// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Linq; using osu.Framework.Graphics; using osu.Framework.Logging; using osu.Game.Screens.Play; namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate { /// /// Manages the synchronisation between one or more s in relation to a master clock. /// public partial class SpectatorSyncManager : Component { /// /// The offset from the master clock to which player clocks should remain within to be considered in-sync. /// public const double SYNC_TARGET = 16; /// /// The offset from the master clock at which player clocks begin resynchronising. /// public const double MAX_SYNC_OFFSET = 50; /// /// The maximum delay to start gameplay, if any (but not all) player clocks are ready. /// public const double MAXIMUM_START_DELAY = 15000; /// /// An event which is invoked when gameplay is ready to start. /// public Action? ReadyToStart; public double CurrentMasterTime => masterClock.CurrentTime; /// /// The master clock which is used to control the timing of all player clocks clocks. /// private readonly GameplayClockContainer masterClock; /// /// The player clocks. /// private readonly List playerClocks = new List(); private MasterClockState masterState = MasterClockState.Synchronised; private bool hasStarted; private double? firstStartAttemptTime; public SpectatorSyncManager(GameplayClockContainer master) { masterClock = master; } /// /// Create a new managed . /// /// The newly created . public SpectatorPlayerClock CreateManagedClock() { var clock = new SpectatorPlayerClock(masterClock); playerClocks.Add(clock); return clock; } /// /// Removes an , stopping it from being managed by this . /// /// The to remove. public void RemoveManagedClock(SpectatorPlayerClock clock) { playerClocks.Remove(clock); Logger.Log($"Removing managed clock from {nameof(SpectatorSyncManager)} ({playerClocks.Count} remain)"); clock.IsRunning = false; } protected override void Update() { base.Update(); if (!attemptStart()) { // Ensure all player clocks are stopped until the start succeeds. foreach (var clock in playerClocks) clock.IsRunning = false; return; } updatePlayerCatchup(); updateMasterState(); } /// /// Attempts to start playback. Waits for all player clocks to have available frames for up to milliseconds. /// /// Whether playback was started and syncing should occur. private bool attemptStart() { if (hasStarted) return true; if (playerClocks.Count == 0) return false; int readyCount = playerClocks.Count(s => !s.WaitingOnFrames); if (readyCount == playerClocks.Count) return performStart(); if (readyCount > 0) { firstStartAttemptTime ??= Time.Current; if (Time.Current - firstStartAttemptTime > MAXIMUM_START_DELAY) return performStart(); } bool performStart() { ReadyToStart?.Invoke(); return hasStarted = true; } return false; } /// /// Updates the catchup states of all player clocks. /// private void updatePlayerCatchup() { for (int i = 0; i < playerClocks.Count; i++) { var clock = playerClocks[i]; // 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; // 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. if (timeDelta < -SYNC_TARGET) { // 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.IsRunning = false; continue; } // Make sure the player clock is running if it can. clock.IsRunning = !clock.WaitingOnFrames; if (clock.IsCatchingUp) { // Stop the player clock from catching up if it's within the sync target. if (timeDelta <= SYNC_TARGET) clock.IsCatchingUp = false; } else { // Make the player clock start catching up if it's exceeded the maximum allowable sync offset. if (timeDelta > MAX_SYNC_OFFSET) clock.IsCatchingUp = true; } } } /// /// Updates the state of the master clock. /// private void updateMasterState() { // Clocks are removed as players complete the beatmap. // Once there are no clocks we want to make sure the track plays out to the end. MasterClockState newState = playerClocks.Count == 0 || playerClocks.Any(s => !s.IsCatchingUp) ? MasterClockState.Synchronised : MasterClockState.TooFarAhead; if (masterState == newState) return; masterState = newState; Logger.Log($"{nameof(SpectatorSyncManager)}'s master clock became {masterState}"); switch (masterState) { case MasterClockState.Synchronised: if (hasStarted) masterClock.Start(); break; case MasterClockState.TooFarAhead: masterClock.Stop(); break; } } } }