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osu-lazer/osu.Game/Online/Spectator/SpectatorStreamingClient.cs
2020-10-27 10:59:24 +09:00

275 lines
8.4 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
using JetBrains.Annotations;
using Microsoft.AspNetCore.SignalR.Client;
using Microsoft.Extensions.DependencyInjection;
using Newtonsoft.Json;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Online.API;
using osu.Game.Replays.Legacy;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Replays.Types;
using osu.Game.Screens.Play;
namespace osu.Game.Online.Spectator
{
public class SpectatorStreamingClient : Component, ISpectatorClient
{
/// <summary>
/// The maximum milliseconds between frame bundle sends.
/// </summary>
public const double TIME_BETWEEN_SENDS = 200;
private HubConnection connection;
private readonly List<int> watchingUsers = new List<int>();
public IBindableList<int> PlayingUsers => playingUsers;
private readonly BindableList<int> playingUsers = new BindableList<int>();
private readonly IBindable<APIState> apiState = new Bindable<APIState>();
private bool isConnected;
[Resolved]
private IAPIProvider api { get; set; }
[CanBeNull]
private IBeatmap currentBeatmap;
[Resolved]
private IBindable<RulesetInfo> currentRuleset { get; set; }
[Resolved]
private IBindable<IReadOnlyList<Mod>> currentMods { get; set; }
private readonly SpectatorState currentState = new SpectatorState();
private bool isPlaying;
/// <summary>
/// Called whenever new frames arrive from the server.
/// </summary>
public event Action<int, FrameDataBundle> OnNewFrames;
[BackgroundDependencyLoader]
private void load()
{
apiState.BindTo(api.State);
apiState.BindValueChanged(apiStateChanged, true);
}
private void apiStateChanged(ValueChangedEvent<APIState> state)
{
switch (state.NewValue)
{
case APIState.Failing:
case APIState.Offline:
connection?.StopAsync();
connection = null;
break;
case APIState.Online:
Task.Run(connect);
break;
}
}
private const string endpoint = "https://spectator.ppy.sh/spectator";
private async Task connect()
{
if (connection != null)
return;
connection = new HubConnectionBuilder()
.WithUrl(endpoint, options =>
{
options.Headers.Add("Authorization", $"Bearer {api.AccessToken}");
})
.AddNewtonsoftJsonProtocol(options => { options.PayloadSerializerSettings.ReferenceLoopHandling = ReferenceLoopHandling.Ignore; })
.Build();
// until strong typed client support is added, each method must be manually bound (see https://github.com/dotnet/aspnetcore/issues/15198)
connection.On<int, SpectatorState>(nameof(ISpectatorClient.UserBeganPlaying), ((ISpectatorClient)this).UserBeganPlaying);
connection.On<int, FrameDataBundle>(nameof(ISpectatorClient.UserSentFrames), ((ISpectatorClient)this).UserSentFrames);
connection.On<int, SpectatorState>(nameof(ISpectatorClient.UserFinishedPlaying), ((ISpectatorClient)this).UserFinishedPlaying);
connection.Closed += async ex =>
{
isConnected = false;
playingUsers.Clear();
if (ex != null) await tryUntilConnected();
};
await tryUntilConnected();
async Task tryUntilConnected()
{
while (api.State.Value == APIState.Online)
{
try
{
// reconnect on any failure
await connection.StartAsync();
// success
isConnected = true;
// resubscribe to watched users
var users = watchingUsers.ToArray();
watchingUsers.Clear();
foreach (var userId in users)
WatchUser(userId);
// re-send state in case it wasn't received
if (isPlaying)
beginPlaying();
break;
}
catch
{
await Task.Delay(5000);
}
}
}
}
Task ISpectatorClient.UserBeganPlaying(int userId, SpectatorState state)
{
if (!playingUsers.Contains(userId))
playingUsers.Add(userId);
return Task.CompletedTask;
}
Task ISpectatorClient.UserFinishedPlaying(int userId, SpectatorState state)
{
playingUsers.Remove(userId);
return Task.CompletedTask;
}
Task ISpectatorClient.UserSentFrames(int userId, FrameDataBundle data)
{
OnNewFrames?.Invoke(userId, data);
return Task.CompletedTask;
}
public void BeginPlaying(GameplayBeatmap beatmap)
{
if (isPlaying)
throw new InvalidOperationException($"Cannot invoke {nameof(BeginPlaying)} when already playing");
isPlaying = true;
// transfer state at point of beginning play
currentState.BeatmapID = beatmap.BeatmapInfo.OnlineBeatmapID;
currentState.RulesetID = currentRuleset.Value.ID;
currentState.Mods = currentMods.Value.Select(m => new APIMod(m));
currentBeatmap = beatmap.PlayableBeatmap;
beginPlaying();
}
private void beginPlaying()
{
Debug.Assert(isPlaying);
if (!isConnected) return;
connection.SendAsync(nameof(ISpectatorServer.BeginPlaySession), currentState);
}
public void SendFrames(FrameDataBundle data)
{
if (!isConnected) return;
lastSend = connection.SendAsync(nameof(ISpectatorServer.SendFrameData), data);
}
public void EndPlaying()
{
isPlaying = false;
currentBeatmap = null;
if (!isConnected) return;
connection.SendAsync(nameof(ISpectatorServer.EndPlaySession), currentState);
}
public void WatchUser(int userId)
{
if (watchingUsers.Contains(userId))
return;
watchingUsers.Add(userId);
if (!isConnected) return;
connection.SendAsync(nameof(ISpectatorServer.StartWatchingUser), userId);
}
public void StopWatchingUser(int userId)
{
watchingUsers.Remove(userId);
if (!isConnected) return;
connection.SendAsync(nameof(ISpectatorServer.EndWatchingUser), userId);
}
private readonly Queue<LegacyReplayFrame> pendingFrames = new Queue<LegacyReplayFrame>();
private double lastSendTime;
private Task lastSend;
private const int max_pending_frames = 30;
protected override void Update()
{
base.Update();
if (pendingFrames.Count > 0 && Time.Current - lastSendTime > TIME_BETWEEN_SENDS)
purgePendingFrames();
}
public void HandleFrame(ReplayFrame frame)
{
if (frame is IConvertibleReplayFrame convertible)
pendingFrames.Enqueue(convertible.ToLegacy(currentBeatmap));
if (pendingFrames.Count > max_pending_frames)
purgePendingFrames();
}
private void purgePendingFrames()
{
if (lastSend?.IsCompleted == false)
return;
var frames = pendingFrames.ToArray();
pendingFrames.Clear();
SendFrames(new FrameDataBundle(frames));
lastSendTime = Time.Current;
}
}
}