// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Timing; using osu.Game.Beatmaps; using osu.Game.Scoring; using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate.Sync; using osu.Game.Screens.Play; namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate { /// /// A single spectated player within a . /// public class MultiSpectatorPlayer : SpectatorPlayer { private readonly Bindable waitingOnFrames = new Bindable(true); private readonly Score score; private readonly ISlaveClock slaveClock; /// /// Creates a new . /// /// The score containing the player's replay. /// The clock controlling the gameplay running state. public MultiSpectatorPlayer([NotNull] Score score, [NotNull] ISlaveClock slaveClock) : base(score) { this.score = score; this.slaveClock = slaveClock; } [BackgroundDependencyLoader] private void load() { slaveClock.WaitingOnFrames.BindTo(waitingOnFrames); } protected override void UpdateAfterChildren() { base.UpdateAfterChildren(); // This is required because the frame stable clock is set to WaitingOnFrames = false for one frame. waitingOnFrames.Value = DrawableRuleset.FrameStableClock.WaitingOnFrames.Value || score.Replay.Frames.Count == 0; } protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new SlaveGameplayClockContainer(slaveClock); private class SlaveGameplayClockContainer : GameplayClockContainer { public SlaveGameplayClockContainer([NotNull] IClock sourceClock) : base(sourceClock) { } protected override void Update() { // The slave clock's running state is controlled externally, but the local pausing state needs to be updated to stop gameplay. if (SourceClock.IsRunning) Start(); else Stop(); base.Update(); } protected override GameplayClock CreateGameplayClock(IFrameBasedClock source) => new GameplayClock(source); } } }