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ca93fdc94b
Create a new stack each time for isolation and safety
276 lines
11 KiB
C#
276 lines
11 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
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using osu.Game.Graphics;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Online.Spectator;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Screens.Spectate;
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using osu.Game.Users;
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using osuTK;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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{
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/// <summary>
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/// A <see cref="SpectatorScreen"/> that spectates multiple users in a match.
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/// </summary>
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public partial class MultiSpectatorScreen : SpectatorScreen
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{
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// Isolates beatmap/ruleset to this screen.
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public override bool DisallowExternalBeatmapRulesetChanges => true;
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// We are managing our own adjustments. For now, this happens inside the Player instances themselves.
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public override bool? ApplyModTrackAdjustments => false;
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public override bool HideOverlaysOnEnter => true;
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/// <summary>
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/// Whether all spectating players have finished loading.
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/// </summary>
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public bool AllPlayersLoaded => instances.All(p => p.PlayerLoaded);
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protected override UserActivity InitialActivity => new UserActivity.SpectatingMultiplayerGame(Beatmap.Value.BeatmapInfo, Ruleset.Value);
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[Resolved]
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private OsuColour colours { get; set; } = null!;
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[Resolved]
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private MultiplayerClient multiplayerClient { get; set; } = null!;
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private IAggregateAudioAdjustment? boundAdjustments;
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private readonly PlayerArea[] instances;
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private MasterGameplayClockContainer masterClockContainer = null!;
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private SpectatorSyncManager syncManager = null!;
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private PlayerGrid grid = null!;
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private MultiSpectatorLeaderboard leaderboard = null!;
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private PlayerArea? currentAudioSource;
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private readonly Room room;
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private readonly MultiplayerRoomUser[] users;
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/// <summary>
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/// Creates a new <see cref="MultiSpectatorScreen"/>.
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/// </summary>
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/// <param name="room">The room.</param>
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/// <param name="users">The players to spectate.</param>
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public MultiSpectatorScreen(Room room, MultiplayerRoomUser[] users)
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: base(users.Select(u => u.UserID).ToArray())
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{
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this.room = room;
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this.users = users;
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instances = new PlayerArea[Users.Count];
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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FillFlowContainer leaderboardFlow;
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Container scoreDisplayContainer;
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InternalChildren = new Drawable[]
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{
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masterClockContainer = new MasterGameplayClockContainer(Beatmap.Value, 0)
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{
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Child = new GridContainer
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{
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RelativeSizeAxes = Axes.Both,
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RowDimensions = new[] { new Dimension(GridSizeMode.AutoSize) },
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Content = new[]
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{
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new Drawable[]
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{
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scoreDisplayContainer = new Container
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y
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},
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},
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new Drawable[]
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{
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new GridContainer
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{
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RelativeSizeAxes = Axes.Both,
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ColumnDimensions = new[] { new Dimension(GridSizeMode.AutoSize) },
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Content = new[]
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{
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new Drawable[]
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{
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leaderboardFlow = new FillFlowContainer
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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AutoSizeAxes = Axes.Both,
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Direction = FillDirection.Vertical,
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Spacing = new Vector2(5)
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},
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grid = new PlayerGrid { RelativeSizeAxes = Axes.Both }
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}
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}
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}
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}
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}
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}
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},
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syncManager = new SpectatorSyncManager(masterClockContainer)
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{
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ReadyToStart = performInitialSeek,
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}
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};
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for (int i = 0; i < Users.Count; i++)
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grid.Add(instances[i] = new PlayerArea(Users[i], syncManager.CreateManagedClock()));
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LoadComponentAsync(leaderboard = new MultiSpectatorLeaderboard(users)
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{
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Expanded = { Value = true },
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}, _ =>
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{
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foreach (var instance in instances)
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leaderboard.AddClock(instance.UserId, instance.SpectatorPlayerClock);
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leaderboardFlow.Insert(0, leaderboard);
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if (leaderboard.TeamScores.Count == 2)
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{
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LoadComponentAsync(new MatchScoreDisplay
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{
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Team1Score = { BindTarget = leaderboard.TeamScores.First().Value },
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Team2Score = { BindTarget = leaderboard.TeamScores.Last().Value },
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}, scoreDisplayContainer.Add);
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}
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});
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LoadComponentAsync(new GameplayChatDisplay(room)
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{
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Expanded = { Value = true },
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}, chat => leaderboardFlow.Insert(1, chat));
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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masterClockContainer.Reset();
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// Start with adjustments from the first player to keep a sane state.
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bindAudioAdjustments(instances.First());
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}
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protected override void Update()
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{
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base.Update();
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if (!isCandidateAudioSource(currentAudioSource?.SpectatorPlayerClock))
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{
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currentAudioSource = instances.Where(i => isCandidateAudioSource(i.SpectatorPlayerClock)).MinBy(i => Math.Abs(i.SpectatorPlayerClock.CurrentTime - syncManager.CurrentMasterTime));
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// Only bind adjustments if there's actually a valid source, else just use the previous ones to ensure no sudden changes to audio.
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if (currentAudioSource != null)
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bindAudioAdjustments(currentAudioSource);
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foreach (var instance in instances)
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instance.Mute = instance != currentAudioSource;
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}
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}
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private void bindAudioAdjustments(PlayerArea first)
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{
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if (boundAdjustments != null)
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masterClockContainer.AdjustmentsFromMods.UnbindAdjustments(boundAdjustments);
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boundAdjustments = first.ClockAdjustmentsFromMods;
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masterClockContainer.AdjustmentsFromMods.BindAdjustments(boundAdjustments);
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}
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private bool isCandidateAudioSource(SpectatorPlayerClock? clock)
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=> clock?.IsRunning == true && !clock.IsCatchingUp && !clock.WaitingOnFrames;
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private void performInitialSeek()
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{
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// We want to start showing gameplay as soon as possible.
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// Each client may be in a different place in the beatmap, so we need to do our best to find a common
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// starting point.
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//
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// Preferring a lower value ensures that we don't have some clients stuttering to keep up.
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List<double> minFrameTimes = new List<double>();
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foreach (var instance in instances)
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{
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if (instance.Score == null)
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continue;
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minFrameTimes.Add(instance.Score.Replay.Frames.MinBy(f => f.Time)?.Time ?? 0);
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}
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// Remove any outliers (only need to worry about removing those lower than the mean since we will take a Min() after).
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double mean = minFrameTimes.Average();
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minFrameTimes.RemoveAll(t => mean - t > 1000);
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double startTime = minFrameTimes.Min();
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masterClockContainer.Reset(startTime, true);
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Logger.Log($"Multiplayer spectator seeking to initial time of {startTime}");
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}
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protected override void OnNewPlayingUserState(int userId, SpectatorState spectatorState)
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{
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}
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protected override void StartGameplay(int userId, SpectatorGameplayState spectatorGameplayState) => Schedule(() =>
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{
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var playerArea = instances.Single(i => i.UserId == userId);
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// The multiplayer spectator flow requires the client to return to a higher level screen
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// (ie. StartGameplay should only be called once per player).
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//
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// Meanwhile, the solo spectator flow supports multiple `StartGameplay` calls.
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// To ensure we don't crash out in an edge case where this is called more than once in multiplayer,
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// guard against re-entry for the same player.
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if (playerArea.Score != null)
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return;
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playerArea.LoadScore(spectatorGameplayState.Score);
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});
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protected override void FailGameplay(int userId)
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{
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// We probably want to visualise this in the future.
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}
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protected override void QuitGameplay(int userId) => Schedule(() =>
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{
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RemoveUser(userId);
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var instance = instances.Single(i => i.UserId == userId);
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instance.FadeColour(colours.Gray4, 400, Easing.OutQuint);
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syncManager.RemoveManagedClock(instance.SpectatorPlayerClock);
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});
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public override bool OnBackButton()
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{
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if (multiplayerClient.Room == null)
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return base.OnBackButton();
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// On a manual exit, set the player back to idle unless gameplay has finished.
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// Of note, this doesn't cover exiting using alt-f4 or menu home option.
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if (multiplayerClient.Room.State != MultiplayerRoomState.Open)
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multiplayerClient.ChangeState(MultiplayerUserState.Idle);
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return base.OnBackButton();
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}
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}
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}
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