_START_DELAY} milliseconds", (int)Math.Ceiling(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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assertMasterState(false);
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}
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[Test]
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public void TestMasterClockStartsWhenAnyReadyForMaximumDelayTime()
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{
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setWaiting(() => player1, false);
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AddWaitStep($"wait {CatchUpSyncManager.MAXIMUM_START_DELAY} milliseconds", (int)Math.Ceiling(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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assertMasterState(true);
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}
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[Test]
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public void TestPlayerClockDoesNotCatchUpWhenSlightlyOutOfSync()
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{
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setAllWaiting(false);
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setMasterTime(CatchUpSyncManager.SYNC_TARGET + 1);
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assertCatchingUp(() => player1, false);
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}
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[Test]
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public void TestPlayerClockStartsCatchingUpWhenTooFarBehind()
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{
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setAllWaiting(false);
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setMasterTime(CatchUpSyncManager.MAX_SYNC_OFFSET + 1);
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assertCatchingUp(() => player1, true);
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assertCatchingUp(() => player2, true);
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}
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[Test]
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public void TestPlayerClockKeepsCatchingUpWhenSlightlyOutOfSync()
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{
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setAllWaiting(false);
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setMasterTime(CatchUpSyncManager.MAX_SYNC_OFFSET + 1);
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setPlayerClockTime(() => player1, CatchUpSyncManager.SYNC_TARGET + 1);
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assertCatchingUp(() => player1, true);
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}
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[Test]
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public void TestPlayerClockStopsCatchingUpWhenInSync()
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{
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setAllWaiting(false);
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setMasterTime(CatchUpSyncManager.MAX_SYNC_OFFSET + 2);
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setPlayerClockTime(() => player1, CatchUpSyncManager.SYNC_TARGET);
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assertCatchingUp(() => player1, false);
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assertCatchingUp(() => player2, true);
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}
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[Test]
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public void TestPlayerClockDoesNotStopWhenSlightlyAhead()
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{
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setAllWaiting(false);
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setPlayerClockTime(() => player1, -CatchUpSyncManager.SYNC_TARGET);
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assertCatchingUp(() => player1, false);
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assertPlayerClockState(() => player1, true);
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}
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[Test]
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public void TestPlayerClockStopsWhenTooFarAheadAndStartsWhenBackInSync()
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{
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setAllWaiting(false);
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setPlayerClockTime(() => player1, -CatchUpSyncManager.SYNC_TARGET - 1);
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// This is a silent catchup, where IsCatchingUp = false but IsRunning = false also.
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assertCatchingUp(() => player1, false);
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assertPlayerClockState(() => player1, false);
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setMasterTime(1);
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assertCatchingUp(() => player1, false);
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assertPlayerClockState(() => player1, true);
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}
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[Test]
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public void TestInSyncPlayerClockDoesNotStartIfWaitingOnFrames()
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{
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setAllWaiting(false);
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assertPlayerClockState(() => player1, true);
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setWaiting(() => player1, true);
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assertPlayerClockState(() => player1, false);
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}
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private void setWaiting(Func<TestSpectatorPlayerClock> playerClock, bool waiting)
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=> AddStep($"set player clock {playerClock().Id} waiting = {waiting}", () => playerClock().WaitingOnFrames.Value = waiting);
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private void setAllWaiting(bool waiting) => AddStep($"set all player clocks waiting = {waiting}", () =>
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{
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player1.WaitingOnFrames.Value = waiting;
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player2.WaitingOnFrames.Value = waiting;
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});
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private void setMasterTime(double time)
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=> AddStep($"set master = {time}", () => master.Seek(time));
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/// <summary>
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/// clock.Time = master.Time - offsetFromMaster
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/// </summary>
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private void setPlayerClockTime(Func<TestSpectatorPlayerClock> playerClock, double offsetFromMaster)
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=> AddStep($"set player clock {playerClock().Id} = master - {offsetFromMaster}", () => playerClock().Seek(master.CurrentTime - offsetFromMaster));
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private void assertMasterState(bool running)
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=> AddAssert($"master clock {(running ? "is" : "is not")} running", () => master.IsRunning == running);
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private void assertCatchingUp(Func<TestSpectatorPlayerClock> playerClock, bool catchingUp) =>
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AddAssert($"player clock {playerClock().Id} {(catchingUp ? "is" : "is not")} catching up", () => playerClock().IsCatchingUp == catchingUp);
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private void assertPlayerClockState(Func<TestSpectatorPlayerClock> playerClock, bool running)
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=> AddAssert($"player clock {playerClock().Id} {(running ? "is" : "is not")} running", () => playerClock().IsRunning == running);
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private class TestSpectatorPlayerClock : TestManualClock, ISpectatorPlayerClock
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{
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public Bindable<bool> WaitingOnFrames { get; } = new Bindable<bool>(true);
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public bool IsCatchingUp { get; set; }
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public IFrameBasedClock Source
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{
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set => throw new NotImplementedException();
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}
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public readonly int Id;
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public TestSpectatorPlayerClock(int id)
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{
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Id = id;
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WaitingOnFrames.BindValueChanged(waiting =>
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{
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if (waiting.NewValue)
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Stop();
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else
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Start();
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});
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}
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public void ProcessFrame()
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{
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}
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public double ElapsedFrameTime => 0;
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public double FramesPerSecond => 0;
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public FrameTimeInfo TimeInfo => default;
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}
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private class TestManualClock : ManualClock, IAdjustableClock
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{
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public void Start() => IsRunning = true;
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public void Stop() => IsRunning = false;
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public bool Seek(double position)
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{
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CurrentTime = position;
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return true;
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}
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public void Reset()
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{
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}
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public void ResetSpeedAdjustments()
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{
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}
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}
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}
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}
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@ -1,34 +1,32 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Threading;
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using System.Threading;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using NUnit.Framework;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Database;
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using osu.Game.Online;
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using osu.Game.Online.Spectator;
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using osu.Game.Online.Spectator;
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using osu.Game.Replays.Legacy;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Replays;
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using osu.Game.Rulesets.Osu.Replays;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps.IO;
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using osu.Game.Tests.Beatmaps.IO;
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using osu.Game.Tests.Visual.Multiplayer;
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using osu.Game.Tests.Visual.Spectator;
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using osu.Game.Users;
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using osu.Game.Users;
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namespace osu.Game.Tests.Visual.Gameplay
|
namespace osu.Game.Tests.Visual.Gameplay
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{
|
{
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public class TestSceneSpectator : ScreenTestScene
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public class TestSceneSpectator : ScreenTestScene
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{
|
{
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private readonly User streamingUser = new User { Id = MultiplayerTestScene.PLAYER_1_ID, Username = "Test user" };
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[Cached(typeof(SpectatorStreamingClient))]
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[Cached(typeof(SpectatorStreamingClient))]
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private TestSpectatorStreamingClient testSpectatorStreamingClient = new TestSpectatorStreamingClient();
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private TestSpectatorStreamingClient testSpectatorStreamingClient = new TestSpectatorStreamingClient();
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@ -214,9 +212,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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|
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private void waitForPlayer() => AddUntilStep("wait for player", () => Stack.CurrentScreen is Player);
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private void waitForPlayer() => AddUntilStep("wait for player", () => Stack.CurrentScreen is Player);
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private void start(int? beatmapId = null) => AddStep("start play", () => testSpectatorStreamingClient.StartPlay(beatmapId ?? importedBeatmapId));
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private void start(int? beatmapId = null) => AddStep("start play", () => testSpectatorStreamingClient.StartPlay(streamingUser.Id, beatmapId ?? importedBeatmapId));
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private void finish(int? beatmapId = null) => AddStep("end play", () => testSpectatorStreamingClient.EndPlay(beatmapId ?? importedBeatmapId));
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private void finish(int? beatmapId = null) => AddStep("end play", () => testSpectatorStreamingClient.EndPlay(streamingUser.Id, beatmapId ?? importedBeatmapId));
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private void checkPaused(bool state) =>
|
private void checkPaused(bool state) =>
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AddUntilStep($"game is {(state ? "paused" : "playing")}", () => player.ChildrenOfType<DrawableRuleset>().First().IsPaused.Value == state);
|
AddUntilStep($"game is {(state ? "paused" : "playing")}", () => player.ChildrenOfType<DrawableRuleset>().First().IsPaused.Value == state);
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@ -225,89 +223,17 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
|
{
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AddStep("send frames", () =>
|
AddStep("send frames", () =>
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{
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{
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testSpectatorStreamingClient.SendFrames(nextFrame, count);
|
testSpectatorStreamingClient.SendFrames(streamingUser.Id, nextFrame, count);
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nextFrame += count;
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nextFrame += count;
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});
|
});
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}
|
}
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private void loadSpectatingScreen()
|
private void loadSpectatingScreen()
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{
|
{
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AddStep("load screen", () => LoadScreen(spectatorScreen = new SoloSpectator(testSpectatorStreamingClient.StreamingUser)));
|
AddStep("load screen", () => LoadScreen(spectatorScreen = new SoloSpectator(streamingUser)));
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AddUntilStep("wait for screen load", () => spectatorScreen.LoadState == LoadState.Loaded);
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AddUntilStep("wait for screen load", () => spectatorScreen.LoadState == LoadState.Loaded);
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}
|
}
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|
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public class TestSpectatorStreamingClient : SpectatorStreamingClient
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{
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public readonly User StreamingUser = new User { Id = 55, Username = "Test user" };
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|
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public new BindableList<int> PlayingUsers => (BindableList<int>)base.PlayingUsers;
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|
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private int beatmapId;
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|
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public TestSpectatorStreamingClient()
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: base(new DevelopmentEndpointConfiguration())
|
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{
|
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}
|
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|
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public void StartPlay(int beatmapId)
|
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{
|
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this.beatmapId = beatmapId;
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sendState(beatmapId);
|
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}
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|
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public void EndPlay(int beatmapId)
|
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{
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((ISpectatorClient)this).UserFinishedPlaying(StreamingUser.Id, new SpectatorState
|
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{
|
|
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BeatmapID = beatmapId,
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RulesetID = 0,
|
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});
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|
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sentState = false;
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}
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|
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private bool sentState;
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|
|
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public void SendFrames(int index, int count)
|
|
||||||
{
|
|
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var frames = new List<LegacyReplayFrame>();
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|
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|
|
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for (int i = index; i < index + count; i++)
|
|
||||||
{
|
|
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var buttonState = i == index + count - 1 ? ReplayButtonState.None : ReplayButtonState.Left1;
|
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|
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frames.Add(new LegacyReplayFrame(i * 100, RNG.Next(0, 512), RNG.Next(0, 512), buttonState));
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}
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|
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var bundle = new FrameDataBundle(new ScoreInfo(), frames);
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|
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((ISpectatorClient)this).UserSentFrames(StreamingUser.Id, bundle);
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|
|
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if (!sentState)
|
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sendState(beatmapId);
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|
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}
|
|
||||||
|
|
||||||
public override void WatchUser(int userId)
|
|
||||||
{
|
|
||||||
if (!PlayingUsers.Contains(userId) && sentState)
|
|
||||||
{
|
|
||||||
// usually the server would do this.
|
|
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sendState(beatmapId);
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|
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}
|
|
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|
|
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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
|
internal class TestUserLookupCache : UserLookupCache
|
||||||
{
|
{
|
||||||
protected override Task<User> ComputeValueAsync(int lookup, CancellationToken token = default) => Task.FromResult(new User
|
protected override Task<User> ComputeValueAsync(int lookup, CancellationToken token = default) => Task.FromResult(new User
|
||||||
|
@ -11,20 +11,17 @@ using osu.Framework.Graphics;
|
|||||||
using osu.Framework.Graphics.Containers;
|
using osu.Framework.Graphics.Containers;
|
||||||
using osu.Framework.Testing;
|
using osu.Framework.Testing;
|
||||||
using osu.Framework.Timing;
|
using osu.Framework.Timing;
|
||||||
using osu.Framework.Utils;
|
|
||||||
using osu.Game.Database;
|
using osu.Game.Database;
|
||||||
using osu.Game.Online;
|
|
||||||
using osu.Game.Online.Spectator;
|
using osu.Game.Online.Spectator;
|
||||||
using osu.Game.Replays.Legacy;
|
|
||||||
using osu.Game.Rulesets.Osu.Scoring;
|
using osu.Game.Rulesets.Osu.Scoring;
|
||||||
using osu.Game.Scoring;
|
|
||||||
using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
|
using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
|
||||||
using osu.Game.Screens.Play.HUD;
|
using osu.Game.Screens.Play.HUD;
|
||||||
|
using osu.Game.Tests.Visual.Spectator;
|
||||||
using osu.Game.Users;
|
using osu.Game.Users;
|
||||||
|
|
||||||
namespace osu.Game.Tests.Visual.Multiplayer
|
namespace osu.Game.Tests.Visual.Multiplayer
|
||||||
{
|
{
|
||||||
public class TestSceneMultiplayerSpectatorLeaderboard : MultiplayerTestScene
|
public class TestSceneMultiSpectatorLeaderboard : MultiplayerTestScene
|
||||||
{
|
{
|
||||||
[Cached(typeof(SpectatorStreamingClient))]
|
[Cached(typeof(SpectatorStreamingClient))]
|
||||||
private TestSpectatorStreamingClient streamingClient = new TestSpectatorStreamingClient();
|
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>
|
private readonly Dictionary<int, ManualClock> clocks = new Dictionary<int, ManualClock>
|
||||||
{
|
{
|
||||||
{ 55, new ManualClock() },
|
{ PLAYER_1_ID, new ManualClock() },
|
||||||
{ 56, new ManualClock() }
|
{ PLAYER_2_ID, new ManualClock() }
|
||||||
};
|
};
|
||||||
|
|
||||||
public TestSceneMultiplayerSpectatorLeaderboard()
|
public TestSceneMultiSpectatorLeaderboard()
|
||||||
{
|
{
|
||||||
base.Content.AddRange(new Drawable[]
|
base.Content.AddRange(new Drawable[]
|
||||||
{
|
{
|
||||||
@ -54,7 +51,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
|||||||
[SetUpSteps]
|
[SetUpSteps]
|
||||||
public new void SetUpSteps()
|
public new void SetUpSteps()
|
||||||
{
|
{
|
||||||
MultiplayerSpectatorLeaderboard leaderboard = null;
|
MultiSpectatorLeaderboard leaderboard = null;
|
||||||
|
|
||||||
AddStep("reset", () =>
|
AddStep("reset", () =>
|
||||||
{
|
{
|
||||||
@ -78,7 +75,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
|||||||
var scoreProcessor = new OsuScoreProcessor();
|
var scoreProcessor = new OsuScoreProcessor();
|
||||||
scoreProcessor.ApplyBeatmap(playable);
|
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);
|
AddUntilStep("wait for load", () => leaderboard.IsLoaded);
|
||||||
@ -95,46 +92,46 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
|||||||
{
|
{
|
||||||
AddStep("send frames", () =>
|
AddStep("send frames", () =>
|
||||||
{
|
{
|
||||||
// For user 55, send frames in sets of 1.
|
// For player 1, send frames in sets of 1.
|
||||||
// For user 56, send frames in sets of 10.
|
// For player 2, send frames in sets of 10.
|
||||||
for (int i = 0; i < 100; i++)
|
for (int i = 0; i < 100; i++)
|
||||||
{
|
{
|
||||||
streamingClient.SendFrames(55, i, 1);
|
streamingClient.SendFrames(PLAYER_1_ID, i, 1);
|
||||||
|
|
||||||
if (i % 10 == 0)
|
if (i % 10 == 0)
|
||||||
streamingClient.SendFrames(56, i, 10);
|
streamingClient.SendFrames(PLAYER_2_ID, i, 10);
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
assertCombo(55, 1);
|
assertCombo(PLAYER_1_ID, 1);
|
||||||
assertCombo(56, 10);
|
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);
|
setTime(500);
|
||||||
assertCombo(55, 5);
|
assertCombo(PLAYER_1_ID, 5);
|
||||||
assertCombo(56, 10);
|
assertCombo(PLAYER_2_ID, 10);
|
||||||
|
|
||||||
// Advance to a point where both user's frame changes.
|
// Advance to a point where both user's frame changes.
|
||||||
setTime(1100);
|
setTime(1100);
|
||||||
assertCombo(55, 11);
|
assertCombo(PLAYER_1_ID, 11);
|
||||||
assertCombo(56, 20);
|
assertCombo(PLAYER_2_ID, 20);
|
||||||
|
|
||||||
// Advance user 56 only to a point where its frame changes.
|
// Advance user player 2 only to a point where its frame changes.
|
||||||
setTime(56, 2100);
|
setTime(PLAYER_2_ID, 2100);
|
||||||
assertCombo(55, 11);
|
assertCombo(PLAYER_1_ID, 11);
|
||||||
assertCombo(56, 30);
|
assertCombo(PLAYER_2_ID, 30);
|
||||||
|
|
||||||
// Advance both users beyond their last frame
|
// Advance both users beyond their last frame
|
||||||
setTime(101 * 100);
|
setTime(101 * 100);
|
||||||
assertCombo(55, 100);
|
assertCombo(PLAYER_1_ID, 100);
|
||||||
assertCombo(56, 100);
|
assertCombo(PLAYER_2_ID, 100);
|
||||||
}
|
}
|
||||||
|
|
||||||
[Test]
|
[Test]
|
||||||
public void TestNoFrames()
|
public void TestNoFrames()
|
||||||
{
|
{
|
||||||
assertCombo(55, 0);
|
assertCombo(PLAYER_1_ID, 0);
|
||||||
assertCombo(56, 0);
|
assertCombo(PLAYER_2_ID, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void setTime(double time) => AddStep($"set time {time}", () =>
|
private void setTime(double time) => AddStep($"set time {time}", () =>
|
||||||
@ -149,71 +146,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
|||||||
private void assertCombo(int userId, int expectedCombo)
|
private void assertCombo(int userId, int expectedCombo)
|
||||||
=> AddUntilStep($"player {userId} has {expectedCombo} combo", () => this.ChildrenOfType<GameplayLeaderboardScore>().Single(s => s.User?.Id == userId).Combo.Value == expectedCombo);
|
=> 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
|
private class TestUserLookupCache : UserLookupCache
|
||||||
{
|
{
|
||||||
protected override Task<User> ComputeValueAsync(int lookup, CancellationToken token = default)
|
protected override Task<User> ComputeValueAsync(int lookup, CancellationToken token = default)
|
@ -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}"
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -1,9 +1,25 @@
|
|||||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
// 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.
|
// 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.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.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.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
|
namespace osu.Game.Tests.Visual.Multiplayer
|
||||||
{
|
{
|
||||||
@ -11,7 +27,158 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
|||||||
{
|
{
|
||||||
private TestMultiplayer multiplayerScreen;
|
private TestMultiplayer multiplayerScreen;
|
||||||
|
|
||||||
|
private BeatmapManager beatmaps;
|
||||||
|
private RulesetStore rulesets;
|
||||||
|
private BeatmapSetInfo importedSet;
|
||||||
|
|
||||||
|
private TestMultiplayerClient client => multiplayerScreen.Client;
|
||||||
|
private Room room => client.APIRoom;
|
||||||
|
|
||||||
public TestSceneMultiplayer()
|
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));
|
||||||
|
|
||||||
|
AddAssert("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", () =>
|
AddStep("show", () =>
|
||||||
{
|
{
|
||||||
|
@ -6,14 +6,12 @@ using System.Collections.Generic;
|
|||||||
using System.Linq;
|
using System.Linq;
|
||||||
using NUnit.Framework;
|
using NUnit.Framework;
|
||||||
using osu.Framework.Allocation;
|
using osu.Framework.Allocation;
|
||||||
using osu.Framework.Bindables;
|
|
||||||
using osu.Framework.Graphics;
|
using osu.Framework.Graphics;
|
||||||
using osu.Framework.Graphics.Containers;
|
using osu.Framework.Graphics.Containers;
|
||||||
using osu.Framework.Testing;
|
using osu.Framework.Testing;
|
||||||
using osu.Framework.Utils;
|
using osu.Framework.Utils;
|
||||||
using osu.Game.Configuration;
|
using osu.Game.Configuration;
|
||||||
using osu.Game.Database;
|
using osu.Game.Database;
|
||||||
using osu.Game.Online;
|
|
||||||
using osu.Game.Online.API;
|
using osu.Game.Online.API;
|
||||||
using osu.Game.Online.Spectator;
|
using osu.Game.Online.Spectator;
|
||||||
using osu.Game.Replays.Legacy;
|
using osu.Game.Replays.Legacy;
|
||||||
@ -22,6 +20,7 @@ using osu.Game.Rulesets.Scoring;
|
|||||||
using osu.Game.Scoring;
|
using osu.Game.Scoring;
|
||||||
using osu.Game.Screens.Play.HUD;
|
using osu.Game.Screens.Play.HUD;
|
||||||
using osu.Game.Tests.Visual.Online;
|
using osu.Game.Tests.Visual.Online;
|
||||||
|
using osu.Game.Tests.Visual.Spectator;
|
||||||
|
|
||||||
namespace osu.Game.Tests.Visual.Multiplayer
|
namespace osu.Game.Tests.Visual.Multiplayer
|
||||||
{
|
{
|
||||||
@ -30,7 +29,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
|||||||
private const int users = 16;
|
private const int users = 16;
|
||||||
|
|
||||||
[Cached(typeof(SpectatorStreamingClient))]
|
[Cached(typeof(SpectatorStreamingClient))]
|
||||||
private TestMultiplayerStreaming streamingClient = new TestMultiplayerStreaming(users);
|
private TestMultiplayerStreaming streamingClient = new TestMultiplayerStreaming();
|
||||||
|
|
||||||
[Cached(typeof(UserLookupCache))]
|
[Cached(typeof(UserLookupCache))]
|
||||||
private UserLookupCache lookupCache = new TestSceneCurrentlyPlayingDisplay.TestUserLookupCache();
|
private UserLookupCache lookupCache = new TestSceneCurrentlyPlayingDisplay.TestUserLookupCache();
|
||||||
@ -71,7 +70,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
|||||||
|
|
||||||
var playable = Beatmap.Value.GetPlayableBeatmap(Ruleset.Value);
|
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.Clear();
|
||||||
Client.CurrentMatchPlayingUserIds.AddRange(streamingClient.PlayingUsers);
|
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));
|
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>();
|
private readonly Dictionary<int, FrameHeader> lastHeaders = new Dictionary<int, FrameHeader>();
|
||||||
|
|
||||||
public void RandomlyUpdateState()
|
public void RandomlyUpdateState()
|
||||||
|
@ -119,8 +119,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
|||||||
|
|
||||||
AddStep("join other user (ready)", () =>
|
AddStep("join other user (ready)", () =>
|
||||||
{
|
{
|
||||||
Client.AddUser(new User { Id = 55 });
|
Client.AddUser(new User { Id = PLAYER_1_ID });
|
||||||
Client.ChangeUserState(55, MultiplayerUserState.Ready);
|
Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready);
|
||||||
});
|
});
|
||||||
|
|
||||||
AddStep("click spectate button", () =>
|
AddStep("click spectate button", () =>
|
||||||
|
@ -120,9 +120,12 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
|||||||
};
|
};
|
||||||
});
|
});
|
||||||
|
|
||||||
[Test]
|
[TestCase(MultiplayerRoomState.Open)]
|
||||||
public void TestEnabledWhenRoomOpen()
|
[TestCase(MultiplayerRoomState.WaitingForLoad)]
|
||||||
|
[TestCase(MultiplayerRoomState.Playing)]
|
||||||
|
public void TestEnabledWhenRoomOpenOrInGameplay(MultiplayerRoomState roomState)
|
||||||
{
|
{
|
||||||
|
AddStep($"change room to {roomState}", () => Client.ChangeRoomState(roomState));
|
||||||
assertSpectateButtonEnablement(true);
|
assertSpectateButtonEnablement(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -137,12 +140,10 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
|||||||
AddAssert("user is idle", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
|
AddAssert("user is idle", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
|
||||||
}
|
}
|
||||||
|
|
||||||
[TestCase(MultiplayerRoomState.WaitingForLoad)]
|
|
||||||
[TestCase(MultiplayerRoomState.Playing)]
|
|
||||||
[TestCase(MultiplayerRoomState.Closed)]
|
[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);
|
assertSpectateButtonEnablement(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -156,8 +157,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
|||||||
[Test]
|
[Test]
|
||||||
public void TestReadyButtonEnabledWhenHostAndUsersReady()
|
public void TestReadyButtonEnabledWhenHostAndUsersReady()
|
||||||
{
|
{
|
||||||
AddStep("add user", () => Client.AddUser(new User { Id = 55 }));
|
AddStep("add user", () => Client.AddUser(new User { Id = PLAYER_1_ID }));
|
||||||
AddStep("set user ready", () => Client.ChangeUserState(55, MultiplayerUserState.Ready));
|
AddStep("set user ready", () => Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
|
||||||
|
|
||||||
addClickSpectateButtonStep();
|
addClickSpectateButtonStep();
|
||||||
assertReadyButtonEnablement(true);
|
assertReadyButtonEnablement(true);
|
||||||
@ -168,11 +169,11 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
|||||||
{
|
{
|
||||||
AddStep("add user and transfer host", () =>
|
AddStep("add user and transfer host", () =>
|
||||||
{
|
{
|
||||||
Client.AddUser(new User { Id = 55 });
|
Client.AddUser(new User { Id = PLAYER_1_ID });
|
||||||
Client.TransferHost(55);
|
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();
|
addClickSpectateButtonStep();
|
||||||
assertReadyButtonEnablement(false);
|
assertReadyButtonEnablement(false);
|
||||||
|
@ -12,7 +12,7 @@ using osu.Framework.Testing;
|
|||||||
using osu.Game.Database;
|
using osu.Game.Database;
|
||||||
using osu.Game.Online.Spectator;
|
using osu.Game.Online.Spectator;
|
||||||
using osu.Game.Overlays.Dashboard;
|
using osu.Game.Overlays.Dashboard;
|
||||||
using osu.Game.Tests.Visual.Gameplay;
|
using osu.Game.Tests.Visual.Spectator;
|
||||||
using osu.Game.Users;
|
using osu.Game.Users;
|
||||||
|
|
||||||
namespace osu.Game.Tests.Visual.Online
|
namespace osu.Game.Tests.Visual.Online
|
||||||
@ -20,7 +20,7 @@ namespace osu.Game.Tests.Visual.Online
|
|||||||
public class TestSceneCurrentlyPlayingDisplay : OsuTestScene
|
public class TestSceneCurrentlyPlayingDisplay : OsuTestScene
|
||||||
{
|
{
|
||||||
[Cached(typeof(SpectatorStreamingClient))]
|
[Cached(typeof(SpectatorStreamingClient))]
|
||||||
private TestSceneSpectator.TestSpectatorStreamingClient testSpectatorStreamingClient = new TestSceneSpectator.TestSpectatorStreamingClient();
|
private TestSpectatorStreamingClient testSpectatorStreamingClient = new TestSpectatorStreamingClient();
|
||||||
|
|
||||||
private CurrentlyPlayingDisplay currentlyPlaying;
|
private CurrentlyPlayingDisplay currentlyPlaying;
|
||||||
|
|
||||||
|
@ -96,9 +96,6 @@ namespace osu.Game.Online.Multiplayer
|
|||||||
if (!IsConnected.Value)
|
if (!IsConnected.Value)
|
||||||
return Task.CompletedTask;
|
return Task.CompletedTask;
|
||||||
|
|
||||||
if (newState == MultiplayerUserState.Spectating)
|
|
||||||
return Task.CompletedTask; // Not supported yet.
|
|
||||||
|
|
||||||
return connection.InvokeAsync(nameof(IMultiplayerServer.ChangeState), newState);
|
return connection.InvokeAsync(nameof(IMultiplayerServer.ChangeState), newState);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -142,7 +142,11 @@ namespace osu.Game.Online.Spectator
|
|||||||
if (!playingUsers.Contains(userId))
|
if (!playingUsers.Contains(userId))
|
||||||
playingUsers.Add(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);
|
OnUserBeganPlaying?.Invoke(userId, state);
|
||||||
@ -230,7 +234,7 @@ namespace osu.Game.Online.Spectator
|
|||||||
connection.SendAsync(nameof(ISpectatorServer.StartWatchingUser), userId);
|
connection.SendAsync(nameof(ISpectatorServer.StartWatchingUser), userId);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StopWatchingUser(int userId)
|
public virtual void StopWatchingUser(int userId)
|
||||||
{
|
{
|
||||||
lock (userLock)
|
lock (userLock)
|
||||||
{
|
{
|
||||||
|
@ -17,7 +17,6 @@ using osu.Game.Online.Rooms;
|
|||||||
using osu.Game.Overlays;
|
using osu.Game.Overlays;
|
||||||
using osu.Game.Overlays.Mods;
|
using osu.Game.Overlays.Mods;
|
||||||
using osu.Game.Rulesets.Mods;
|
using osu.Game.Rulesets.Mods;
|
||||||
using osu.Game.Screens.Play;
|
|
||||||
|
|
||||||
namespace osu.Game.Screens.OnlinePlay.Match
|
namespace osu.Game.Screens.OnlinePlay.Match
|
||||||
{
|
{
|
||||||
@ -148,12 +147,18 @@ namespace osu.Game.Screens.OnlinePlay.Match
|
|||||||
return base.OnExiting(next);
|
return base.OnExiting(next);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected void StartPlay(Func<Player> player)
|
protected void StartPlay()
|
||||||
{
|
{
|
||||||
sampleStart?.Play();
|
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()
|
private void selectedItemChanged()
|
||||||
{
|
{
|
||||||
updateWorkingBeatmap();
|
updateWorkingBeatmap();
|
||||||
|
@ -81,7 +81,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
|
|||||||
break;
|
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
|
private class ButtonWithTrianglesExposed : TriangleButton
|
||||||
|
@ -21,7 +21,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
|
|||||||
{
|
{
|
||||||
base.OnResuming(last);
|
base.OnResuming(last);
|
||||||
|
|
||||||
if (client.Room != null)
|
if (client.Room != null && client.LocalUser?.State != MultiplayerUserState.Spectating)
|
||||||
client.ChangeState(MultiplayerUserState.Idle);
|
client.ChangeState(MultiplayerUserState.Idle);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -14,6 +14,7 @@ using osu.Framework.Screens;
|
|||||||
using osu.Framework.Threading;
|
using osu.Framework.Threading;
|
||||||
using osu.Game.Beatmaps;
|
using osu.Game.Beatmaps;
|
||||||
using osu.Game.Configuration;
|
using osu.Game.Configuration;
|
||||||
|
using osu.Game.Online;
|
||||||
using osu.Game.Online.Multiplayer;
|
using osu.Game.Online.Multiplayer;
|
||||||
using osu.Game.Online.Rooms;
|
using osu.Game.Online.Rooms;
|
||||||
using osu.Game.Overlays;
|
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.Match.Components;
|
||||||
using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
|
using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
|
||||||
using osu.Game.Screens.OnlinePlay.Multiplayer.Participants;
|
using osu.Game.Screens.OnlinePlay.Multiplayer.Participants;
|
||||||
|
using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
|
||||||
using osu.Game.Screens.Play.HUD;
|
using osu.Game.Screens.Play.HUD;
|
||||||
using osu.Game.Users;
|
using osu.Game.Users;
|
||||||
using osuTK;
|
using osuTK;
|
||||||
@ -353,10 +355,17 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
|
|||||||
|
|
||||||
client.ChangeBeatmapAvailability(availability.NewValue);
|
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.State != DownloadState.LocallyAvailable)
|
||||||
if (availability.NewValue != Online.Rooms.BeatmapAvailability.LocallyAvailable()
|
{
|
||||||
&& client.LocalUser?.State == MultiplayerUserState.Ready)
|
// 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.
|
||||||
client.ChangeState(MultiplayerUserState.Idle);
|
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()
|
private void onReadyClick()
|
||||||
@ -407,22 +416,46 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
|
|||||||
|
|
||||||
private void onRoomUpdated()
|
private void onRoomUpdated()
|
||||||
{
|
{
|
||||||
// user mods may have changed.
|
|
||||||
Scheduler.AddOnce(UpdateMods);
|
Scheduler.AddOnce(UpdateMods);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void onLoadRequested()
|
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?.Dispose();
|
||||||
readyClickOperation = null;
|
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)
|
protected override void Dispose(bool isDisposing)
|
||||||
{
|
{
|
||||||
base.Dispose(isDisposing);
|
base.Dispose(isDisposing);
|
||||||
|
@ -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; }
|
||||||
|
}
|
||||||
|
}
|
@ -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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -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; }
|
||||||
|
}
|
||||||
|
}
|
@ -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);
|
||||||
|
}
|
||||||
|
}
|
@ -9,9 +9,9 @@ using osu.Game.Screens.Play.HUD;
|
|||||||
|
|
||||||
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
|
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)
|
: base(scoreProcessor, userIds)
|
||||||
{
|
{
|
||||||
}
|
}
|
@ -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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -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)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
144
osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/PlayerArea.cs
Normal file
144
osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/PlayerArea.cs
Normal file
@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -15,6 +15,12 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public partial class PlayerGrid : CompositeDrawable
|
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;
|
private const float player_spacing = 5;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@ -58,11 +64,11 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
|
|||||||
/// Adds a new cell with content to this grid.
|
/// Adds a new cell with content to this grid.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="content">The content the cell should contain.</param>
|
/// <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)
|
public void Add(Drawable content)
|
||||||
{
|
{
|
||||||
if (cellContainer.Count == 16)
|
if (cellContainer.Count == MAX_PLAYERS)
|
||||||
throw new InvalidOperationException("Only 16 cells are supported.");
|
throw new InvalidOperationException($"Only {MAX_PLAYERS} cells are supported.");
|
||||||
|
|
||||||
int index = cellContainer.Count;
|
int index = cellContainer.Count;
|
||||||
|
|
||||||
|
@ -218,10 +218,7 @@ namespace osu.Game.Screens.OnlinePlay.Playlists
|
|||||||
},
|
},
|
||||||
new Drawable[]
|
new Drawable[]
|
||||||
{
|
{
|
||||||
new Footer
|
new Footer { OnStart = StartPlay }
|
||||||
{
|
|
||||||
OnStart = onStart,
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
RowDimensions = new[]
|
RowDimensions = new[]
|
||||||
@ -274,9 +271,9 @@ namespace osu.Game.Screens.OnlinePlay.Playlists
|
|||||||
}, true);
|
}, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void onStart() => StartPlay(() => new PlaylistsPlayer(SelectedItem.Value)
|
protected override Screen CreateGameplayScreen() => new PlaylistsPlayer(SelectedItem.Value)
|
||||||
{
|
{
|
||||||
Exited = () => leaderboard.RefreshScores()
|
Exited = () => leaderboard.RefreshScores()
|
||||||
});
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,7 @@
|
|||||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
// 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.
|
// See the LICENCE file in the repository root for full licence text.
|
||||||
|
|
||||||
|
using System;
|
||||||
using osu.Framework.Allocation;
|
using osu.Framework.Allocation;
|
||||||
using osu.Framework.Bindables;
|
using osu.Framework.Bindables;
|
||||||
using osu.Framework.Graphics;
|
using osu.Framework.Graphics;
|
||||||
@ -12,7 +13,7 @@ namespace osu.Game.Screens.Play
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Encapsulates gameplay timing logic and provides a <see cref="GameplayClock"/> via DI for gameplay components to use.
|
/// Encapsulates gameplay timing logic and provides a <see cref="GameplayClock"/> via DI for gameplay components to use.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public abstract class GameplayClockContainer : Container
|
public abstract class GameplayClockContainer : Container, IAdjustableClock
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The final clock which is exposed to gameplay components.
|
/// 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>
|
/// <param name="source">The <see cref="IFrameBasedClock"/> providing the source time.</param>
|
||||||
/// <returns>The final <see cref="GameplayClock"/>.</returns>
|
/// <returns>The final <see cref="GameplayClock"/>.</returns>
|
||||||
protected abstract GameplayClock CreateGameplayClock(IFrameBasedClock source);
|
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
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -12,7 +12,12 @@ namespace osu.Game.Screens.Play
|
|||||||
public readonly ScoreInfo Score;
|
public readonly ScoreInfo Score;
|
||||||
|
|
||||||
public SpectatorPlayerLoader(Score 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)
|
if (score.Replay == null)
|
||||||
throw new ArgumentException($"{nameof(score)} must have a non-null {nameof(score.Replay)}.", nameof(score));
|
throw new ArgumentException($"{nameof(score)} must have a non-null {nameof(score.Replay)}.", nameof(score));
|
||||||
|
@ -26,7 +26,9 @@ namespace osu.Game.Screens.Spectate
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public abstract class SpectatorScreen : OsuScreen
|
public abstract class SpectatorScreen : OsuScreen
|
||||||
{
|
{
|
||||||
private readonly int[] userIds;
|
protected IReadOnlyList<int> UserIds => userIds;
|
||||||
|
|
||||||
|
private readonly List<int> userIds = new List<int>();
|
||||||
|
|
||||||
[Resolved]
|
[Resolved]
|
||||||
private BeatmapManager beatmaps { get; set; }
|
private BeatmapManager beatmaps { get; set; }
|
||||||
@ -54,7 +56,7 @@ namespace osu.Game.Screens.Spectate
|
|||||||
/// <param name="userIds">The users to spectate.</param>
|
/// <param name="userIds">The users to spectate.</param>
|
||||||
protected SpectatorScreen(params int[] userIds)
|
protected SpectatorScreen(params int[] userIds)
|
||||||
{
|
{
|
||||||
this.userIds = userIds;
|
this.userIds.AddRange(userIds);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void LoadComplete()
|
protected override void LoadComplete()
|
||||||
@ -80,20 +82,18 @@ namespace osu.Game.Screens.Spectate
|
|||||||
|
|
||||||
private Task populateAllUsers()
|
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.Add(userLookupCache.GetUserAsync(u).ContinueWith(task =>
|
||||||
|
|
||||||
userLookupTasks[i] = userLookupCache.GetUserAsync(userId).ContinueWith(task =>
|
|
||||||
{
|
{
|
||||||
if (!task.IsCompletedSuccessfully)
|
if (!task.IsCompletedSuccessfully)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
lock (stateLock)
|
lock (stateLock)
|
||||||
userMap[userId] = task.Result;
|
userMap[u] = task.Result;
|
||||||
});
|
}));
|
||||||
}
|
}
|
||||||
|
|
||||||
return Task.WhenAll(userLookupTasks);
|
return Task.WhenAll(userLookupTasks);
|
||||||
@ -239,6 +239,23 @@ namespace osu.Game.Screens.Spectate
|
|||||||
/// <param name="userId">The user to end gameplay for.</param>
|
/// <param name="userId">The user to end gameplay for.</param>
|
||||||
protected abstract void EndGameplay(int userId);
|
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)
|
protected override void Dispose(bool isDisposing)
|
||||||
{
|
{
|
||||||
base.Dispose(isDisposing);
|
base.Dispose(isDisposing);
|
||||||
|
@ -16,6 +16,9 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
|||||||
{
|
{
|
||||||
public abstract class MultiplayerTestScene : RoomTestScene
|
public abstract class MultiplayerTestScene : RoomTestScene
|
||||||
{
|
{
|
||||||
|
public const int PLAYER_1_ID = 55;
|
||||||
|
public const int PLAYER_2_ID = 56;
|
||||||
|
|
||||||
[Cached(typeof(StatefulMultiplayerClient))]
|
[Cached(typeof(StatefulMultiplayerClient))]
|
||||||
public TestMultiplayerClient Client { get; }
|
public TestMultiplayerClient Client { get; }
|
||||||
|
|
||||||
|
@ -25,6 +25,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
|||||||
public override IBindable<bool> IsConnected => isConnected;
|
public override IBindable<bool> IsConnected => isConnected;
|
||||||
private readonly Bindable<bool> isConnected = new Bindable<bool>(true);
|
private readonly Bindable<bool> isConnected = new Bindable<bool>(true);
|
||||||
|
|
||||||
|
public Room? APIRoom { get; private set; }
|
||||||
|
|
||||||
public Action<MultiplayerRoom>? RoomSetupAction;
|
public Action<MultiplayerRoom>? RoomSetupAction;
|
||||||
|
|
||||||
[Resolved]
|
[Resolved]
|
||||||
@ -138,10 +140,16 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
|||||||
RoomSetupAction?.Invoke(room);
|
RoomSetupAction?.Invoke(room);
|
||||||
RoomSetupAction = null;
|
RoomSetupAction = null;
|
||||||
|
|
||||||
|
APIRoom = apiRoom;
|
||||||
|
|
||||||
return Task.FromResult(room);
|
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);
|
public override Task TransferHost(int userId) => ((IMultiplayerClient)this).HostChanged(userId);
|
||||||
|
|
||||||
|
@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user