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Unify namings across the board
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@ -157,7 +157,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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checkPaused(true);
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sendFrames();
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finish(SpectatingUserState.Failed);
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finish(SpectatedUserState.Failed);
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checkPaused(false); // Should continue playing until out of frames
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checkPaused(true); // And eventually stop after running out of frames and fail.
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@ -244,7 +244,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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start();
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sendFrames();
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waitForPlayer();
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AddUntilStep("state is playing", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Playing);
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AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
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}
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[Test]
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@ -256,13 +256,13 @@ namespace osu.Game.Tests.Visual.Gameplay
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sendFrames();
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waitForPlayer();
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AddStep("send passed", () => spectatorClient.EndPlay(streamingUser.Id, SpectatingUserState.Passed));
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AddUntilStep("state is passed", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Passed);
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AddStep("send passed", () => spectatorClient.EndPlay(streamingUser.Id, SpectatedUserState.Passed));
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AddUntilStep("state is passed", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Passed);
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start();
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sendFrames();
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waitForPlayer();
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AddUntilStep("state is playing", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Playing);
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AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
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}
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[Test]
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@ -275,12 +275,12 @@ namespace osu.Game.Tests.Visual.Gameplay
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waitForPlayer();
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AddStep("send quit", () => spectatorClient.EndPlay(streamingUser.Id));
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AddUntilStep("state is quit", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Quit);
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AddUntilStep("state is quit", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Quit);
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start();
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sendFrames();
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waitForPlayer();
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AddUntilStep("state is playing", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Playing);
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AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
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}
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[Test]
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@ -292,13 +292,13 @@ namespace osu.Game.Tests.Visual.Gameplay
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sendFrames();
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waitForPlayer();
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AddStep("send failed", () => spectatorClient.EndPlay(streamingUser.Id, SpectatingUserState.Failed));
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AddUntilStep("state is failed", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Failed);
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AddStep("send failed", () => spectatorClient.EndPlay(streamingUser.Id, SpectatedUserState.Failed));
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AddUntilStep("state is failed", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Failed);
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start();
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sendFrames();
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waitForPlayer();
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AddUntilStep("state is playing", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Playing);
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AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
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}
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private OsuFramedReplayInputHandler replayHandler =>
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@ -313,7 +313,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private void start(int? beatmapId = null) => AddStep("start play", () => spectatorClient.StartPlay(streamingUser.Id, beatmapId ?? importedBeatmapId));
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private void finish(SpectatingUserState state = SpectatingUserState.Quit) => AddStep("end play", () => spectatorClient.EndPlay(streamingUser.Id, state));
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private void finish(SpectatedUserState state = SpectatedUserState.Quit) => AddStep("end play", () => spectatorClient.EndPlay(streamingUser.Id, state));
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private void checkPaused(bool state) =>
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AddUntilStep($"game is {(state ? "paused" : "playing")}", () => player.ChildrenOfType<DrawableRuleset>().First().IsPaused.Value == state);
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@ -37,8 +37,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestClientSendsCorrectRuleset()
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{
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AddUntilStep("spectator client sending frames", () => spectatorClient.WatchingUserStates.ContainsKey(dummy_user_id));
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AddAssert("spectator client sent correct ruleset", () => spectatorClient.WatchingUserStates[dummy_user_id].RulesetID == Ruleset.Value.OnlineID);
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AddUntilStep("spectator client sending frames", () => spectatorClient.WatchedUserStates.ContainsKey(dummy_user_id));
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AddAssert("spectator client sent correct ruleset", () => spectatorClient.WatchedUserStates[dummy_user_id].RulesetID == Ruleset.Value.OnlineID);
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}
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public override void TearDownSteps()
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@ -115,7 +115,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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public void RandomlyUpdateState()
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{
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foreach ((int userId, _) in WatchingUserStates)
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foreach ((int userId, _) in WatchedUserStates)
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{
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if (RNG.NextBool())
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continue;
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@ -3,7 +3,7 @@
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namespace osu.Game.Online.Spectator
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{
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public enum SpectatingUserState
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public enum SpectatedUserState
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{
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/// <summary>
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/// The spectated user is not yet playing.
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@ -26,7 +26,7 @@ namespace osu.Game.Online.Spectator
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Passed,
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/// <summary>
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/// The spectator user has failed gameplay.
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/// The spectated user has failed gameplay.
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/// </summary>
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Failed,
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@ -38,7 +38,7 @@ namespace osu.Game.Online.Spectator
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/// <summary>
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/// The states of all users currently being watched.
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/// </summary>
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public IBindableDictionary<int, SpectatorState> WatchingUserStates => watchingUserStates;
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public IBindableDictionary<int, SpectatorState> WatchedUserStates => watchedUserStates;
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/// <summary>
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/// A global list of all players currently playing.
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@ -48,9 +48,9 @@ namespace osu.Game.Online.Spectator
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/// <summary>
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/// All users currently being watched.
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/// </summary>
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private readonly List<int> watchingUsers = new List<int>();
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private readonly List<int> watchedUsers = new List<int>();
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private readonly BindableDictionary<int, SpectatorState> watchingUserStates = new BindableDictionary<int, SpectatorState>();
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private readonly BindableDictionary<int, SpectatorState> watchedUserStates = new BindableDictionary<int, SpectatorState>();
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private readonly BindableList<int> playingUsers = new BindableList<int>();
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private readonly SpectatorState currentState = new SpectatorState();
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@ -85,8 +85,8 @@ namespace osu.Game.Online.Spectator
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if (connected.NewValue)
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{
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// get all the users that were previously being watched
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int[] users = watchingUsers.ToArray();
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watchingUsers.Clear();
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int[] users = watchedUsers.ToArray();
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watchedUsers.Clear();
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// resubscribe to watched users.
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foreach (int userId in users)
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@ -99,7 +99,7 @@ namespace osu.Game.Online.Spectator
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else
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{
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playingUsers.Clear();
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watchingUserStates.Clear();
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watchedUserStates.Clear();
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}
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}), true);
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}
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@ -111,8 +111,8 @@ namespace osu.Game.Online.Spectator
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if (!playingUsers.Contains(userId))
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playingUsers.Add(userId);
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if (watchingUsers.Contains(userId))
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watchingUserStates[userId] = state;
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if (watchedUsers.Contains(userId))
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watchedUserStates[userId] = state;
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OnUserBeganPlaying?.Invoke(userId, state);
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});
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@ -126,8 +126,8 @@ namespace osu.Game.Online.Spectator
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{
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playingUsers.Remove(userId);
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if (watchingUsers.Contains(userId))
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watchingUserStates[userId] = state;
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if (watchedUsers.Contains(userId))
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watchedUserStates[userId] = state;
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OnUserFinishedPlaying?.Invoke(userId, state);
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});
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@ -159,7 +159,7 @@ namespace osu.Game.Online.Spectator
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currentState.BeatmapID = score.ScoreInfo.BeatmapInfo.OnlineID;
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currentState.RulesetID = score.ScoreInfo.RulesetID;
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currentState.Mods = score.ScoreInfo.Mods.Select(m => new APIMod(m)).ToArray();
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currentState.State = SpectatingUserState.Playing;
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currentState.State = SpectatedUserState.Playing;
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currentBeatmap = state.Beatmap;
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currentScore = score;
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@ -186,11 +186,11 @@ namespace osu.Game.Online.Spectator
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currentBeatmap = null;
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if (state.HasPassed)
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currentState.State = SpectatingUserState.Passed;
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currentState.State = SpectatedUserState.Passed;
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else if (state.HasFailed)
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currentState.State = SpectatingUserState.Failed;
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currentState.State = SpectatedUserState.Failed;
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else
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currentState.State = SpectatingUserState.Quit;
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currentState.State = SpectatedUserState.Quit;
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EndPlayingInternal(currentState);
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});
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@ -200,10 +200,10 @@ namespace osu.Game.Online.Spectator
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{
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Debug.Assert(ThreadSafety.IsUpdateThread);
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if (watchingUsers.Contains(userId))
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if (watchedUsers.Contains(userId))
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return;
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watchingUsers.Add(userId);
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watchedUsers.Add(userId);
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WatchUserInternal(userId);
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}
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@ -214,8 +214,8 @@ namespace osu.Game.Online.Spectator
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// Todo: This should not be a thing, but requires framework changes.
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Schedule(() =>
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{
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watchingUsers.Remove(userId);
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watchingUserStates.Remove(userId);
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watchedUsers.Remove(userId);
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watchedUserStates.Remove(userId);
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StopWatchingUserInternal(userId);
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});
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}
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@ -25,7 +25,7 @@ namespace osu.Game.Online.Spectator
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public IEnumerable<APIMod> Mods { get; set; } = Enumerable.Empty<APIMod>();
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[Key(3)]
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public SpectatingUserState State { get; set; }
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public SpectatedUserState State { get; set; }
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public bool Equals(SpectatorState other)
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{
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@ -218,7 +218,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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{
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// Allowed passed/failed users to complete their remaining replay frames.
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// The failed state isn't really possible in multiplayer (yet?) but is added here just for safety in case it starts being used.
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if (state.State == SpectatingUserState.Passed || state.State == SpectatingUserState.Failed)
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if (state.State == SpectatedUserState.Passed || state.State == SpectatedUserState.Failed)
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return;
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RemoveUser(userId);
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@ -77,7 +77,7 @@ namespace osu.Game.Screens.Spectate
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userMap[u.Id] = u;
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}
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userStates.BindTo(spectatorClient.WatchingUserStates);
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userStates.BindTo(spectatorClient.WatchedUserStates);
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userStates.BindCollectionChanged(onUserStatesChanged, true);
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realmSubscription = realm.RegisterForNotifications(
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@ -134,13 +134,13 @@ namespace osu.Game.Screens.Spectate
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switch (newState.State)
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{
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case SpectatingUserState.Passed:
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case SpectatedUserState.Passed:
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// Make sure that gameplay completes to the end.
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if (gameplayStates.TryGetValue(userId, out var gameplayState))
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gameplayState.Score.Replay.HasReceivedAllFrames = true;
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break;
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case SpectatingUserState.Playing:
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case SpectatedUserState.Playing:
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Schedule(() => OnUserStateChanged(userId, newState));
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updateGameplayState(userId);
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break;
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@ -59,7 +59,7 @@ namespace osu.Game.Tests.Visual.Spectator
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/// </summary>
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/// <param name="userId">The user to end play for.</param>
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/// <param name="state">The spectator state to end play with.</param>
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public void EndPlay(int userId, SpectatingUserState state = SpectatingUserState.Quit)
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public void EndPlay(int userId, SpectatedUserState state = SpectatedUserState.Quit)
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{
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if (!userBeatmapDictionary.ContainsKey(userId))
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return;
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@ -144,7 +144,7 @@ namespace osu.Game.Tests.Visual.Spectator
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{
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BeatmapID = userBeatmapDictionary[userId],
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RulesetID = 0,
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State = SpectatingUserState.Playing
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State = SpectatedUserState.Playing
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});
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}
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}
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