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Merge pull request #19933 from peppy/catch-up-woes
Tidy up spectator clock/manager naming and interfaces
This commit is contained in:
commit
f5a71ecdfe
@ -19,20 +19,20 @@ namespace osu.Game.Tests.OnlinePlay
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public class TestSceneCatchUpSyncManager : OsuTestScene
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{
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private GameplayClockContainer master;
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private CatchUpSyncManager syncManager;
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private SpectatorSyncManager syncManager;
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private Dictionary<ISpectatorPlayerClock, int> clocksById;
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private ISpectatorPlayerClock player1;
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private ISpectatorPlayerClock player2;
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private Dictionary<SpectatorPlayerClock, int> clocksById;
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private SpectatorPlayerClock player1;
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private SpectatorPlayerClock 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 GameplayClockContainer(new TestManualClock()));
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syncManager = new SpectatorSyncManager(master = new GameplayClockContainer(new TestManualClock()));
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player1 = syncManager.CreateManagedClock();
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player2 = syncManager.CreateManagedClock();
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clocksById = new Dictionary<ISpectatorPlayerClock, int>
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clocksById = new Dictionary<SpectatorPlayerClock, int>
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{
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{ player1, 1 },
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{ player2, 2 }
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@ -64,7 +64,7 @@ namespace osu.Game.Tests.OnlinePlay
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public void TestReadyPlayersStartWhenReadyForMaximumDelayTime()
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{
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setWaiting(() => player1, false);
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AddWaitStep($"wait {CatchUpSyncManager.MAXIMUM_START_DELAY} milliseconds", (int)Math.Ceiling(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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AddWaitStep($"wait {SpectatorSyncManager.MAXIMUM_START_DELAY} milliseconds", (int)Math.Ceiling(SpectatorSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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assertPlayerClockState(() => player1, true);
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assertPlayerClockState(() => player2, false);
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}
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@ -74,7 +74,7 @@ namespace osu.Game.Tests.OnlinePlay
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{
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setAllWaiting(false);
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setMasterTime(CatchUpSyncManager.SYNC_TARGET + 1);
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setMasterTime(SpectatorSyncManager.SYNC_TARGET + 1);
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assertCatchingUp(() => player1, false);
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}
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@ -83,7 +83,7 @@ namespace osu.Game.Tests.OnlinePlay
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{
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setAllWaiting(false);
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setMasterTime(CatchUpSyncManager.MAX_SYNC_OFFSET + 1);
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setMasterTime(SpectatorSyncManager.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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@ -93,8 +93,8 @@ namespace osu.Game.Tests.OnlinePlay
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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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setMasterTime(SpectatorSyncManager.MAX_SYNC_OFFSET + 1);
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setPlayerClockTime(() => player1, SpectatorSyncManager.SYNC_TARGET + 1);
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assertCatchingUp(() => player1, true);
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}
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@ -103,8 +103,8 @@ namespace osu.Game.Tests.OnlinePlay
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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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setMasterTime(SpectatorSyncManager.MAX_SYNC_OFFSET + 2);
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setPlayerClockTime(() => player1, SpectatorSyncManager.SYNC_TARGET);
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assertCatchingUp(() => player1, false);
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assertCatchingUp(() => player2, true);
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}
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@ -114,7 +114,7 @@ namespace osu.Game.Tests.OnlinePlay
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{
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setAllWaiting(false);
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setPlayerClockTime(() => player1, -CatchUpSyncManager.SYNC_TARGET);
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setPlayerClockTime(() => player1, -SpectatorSyncManager.SYNC_TARGET);
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assertCatchingUp(() => player1, false);
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assertPlayerClockState(() => player1, true);
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}
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@ -124,7 +124,7 @@ namespace osu.Game.Tests.OnlinePlay
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{
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setAllWaiting(false);
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setPlayerClockTime(() => player1, -CatchUpSyncManager.SYNC_TARGET - 1);
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setPlayerClockTime(() => player1, -SpectatorSyncManager.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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@ -145,7 +145,7 @@ namespace osu.Game.Tests.OnlinePlay
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assertPlayerClockState(() => player1, false);
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}
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private void setWaiting(Func<ISpectatorPlayerClock> playerClock, bool waiting)
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private void setWaiting(Func<SpectatorPlayerClock> playerClock, bool waiting)
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=> AddStep($"set player clock {clocksById[playerClock()]} waiting = {waiting}", () => playerClock().WaitingOnFrames.Value = waiting);
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private void setAllWaiting(bool waiting) => AddStep($"set all player clocks waiting = {waiting}", () =>
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@ -160,13 +160,13 @@ namespace osu.Game.Tests.OnlinePlay
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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<ISpectatorPlayerClock> playerClock, double offsetFromMaster)
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private void setPlayerClockTime(Func<SpectatorPlayerClock> playerClock, double offsetFromMaster)
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=> AddStep($"set player clock {clocksById[playerClock()]} = master - {offsetFromMaster}", () => playerClock().Seek(master.CurrentTime - offsetFromMaster));
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private void assertCatchingUp(Func<ISpectatorPlayerClock> playerClock, bool catchingUp) =>
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private void assertCatchingUp(Func<SpectatorPlayerClock> playerClock, bool catchingUp) =>
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AddAssert($"player clock {clocksById[playerClock()]} {(catchingUp ? "is" : "is not")} catching up", () => playerClock().IsCatchingUp == catchingUp);
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private void assertPlayerClockState(Func<ISpectatorPlayerClock> playerClock, bool running)
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private void assertPlayerClockState(Func<SpectatorPlayerClock> playerClock, bool running)
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=> AddAssert($"player clock {clocksById[playerClock()]} {(running ? "is" : "is not")} running", () => playerClock().IsRunning == running);
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private class TestManualClock : ManualClock, IAdjustableClock
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@ -202,7 +202,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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checkPausedInstant(PLAYER_2_ID, true);
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// Wait for the start delay seconds...
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AddWaitStep("wait maximum start delay seconds", (int)(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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AddWaitStep("wait maximum start delay seconds", (int)(SpectatorSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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// Player 1 should start playing by itself, player 2 should remain paused.
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checkPausedInstant(PLAYER_1_ID, false);
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@ -318,7 +318,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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loadSpectateScreen();
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sendFrames(PLAYER_1_ID, 300);
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AddWaitStep("wait maximum start delay seconds", (int)(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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AddWaitStep("wait maximum start delay seconds", (int)(SpectatorSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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checkPaused(PLAYER_1_ID, false);
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sendFrames(PLAYER_2_ID, 300);
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@ -1,37 +0,0 @@
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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 osu.Framework.Bindables;
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using osu.Framework.Timing;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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{
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/// <summary>
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/// A clock which is used by <see cref="MultiSpectatorPlayer"/>s and managed by an <see cref="ISyncManager"/>.
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/// </summary>
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public interface ISpectatorPlayerClock : IFrameBasedClock, IAdjustableClock
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{
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/// <summary>
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/// Starts this <see cref="ISpectatorPlayerClock"/>.
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/// </summary>
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new void Start();
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/// <summary>
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/// Stops this <see cref="ISpectatorPlayerClock"/>.
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/// </summary>
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new void Stop();
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/// <summary>
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/// Whether this clock is waiting on frames to continue playback.
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/// </summary>
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Bindable<bool> WaitingOnFrames { get; }
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/// <summary>
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/// Whether this clock is behind the master clock and running at a higher rate to catch up to it.
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/// </summary>
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/// <remarks>
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/// Of note, this will be false if this clock is *ahead* of the master clock.
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/// </remarks>
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bool IsCatchingUp { get; set; }
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}
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}
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@ -1,42 +0,0 @@
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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 osu.Framework.Bindables;
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using osu.Game.Screens.Play;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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{
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/// <summary>
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/// Manages the synchronisation between one or more <see cref="ISpectatorPlayerClock"/>s in relation to a master clock.
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/// </summary>
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public interface ISyncManager
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{
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/// <summary>
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/// An event which is invoked when gameplay is ready to start.
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/// </summary>
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event Action? ReadyToStart;
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/// <summary>
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/// The master clock which player clocks should synchronise to.
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/// </summary>
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GameplayClockContainer MasterClock { get; }
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/// <summary>
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/// An event which is invoked when the state of <see cref="MasterClock"/> is changed.
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/// </summary>
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IBindable<MasterClockState> MasterState { get; }
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/// <summary>
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/// Create a new managed <see cref="ISpectatorPlayerClock"/>.
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/// </summary>
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/// <returns>The newly created <see cref="ISpectatorPlayerClock"/>.</returns>
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ISpectatorPlayerClock CreateManagedClock();
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/// <summary>
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/// Removes an <see cref="ISpectatorPlayerClock"/>, stopping it from being managed by this <see cref="ISyncManager"/>.
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/// </summary>
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/// <param name="clock">The <see cref="ISpectatorPlayerClock"/> to remove.</param>
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void RemoveManagedClock(ISpectatorPlayerClock clock);
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}
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}
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@ -15,14 +15,14 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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public class MultiSpectatorPlayer : SpectatorPlayer
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{
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private readonly Bindable<bool> waitingOnFrames = new Bindable<bool>(true);
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private readonly ISpectatorPlayerClock spectatorPlayerClock;
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private readonly SpectatorPlayerClock spectatorPlayerClock;
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/// <summary>
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/// Creates a new <see cref="MultiSpectatorPlayer"/>.
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/// </summary>
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/// <param name="score">The score containing the player's replay.</param>
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/// <param name="spectatorPlayerClock">The clock controlling the gameplay running state.</param>
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public MultiSpectatorPlayer(Score score, ISpectatorPlayerClock spectatorPlayerClock)
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public MultiSpectatorPlayer(Score score, SpectatorPlayerClock spectatorPlayerClock)
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: base(score, new PlayerConfiguration { AllowUserInteraction = false })
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{
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this.spectatorPlayerClock = spectatorPlayerClock;
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@ -40,9 +40,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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protected override void Update()
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{
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// The player clock's running state is controlled externally, but the local pausing state needs to be updated to start/stop gameplay.
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CatchUpSpectatorPlayerClock catchUpClock = (CatchUpSpectatorPlayerClock)GameplayClockContainer.SourceClock;
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if (catchUpClock.IsRunning)
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if (GameplayClockContainer.SourceClock.IsRunning)
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GameplayClockContainer.Start();
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else
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GameplayClockContainer.Stop();
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@ -8,6 +8,7 @@ using osu.Framework.Bindables;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Online.Multiplayer;
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@ -47,7 +48,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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private readonly PlayerArea[] instances;
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private MasterGameplayClockContainer masterClockContainer = null!;
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private ISyncManager syncManager = null!;
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private SpectatorSyncManager syncManager = null!;
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private PlayerGrid grid = null!;
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private MultiSpectatorLeaderboard leaderboard = null!;
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private PlayerArea? currentAudioSource;
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@ -80,7 +81,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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InternalChildren = new[]
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{
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(Drawable)(syncManager = new CatchUpSyncManager(masterClockContainer)),
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(Drawable)(syncManager = new SpectatorSyncManager(masterClockContainer)),
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masterClockContainer.WithChild(new GridContainer
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{
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RelativeSizeAxes = Axes.Both,
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@ -168,7 +169,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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if (!isCandidateAudioSource(currentAudioSource?.GameplayClock))
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{
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currentAudioSource = instances.Where(i => isCandidateAudioSource(i.GameplayClock))
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.OrderBy(i => Math.Abs(i.GameplayClock.CurrentTime - syncManager.MasterClock.CurrentTime))
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.OrderBy(i => Math.Abs(i.GameplayClock.CurrentTime - syncManager.CurrentMasterTime))
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.FirstOrDefault();
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foreach (var instance in instances)
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@ -176,7 +177,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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}
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}
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private bool isCandidateAudioSource(ISpectatorPlayerClock? clock)
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private bool isCandidateAudioSource(SpectatorPlayerClock? clock)
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=> clock?.IsRunning == true && !clock.IsCatchingUp && !clock.WaitingOnFrames.Value;
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private void onReadyToStart()
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@ -198,6 +199,8 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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private void onMasterStateChanged(ValueChangedEvent<MasterClockState> state)
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{
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Logger.Log($"{nameof(MultiSpectatorScreen)}'s master clock become {state.NewValue}");
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switch (state.NewValue)
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{
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case MasterClockState.Synchronised:
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@ -38,9 +38,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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public readonly int UserId;
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/// <summary>
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/// The <see cref="ISpectatorPlayerClock"/> used to control the gameplay running state of a loaded <see cref="Player"/>.
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/// The <see cref="SpectatorPlayerClock"/> used to control the gameplay running state of a loaded <see cref="Player"/>.
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/// </summary>
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public readonly ISpectatorPlayerClock GameplayClock;
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public readonly SpectatorPlayerClock GameplayClock;
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/// <summary>
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/// The currently-loaded score.
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@ -55,7 +55,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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private readonly LoadingLayer loadingLayer;
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private OsuScreenStack? stack;
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public PlayerArea(int userId, ISpectatorPlayerClock clock)
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public PlayerArea(int userId, SpectatorPlayerClock clock)
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{
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UserId = userId;
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GameplayClock = clock;
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@ -4,44 +4,58 @@
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using System;
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using osu.Framework.Bindables;
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using osu.Framework.Timing;
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using osu.Game.Screens.Play;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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{
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/// <summary>
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/// A <see cref="ISpectatorPlayerClock"/> which catches up using rate adjustment.
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/// A clock which catches up using rate adjustment.
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/// </summary>
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public class CatchUpSpectatorPlayerClock : ISpectatorPlayerClock
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public class SpectatorPlayerClock : IFrameBasedClock, IAdjustableClock
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{
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/// <summary>
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/// The catch up rate.
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/// </summary>
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public const double CATCHUP_RATE = 2;
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public readonly IFrameBasedClock Source;
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private readonly GameplayClockContainer masterClock;
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public double CurrentTime { get; private set; }
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public bool IsRunning { get; private set; }
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/// <summary>
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/// Whether this clock is waiting on frames to continue playback.
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/// </summary>
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public Bindable<bool> WaitingOnFrames { get; } = new Bindable<bool>(true);
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public CatchUpSpectatorPlayerClock(IFrameBasedClock source)
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/// <summary>
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/// Whether this clock is behind the master clock and running at a higher rate to catch up to it.
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/// </summary>
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/// <remarks>
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/// Of note, this will be false if this clock is *ahead* of the master clock.
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/// </remarks>
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public bool IsCatchingUp { get; set; }
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/// <summary>
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/// Whether this spectator clock should be running.
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/// Use instead of <see cref="Start"/> / <see cref="Stop"/> to control time.
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/// </summary>
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public bool IsRunning { get; set; }
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public SpectatorPlayerClock(GameplayClockContainer masterClock)
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{
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Source = source;
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this.masterClock = masterClock;
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}
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public void Reset() => CurrentTime = 0;
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public void Start() => IsRunning = true;
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public void Stop() => IsRunning = false;
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void IAdjustableClock.Start()
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public void Start()
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{
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// Our running state should only be managed by an ISyncManager, ignore calls from external sources.
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// Our running state should only be managed by SpectatorSyncManager via IsRunning.
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}
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void IAdjustableClock.Stop()
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public void Stop()
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{
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// Our running state should only be managed by an ISyncManager, ignore calls from external sources.
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// Our running state should only be managed by an SpectatorSyncManager via IsRunning.
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}
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public bool Seek(double position)
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@ -69,16 +83,16 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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ElapsedFrameTime = 0;
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FramesPerSecond = 0;
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Source.ProcessFrame();
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masterClock.ProcessFrame();
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if (IsRunning)
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{
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double elapsedSource = Source.ElapsedFrameTime;
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double elapsedSource = masterClock.ElapsedFrameTime;
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double elapsed = elapsedSource * Rate;
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CurrentTime += elapsed;
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ElapsedFrameTime = elapsed;
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FramesPerSecond = Source.FramesPerSecond;
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FramesPerSecond = masterClock.FramesPerSecond;
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}
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}
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@ -87,9 +101,5 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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public double FramesPerSecond { get; private set; }
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public FrameTimeInfo TimeInfo => new FrameTimeInfo { Elapsed = ElapsedFrameTime, Current = CurrentTime };
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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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}
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}
|
@ -11,9 +11,9 @@ using osu.Game.Screens.Play;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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{
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/// <summary>
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/// A <see cref="ISyncManager"/> which synchronises de-synced player clocks through catchup.
|
||||
/// Manages the synchronisation between one or more <see cref="SpectatorPlayerClock"/>s in relation to a master clock.
|
||||
/// </summary>
|
||||
public class CatchUpSyncManager : Component, ISyncManager
|
||||
public class SpectatorSyncManager : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// The offset from the master clock to which player clocks should remain within to be considered in-sync.
|
||||
@ -30,41 +30,57 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
|
||||
/// </summary>
|
||||
public const double MAXIMUM_START_DELAY = 15000;
|
||||
|
||||
/// <summary>
|
||||
/// An event which is invoked when gameplay is ready to start.
|
||||
/// </summary>
|
||||
public event Action? ReadyToStart;
|
||||
|
||||
/// <summary>
|
||||
/// The catch-up state of the master clock.
|
||||
/// </summary>
|
||||
public IBindable<MasterClockState> MasterState => masterState;
|
||||
|
||||
public double CurrentMasterTime => masterClock.CurrentTime;
|
||||
|
||||
/// <summary>
|
||||
/// The master clock which is used to control the timing of all player clocks clocks.
|
||||
/// </summary>
|
||||
public GameplayClockContainer MasterClock { get; }
|
||||
|
||||
public IBindable<MasterClockState> MasterState => masterState;
|
||||
private readonly GameplayClockContainer masterClock;
|
||||
|
||||
/// <summary>
|
||||
/// The player clocks.
|
||||
/// </summary>
|
||||
private readonly List<ISpectatorPlayerClock> playerClocks = new List<ISpectatorPlayerClock>();
|
||||
private readonly List<SpectatorPlayerClock> playerClocks = new List<SpectatorPlayerClock>();
|
||||
|
||||
private readonly Bindable<MasterClockState> masterState = new Bindable<MasterClockState>();
|
||||
|
||||
private bool hasStarted;
|
||||
private double? firstStartAttemptTime;
|
||||
|
||||
public CatchUpSyncManager(GameplayClockContainer master)
|
||||
public SpectatorSyncManager(GameplayClockContainer master)
|
||||
{
|
||||
MasterClock = master;
|
||||
masterClock = master;
|
||||
}
|
||||
|
||||
public ISpectatorPlayerClock CreateManagedClock()
|
||||
/// <summary>
|
||||
/// Create a new managed <see cref="SpectatorPlayerClock"/>.
|
||||
/// </summary>
|
||||
/// <returns>The newly created <see cref="SpectatorPlayerClock"/>.</returns>
|
||||
public SpectatorPlayerClock CreateManagedClock()
|
||||
{
|
||||
var clock = new CatchUpSpectatorPlayerClock(MasterClock);
|
||||
var clock = new SpectatorPlayerClock(masterClock);
|
||||
playerClocks.Add(clock);
|
||||
return clock;
|
||||
}
|
||||
|
||||
public void RemoveManagedClock(ISpectatorPlayerClock clock)
|
||||
/// <summary>
|
||||
/// Removes an <see cref="SpectatorPlayerClock"/>, stopping it from being managed by this <see cref="SpectatorSyncManager"/>.
|
||||
/// </summary>
|
||||
/// <param name="clock">The <see cref="SpectatorPlayerClock"/> to remove.</param>
|
||||
public void RemoveManagedClock(SpectatorPlayerClock clock)
|
||||
{
|
||||
playerClocks.Remove(clock);
|
||||
clock.Stop();
|
||||
clock.IsRunning = false;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
@ -75,7 +91,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
|
||||
{
|
||||
// Ensure all player clocks are stopped until the start succeeds.
|
||||
foreach (var clock in playerClocks)
|
||||
clock.Stop();
|
||||
clock.IsRunning = false;
|
||||
return;
|
||||
}
|
||||
|
||||
@ -128,7 +144,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
|
||||
|
||||
// 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;
|
||||
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.
|
||||
@ -137,15 +153,12 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
|
||||
// Importantly, set the clock to a non-catchup state. if this isn't done, updateMasterState may incorrectly pause the master clock
|
||||
// when it is required to be running (ie. if all players are ahead of the master).
|
||||
clock.IsCatchingUp = false;
|
||||
clock.Stop();
|
||||
clock.IsRunning = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Make sure the player clock is running if it can.
|
||||
if (!clock.WaitingOnFrames.Value)
|
||||
clock.Start();
|
||||
else
|
||||
clock.Stop();
|
||||
clock.IsRunning = !clock.WaitingOnFrames.Value;
|
||||
|
||||
if (clock.IsCatchingUp)
|
||||
{
|
Loading…
Reference in New Issue
Block a user