// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Threading; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Game.Beatmaps; using osu.Game.Scoring; using osu.Game.Screens.Play; namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate { /// <summary> /// A single spectated player within a <see cref="MultiSpectatorScreen"/>. /// </summary> public class MultiSpectatorPlayer : SpectatorPlayer { /// <summary> /// All adjustments applied to the clock of this <see cref="MultiSpectatorPlayer"/> which come from mods. /// </summary> public IAggregateAudioAdjustment ClockAdjustmentsFromMods => clockAdjustmentsFromMods; private readonly AudioAdjustments clockAdjustmentsFromMods = new AudioAdjustments(); private readonly SpectatorPlayerClock spectatorPlayerClock; /// <summary> /// Creates a new <see cref="MultiSpectatorPlayer"/>. /// </summary> /// <param name="score">The score containing the player's replay.</param> /// <param name="spectatorPlayerClock">The clock controlling the gameplay running state.</param> public MultiSpectatorPlayer(Score score, SpectatorPlayerClock spectatorPlayerClock) : base(score, new PlayerConfiguration { AllowUserInteraction = false }) { this.spectatorPlayerClock = spectatorPlayerClock; } [BackgroundDependencyLoader] private void load(CancellationToken cancellationToken) { // HUD overlay may not be loaded if load has been cancelled early. if (cancellationToken.IsCancellationRequested) return; 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); clockAdjustmentsFromMods.BindAdjustments(gameplayClockContainer.AdjustmentsFromMods); return gameplayClockContainer; } } }