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Add very basic latency handling to spectator test
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@ -1,6 +1,7 @@
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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 System.Collections.Generic;
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using System.Collections.Specialized;
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using System.Linq;
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@ -18,6 +19,7 @@ using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Input.Handlers;
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using osu.Game.Online.API;
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using osu.Game.Online.Spectator;
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using osu.Game.Replays;
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@ -49,6 +51,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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private OsuSpriteText latencyDisplay;
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private TestFramedReplayInputHandler replayHandler;
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[Resolved]
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private IAPIProvider api { get; set; }
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@ -127,7 +131,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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playbackManager = new TestRulesetInputManager(new TestSceneModSettings.TestRulesetInfo(), 0, SimultaneousBindingMode.Unique)
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{
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Clock = new FramedClock(manualClock),
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ReplayInputHandler = new TestFramedReplayInputHandler(replay)
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ReplayInputHandler = replayHandler = new TestFramedReplayInputHandler(replay)
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{
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GamefieldToScreenSpace = pos => playbackManager.ToScreenSpace(pos),
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},
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@ -176,22 +180,41 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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}
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private double latency = SpectatorStreamingClient.TIME_BETWEEN_SENDS;
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protected override void Update()
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{
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base.Update();
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double elapsed = Time.Elapsed;
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double? time = playbackManager?.ReplayInputHandler.SetFrameFromTime(manualClock.CurrentTime + elapsed);
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if (latencyDisplay == null) return;
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if (time != null)
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{
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manualClock.CurrentTime = time.Value;
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latencyDisplay.Text = $"latency: {Time.Current - time.Value:N1}ms";
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}
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else
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// propagate initial time value
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if (manualClock.CurrentTime == 0)
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{
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manualClock.CurrentTime = Time.Current;
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return;
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}
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if (replayHandler.NextFrame != null)
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{
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var lastFrame = replay.Frames.LastOrDefault();
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// 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).
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// 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.
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if (lastFrame != null)
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latency = Math.Max(latency, Time.Current - lastFrame.Time);
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latencyDisplay.Text = $"latency: {latency:N1}";
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double proposedTime = Time.Current - latency + Time.Elapsed;
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// this will either advance by one or zero frames.
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double? time = replayHandler.SetFrameFromTime(proposedTime);
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if (time == null)
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return;
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manualClock.CurrentTime = time.Value;
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}
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}
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@ -24,6 +24,11 @@ namespace osu.Game.Online.Spectator
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{
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public class SpectatorStreamingClient : Component, ISpectatorClient
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{
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/// <summary>
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/// The maximum milliseconds between frame bundle sends.
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/// </summary>
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public const double TIME_BETWEEN_SENDS = 200;
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private HubConnection connection;
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private readonly List<int> watchingUsers = new List<int>();
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@ -229,15 +234,13 @@ namespace osu.Game.Online.Spectator
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private Task lastSend;
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private const double time_between_sends = 200;
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private const int max_pending_frames = 30;
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protected override void Update()
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{
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base.Update();
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if (pendingFrames.Count > 0 && Time.Current - lastSendTime > time_between_sends)
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if (pendingFrames.Count > 0 && Time.Current - lastSendTime > TIME_BETWEEN_SENDS)
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purgePendingFrames();
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}
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