// 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.Linq; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Game.Online.Spectator; using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate.Sync; using osu.Game.Screens.Play; using osu.Game.Screens.Spectate; namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate { public class MultiplayerSpectator : SpectatorScreen { // Isolates beatmap/ruleset to this screen. public override bool DisallowExternalBeatmapRulesetChanges => true; public bool AllPlayersLoaded => instances.All(p => p?.PlayerLoaded == true); [Resolved] private SpectatorStreamingClient spectatorClient { get; set; } private readonly PlayerInstance[] instances; private MasterGameplayClockContainer masterClockContainer; private ISpectatorSyncManager syncManager; private PlayerGrid grid; private MultiplayerSpectatorLeaderboard leaderboard; public MultiplayerSpectator(int[] userIds) : base(userIds.AsSpan().Slice(0, Math.Min(16, userIds.Length)).ToArray()) { instances = new PlayerInstance[UserIds.Length]; } [BackgroundDependencyLoader] private void load() { Container leaderboardContainer; masterClockContainer = new MasterGameplayClockContainer(Beatmap.Value, 0) { Child = new GridContainer { RelativeSizeAxes = Axes.Both, ColumnDimensions = new[] { new Dimension(GridSizeMode.AutoSize) }, Content = new[] { new Drawable[] { leaderboardContainer = new Container { RelativeSizeAxes = Axes.Y, AutoSizeAxes = Axes.X }, grid = new PlayerGrid { RelativeSizeAxes = Axes.Both } } } } }; InternalChildren = new[] { (Drawable)(syncManager = new SpectatorCatchUpSyncManager(masterClockContainer)), masterClockContainer }; for (int i = 0; i < UserIds.Length; i++) grid.Add(instances[i] = new PlayerInstance(UserIds[i], new SpectatorCatchUpSlaveClock(masterClockContainer.GameplayClock))); // Todo: This is not quite correct - it should be per-user to adjust for other mod combinations. var playableBeatmap = Beatmap.Value.GetPlayableBeatmap(Ruleset.Value); var scoreProcessor = Ruleset.Value.CreateInstance().CreateScoreProcessor(); scoreProcessor.ApplyBeatmap(playableBeatmap); LoadComponentAsync(leaderboard = new MultiplayerSpectatorLeaderboard(scoreProcessor, UserIds) { Expanded = { Value = true } }, leaderboardContainer.Add); } protected override void LoadComplete() { base.LoadComplete(); masterClockContainer.Stop(); masterClockContainer.Restart(); } protected override void OnUserStateChanged(int userId, SpectatorState spectatorState) { } protected override void StartGameplay(int userId, GameplayState gameplayState) { int userIndex = getIndexForUser(userId); var instance = instances[userIndex]; syncManager.RemoveSlave(instance.GameplayClock); leaderboard.RemoveClock(instance.UserId); instance.LoadPlayer(gameplayState.Score); syncManager.AddSlave(instance.GameplayClock); leaderboard.AddClock(instance.UserId, instance.GameplayClock); } protected override void EndGameplay(int userId) { spectatorClient.StopWatchingUser(userId); leaderboard.RemoveClock(userId); } private int getIndexForUser(int userId) => Array.IndexOf(UserIds, userId); } }