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6416f59c7b
Closes https://github.com/ppy/osu/issues/33542. For a diff this simple this took much more hemming and hawing because things are a bit annoying here from a few angles: - The only way that is considered idiomatic right now for a skin component to not be applicable to a screen is to require a dependency from DI that is only provided by applicable screens. `DrawableGameplayLeaderboard` has a few of those dependencies, but the scope of all the usages makes it so that the only really viable one to use here is `IGameplayLeaderboardProvider` itself (see: visual tests, and also the usage of multiplayer spectator, where the leaderboard is *not* under a player instance). - The smelly part of this is that the `Player` inheritance hierarchy must ensure that *every* non-abstract class has an `IGameplayLeaderboardProvider` cached. It is not trivial - if not straight up impossible - to force this via some `Player` level abstract method, because such a method would need to somehow accommodate all possible leaderboard providers. That however also means that every possible future `Player` implementor *must inherently know* to also cache a leaderboard provider lest it die at runtime. I don't love that, but I also don't see better alternatives. - Speaking of which, I also noticed that solo spectator and playlists don't have gameplay leaderboards. At all. Which I don't believe to be something that I broke with the leaderboard work - I'm pretty sure that was the pre-existing state - however I don't see any reason why they *couldn't* receive gameplay leaderboards. I'm not doing that here, though, just leaving TODOs for later.
145 lines
4.7 KiB
C#
145 lines
4.7 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 osu.Framework.Allocation;
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using osu.Framework.Extensions.ObjectExtensions;
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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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using osu.Game.Screens.Select.Leaderboards;
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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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// TODO: maybe consider giving this proper scores.
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// `SoloGameplayLeaderboardProvider` doesn't immediately work because there's no guarantee that `LeaderboardManager` global state matches the currently spectated beatmap.
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[Cached(typeof(IGameplayLeaderboardProvider))]
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private readonly EmptyGameplayLeaderboardProvider leaderboardProvider = new EmptyGameplayLeaderboardProvider();
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[Resolved]
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protected SpectatorClient SpectatorClient { get; private set; } = null!;
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private readonly Score score;
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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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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.IsNotNull())
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SpectatorClient.OnNewFrames -= userSentFrames;
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}
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}
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}
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