// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Allocation; using osu.Game.Beatmaps; using osu.Game.Scoring; using osu.Game.Screens.Play; namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate { /// /// A single spectated player within a . /// public class MultiSpectatorPlayer : SpectatorPlayer { private readonly SpectatorPlayerClock spectatorPlayerClock; /// /// Creates a new . /// /// The score containing the player's replay. /// The clock controlling the gameplay running state. public MultiSpectatorPlayer(Score score, SpectatorPlayerClock spectatorPlayerClock) : base(score, new PlayerConfiguration { AllowUserInteraction = false }) { this.spectatorPlayerClock = spectatorPlayerClock; } [BackgroundDependencyLoader] private void load() { HUDOverlay.PlayerSettingsOverlay.Expire(); HUDOverlay.HoldToQuit.Expire(); } protected override void Update() { // The player clock's running state is controlled externally, but the local pausing state needs to be updated to start/stop gameplay. if (GameplayClockContainer.SourceClock.IsRunning) GameplayClockContainer.Start(); else GameplayClockContainer.Stop(); base.Update(); } protected override void UpdateAfterChildren() { base.UpdateAfterChildren(); // This is required because the frame stable clock is set to WaitingOnFrames = false for one frame. spectatorPlayerClock.WaitingOnFrames = DrawableRuleset.FrameStableClock.WaitingOnFrames.Value || Score.Replay.Frames.Count == 0; } protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) { var gameplayClockContainer = new GameplayClockContainer(spectatorPlayerClock); // Directionality is important, as BindAdjustments is... not actually a bidirectional bind... // We want to ensure that any adjustments applied by the Player instance are applied to the SpectatorPlayerClock // so they can be consumed by the spectator screen (and applied to the master clock / track). spectatorPlayerClock.GameplayAdjustments.BindAdjustments(gameplayClockContainer.GameplayAdjustments); return gameplayClockContainer; } } }