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mirror of https://github.com/ppy/osu.git synced 2024-12-14 11:42:56 +08:00

Add very basic latency handling to spectator test

This commit is contained in:
Dean Herbert 2020-10-26 16:31:39 +09:00
parent f5dbaa9b0f
commit dfe07271de
2 changed files with 39 additions and 13 deletions

View File

@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Linq;
@ -18,6 +19,7 @@ using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Sprites;
using osu.Game.Input.Handlers;
using osu.Game.Online.API;
using osu.Game.Online.Spectator;
using osu.Game.Replays;
@ -49,6 +51,8 @@ namespace osu.Game.Tests.Visual.Gameplay
private OsuSpriteText latencyDisplay;
private TestFramedReplayInputHandler replayHandler;
[Resolved]
private IAPIProvider api { get; set; }
@ -127,7 +131,7 @@ namespace osu.Game.Tests.Visual.Gameplay
playbackManager = new TestRulesetInputManager(new TestSceneModSettings.TestRulesetInfo(), 0, SimultaneousBindingMode.Unique)
{
Clock = new FramedClock(manualClock),
ReplayInputHandler = new TestFramedReplayInputHandler(replay)
ReplayInputHandler = replayHandler = new TestFramedReplayInputHandler(replay)
{
GamefieldToScreenSpace = pos => playbackManager.ToScreenSpace(pos),
},
@ -176,22 +180,41 @@ namespace osu.Game.Tests.Visual.Gameplay
{
}
private double latency = SpectatorStreamingClient.TIME_BETWEEN_SENDS;
protected override void Update()
{
base.Update();
double elapsed = Time.Elapsed;
double? time = playbackManager?.ReplayInputHandler.SetFrameFromTime(manualClock.CurrentTime + elapsed);
if (latencyDisplay == null) return;
if (time != null)
{
manualClock.CurrentTime = time.Value;
latencyDisplay.Text = $"latency: {Time.Current - time.Value:N1}ms";
}
else
// propagate initial time value
if (manualClock.CurrentTime == 0)
{
manualClock.CurrentTime = Time.Current;
return;
}
if (replayHandler.NextFrame != null)
{
var lastFrame = replay.Frames.LastOrDefault();
// this isn't perfect as we basically can't be aware of the rate-of-send here (the streamer is not sending data when not being moved).
// in gameplay playback, the case where NextFrame is null would pause gameplay and handle this correctly; it's strictly a test limitation / best effort implementation.
if (lastFrame != null)
latency = Math.Max(latency, Time.Current - lastFrame.Time);
latencyDisplay.Text = $"latency: {latency:N1}";
double proposedTime = Time.Current - latency + Time.Elapsed;
// this will either advance by one or zero frames.
double? time = replayHandler.SetFrameFromTime(proposedTime);
if (time == null)
return;
manualClock.CurrentTime = time.Value;
}
}

View File

@ -24,6 +24,11 @@ namespace osu.Game.Online.Spectator
{
public class SpectatorStreamingClient : Component, ISpectatorClient
{
/// <summary>
/// The maximum milliseconds between frame bundle sends.
/// </summary>
public const double TIME_BETWEEN_SENDS = 200;
private HubConnection connection;
private readonly List<int> watchingUsers = new List<int>();
@ -229,15 +234,13 @@ namespace osu.Game.Online.Spectator
private Task lastSend;
private const double time_between_sends = 200;
private const int max_pending_frames = 30;
protected override void Update()
{
base.Update();
if (pendingFrames.Count > 0 && Time.Current - lastSendTime > time_between_sends)
if (pendingFrames.Count > 0 && Time.Current - lastSendTime > TIME_BETWEEN_SENDS)
purgePendingFrames();
}