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Add batch sending
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commit
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@ -11,6 +11,7 @@ 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.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Online.API;
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using osu.Game.Online.API;
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using osu.Game.Replays.Legacy;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Replays.Types;
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using osu.Game.Rulesets.Replays.Types;
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@ -185,7 +186,7 @@ namespace osu.Game.Online.Spectator
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{
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{
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if (!isConnected) return;
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if (!isConnected) return;
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connection.SendAsync(nameof(ISpectatorServer.SendFrameData), data);
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lastSend = connection.SendAsync(nameof(ISpectatorServer.SendFrameData), data);
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}
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}
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public void EndPlaying()
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public void EndPlaying()
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@ -201,21 +202,64 @@ namespace osu.Game.Online.Spectator
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public void WatchUser(int userId)
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public void WatchUser(int userId)
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{
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{
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if (!isConnected) return;
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if (watchingUsers.Contains(userId))
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if (watchingUsers.Contains(userId))
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return;
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return;
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watchingUsers.Add(userId);
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watchingUsers.Add(userId);
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if (!isConnected) return;
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connection.SendAsync(nameof(ISpectatorServer.StartWatchingUser), userId);
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connection.SendAsync(nameof(ISpectatorServer.StartWatchingUser), userId);
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}
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}
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public void StopWatchingUser(int userId)
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{
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watchingUsers.Remove(userId);
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if (!isConnected) return;
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connection.SendAsync(nameof(ISpectatorServer.EndWatchingUser), userId);
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}
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private readonly Queue<LegacyReplayFrame> pendingFrames = new Queue<LegacyReplayFrame>();
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private double lastSendTime;
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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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purgePendingFrames();
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}
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public void HandleFrame(ReplayFrame frame)
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public void HandleFrame(ReplayFrame frame)
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{
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{
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// ReSharper disable once SuspiciousTypeConversion.Global (implemented by rulesets)
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if (frame is IConvertibleReplayFrame convertible)
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if (frame is IConvertibleReplayFrame convertible)
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// TODO: don't send a bundle for each individual frame
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pendingFrames.Enqueue(convertible.ToLegacy(beatmap.Value.Beatmap));
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SendFrames(new FrameDataBundle(new[] { convertible.ToLegacy(beatmap.Value.Beatmap) }));
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if (pendingFrames.Count > max_pending_frames)
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purgePendingFrames();
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}
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private void purgePendingFrames()
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{
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if (lastSend?.IsCompleted == false)
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return;
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var frames = pendingFrames.ToArray();
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pendingFrames.Clear();
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SendFrames(new FrameDataBundle(frames));
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lastSendTime = Time.Current;
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}
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}
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}
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}
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}
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}
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