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27296c59de
Avoids getting stuck at some screens. It's a bit ugly having the back button visible like this, but is the best approach we have for now.
144 lines
4.4 KiB
C#
144 lines
4.4 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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#nullable disable
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Online.Spectator;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Replays.Types;
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using osu.Game.Scoring;
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using osu.Game.Screens.Ranking;
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namespace osu.Game.Screens.Play
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{
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public abstract partial class SpectatorPlayer : Player
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{
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[Resolved]
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protected SpectatorClient SpectatorClient { get; private set; }
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private readonly Score score;
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public override bool AllowBackButton => true;
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protected override bool CheckModsAllowFailure()
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{
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if (!allowFail)
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return false;
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return base.CheckModsAllowFailure();
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}
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private bool allowFail;
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protected SpectatorPlayer(Score score, PlayerConfiguration configuration = null)
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: base(configuration)
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{
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this.score = score;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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AddInternal(new OsuSpriteText
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{
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Text = $"Watching {score.ScoreInfo.User.Username} playing live!",
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Font = OsuFont.Default.With(size: 30),
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Y = 100,
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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});
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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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DrawableRuleset.FrameStableClock.WaitingOnFrames.BindValueChanged(waiting =>
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{
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if (GameplayClockContainer is MasterGameplayClockContainer master)
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{
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if (master.UserPlaybackRate.Value > 1 && waiting.NewValue)
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master.UserPlaybackRate.Value = 1;
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}
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}, true);
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}
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/// <summary>
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/// Should be called when it is apparent that the player being spectated has failed.
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/// This will subsequently stop blocking the fail screen from displaying (usually done out of safety).
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/// </summary>
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public void AllowFail() => allowFail = true;
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protected override void StartGameplay()
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{
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base.StartGameplay();
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// Start gameplay along with the very first arrival frame (the latest one).
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score.Replay.Frames.Clear();
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SpectatorClient.OnNewFrames += userSentFrames;
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}
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private void userSentFrames(int userId, FrameDataBundle bundle)
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{
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if (userId != score.ScoreInfo.User.OnlineID)
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return;
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if (!LoadedBeatmapSuccessfully)
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return;
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if (!this.IsCurrentScreen())
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return;
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bool isFirstBundle = score.Replay.Frames.Count == 0;
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foreach (var frame in bundle.Frames)
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{
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IConvertibleReplayFrame convertibleFrame = GameplayState.Ruleset.CreateConvertibleReplayFrame();
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Debug.Assert(convertibleFrame != null);
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convertibleFrame.FromLegacy(frame, GameplayState.Beatmap);
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var convertedFrame = (ReplayFrame)convertibleFrame;
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convertedFrame.Time = frame.Time;
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convertedFrame.Header = frame.Header;
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score.Replay.Frames.Add(convertedFrame);
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}
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if (isFirstBundle && score.Replay.Frames.Count > 0)
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SetGameplayStartTime(score.Replay.Frames[0].Time);
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}
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protected override Score CreateScore(IBeatmap beatmap) => score;
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protected override ResultsScreen CreateResults(ScoreInfo score)
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=> new SpectatorResultsScreen(score);
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protected override void PrepareReplay()
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{
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DrawableRuleset?.SetReplayScore(score);
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}
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public override bool OnExiting(ScreenExitEvent e)
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{
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SpectatorClient.OnNewFrames -= userSentFrames;
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return base.OnExiting(e);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (SpectatorClient != null)
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SpectatorClient.OnNewFrames -= userSentFrames;
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}
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}
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}
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