mirror of
https://github.com/ppy/osu.git
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288 lines
9.6 KiB
C#
288 lines
9.6 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.Diagnostics;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Spectator;
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using osu.Game.Replays;
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using osu.Game.Rulesets;
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using osu.Game.Scoring;
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using Realms;
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namespace osu.Game.Screens.Spectate
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{
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/// <summary>
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/// A <see cref="OsuScreen"/> which spectates one or more users.
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/// </summary>
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public abstract partial class SpectatorScreen : OsuScreen
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{
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protected IReadOnlyList<int> Users => users;
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private readonly List<int> users = new List<int>();
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[Resolved]
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private BeatmapManager beatmaps { get; set; } = null!;
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[Resolved]
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private RulesetStore rulesets { get; set; } = null!;
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[Resolved]
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private SpectatorClient spectatorClient { get; set; } = null!;
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[Resolved]
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private UserLookupCache userLookupCache { get; set; } = null!;
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[Resolved]
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private RealmAccess realm { get; set; } = null!;
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private readonly IBindableDictionary<int, SpectatorState> userStates = new BindableDictionary<int, SpectatorState>();
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private readonly Dictionary<int, APIUser> userMap = new Dictionary<int, APIUser>();
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private readonly Dictionary<int, SpectatorGameplayState> gameplayStates = new Dictionary<int, SpectatorGameplayState>();
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private IDisposable? realmSubscription;
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/// <summary>
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/// Creates a new <see cref="SpectatorScreen"/>.
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/// </summary>
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/// <param name="users">The users to spectate.</param>
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protected SpectatorScreen(params int[] users)
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{
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this.users.AddRange(users);
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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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userLookupCache.GetUsersAsync(users.ToArray()).ContinueWith(task => Schedule(() =>
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{
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var foundUsers = task.GetResultSafely();
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foreach (var u in foundUsers)
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{
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if (u == null)
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continue;
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userMap[u.Id] = u;
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}
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userStates.BindTo(spectatorClient.WatchedUserStates);
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userStates.BindCollectionChanged(onUserStatesChanged, true);
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realmSubscription = realm.RegisterForNotifications(
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realm => realm.All<BeatmapSetInfo>().Where(s => !s.DeletePending), beatmapsChanged);
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foreach ((int id, var _) in userMap)
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spectatorClient.WatchUser(id);
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}));
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}
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private void beatmapsChanged(IRealmCollection<BeatmapSetInfo> items, ChangeSet? changes)
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{
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if (changes?.InsertedIndices == null) return;
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foreach (int c in changes.InsertedIndices) beatmapUpdated(items[c]);
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}
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private void beatmapUpdated(BeatmapSetInfo beatmapSet)
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{
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foreach ((int userId, _) in userMap)
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{
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if (!userStates.TryGetValue(userId, out var userState))
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continue;
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if (beatmapSet.Beatmaps.Any(b => b.OnlineID == userState.BeatmapID))
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startGameplay(userId);
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}
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}
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private void onUserStatesChanged(object? sender, NotifyDictionaryChangedEventArgs<int, SpectatorState> e)
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{
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switch (e.Action)
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{
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case NotifyDictionaryChangedAction.Add:
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case NotifyDictionaryChangedAction.Replace:
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foreach ((int userId, SpectatorState state) in e.NewItems.AsNonNull())
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onUserStateChanged(userId, state);
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break;
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}
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}
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private void onUserStateChanged(int userId, SpectatorState newState)
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{
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if (newState.RulesetID == null || newState.BeatmapID == null)
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return;
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if (!userMap.ContainsKey(userId))
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return;
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switch (newState.State)
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{
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case SpectatedUserState.Playing:
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OnNewPlayingUserState(userId, newState);
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startGameplay(userId);
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break;
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case SpectatedUserState.Passed:
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markReceivedAllFrames(userId);
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PassGameplay(userId);
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break;
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case SpectatedUserState.Failed:
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failGameplay(userId);
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break;
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case SpectatedUserState.Quit:
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quitGameplay(userId);
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break;
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}
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}
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private void startGameplay(int userId)
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{
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Debug.Assert(userMap.ContainsKey(userId));
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var user = userMap[userId];
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var spectatorState = userStates[userId];
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var resolvedRuleset = rulesets.AvailableRulesets.FirstOrDefault(r => r.OnlineID == spectatorState.RulesetID)?.CreateInstance();
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if (resolvedRuleset == null)
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return;
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var resolvedBeatmap = beatmaps.QueryBeatmap(b => b.OnlineID == spectatorState.BeatmapID);
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if (resolvedBeatmap == null)
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return;
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var score = new Score
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{
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ScoreInfo = new ScoreInfo
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{
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BeatmapInfo = resolvedBeatmap,
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User = user,
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Mods = spectatorState.Mods.Select(m => m.ToMod(resolvedRuleset)).ToArray(),
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Ruleset = resolvedRuleset.RulesetInfo,
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},
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Replay = new Replay { HasReceivedAllFrames = false },
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};
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var gameplayState = new SpectatorGameplayState(score, resolvedRuleset, beatmaps.GetWorkingBeatmap(resolvedBeatmap));
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gameplayStates[userId] = gameplayState;
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StartGameplay(userId, gameplayState);
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}
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/// <summary>
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/// Marks an existing gameplay session as received all frames.
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/// </summary>
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private void markReceivedAllFrames(int userId)
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{
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if (gameplayStates.TryGetValue(userId, out var gameplayState))
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gameplayState.Score.Replay.HasReceivedAllFrames = true;
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}
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private void failGameplay(int userId)
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{
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if (!userMap.ContainsKey(userId))
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return;
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if (!gameplayStates.ContainsKey(userId))
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return;
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markReceivedAllFrames(userId);
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gameplayStates.Remove(userId);
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FailGameplay(userId);
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}
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private void quitGameplay(int userId)
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{
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if (!userMap.ContainsKey(userId))
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return;
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if (!gameplayStates.ContainsKey(userId))
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return;
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markReceivedAllFrames(userId);
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gameplayStates.Remove(userId);
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QuitGameplay(userId);
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}
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/// <summary>
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/// Invoked when a spectated user's state has changed to a new state indicating the player is currently playing.
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/// Thread safety is not guaranteed – should be scheduled as required.
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/// </summary>
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/// <param name="userId">The user whose state has changed.</param>
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/// <param name="spectatorState">The new state.</param>
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protected abstract void OnNewPlayingUserState(int userId, SpectatorState spectatorState);
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/// <summary>
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/// Starts gameplay for a user.
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/// Thread safety is not guaranteed – should be scheduled as required.
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/// </summary>
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/// <param name="userId">The user to start gameplay for.</param>
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/// <param name="spectatorGameplayState">The gameplay state.</param>
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protected abstract void StartGameplay(int userId, SpectatorGameplayState spectatorGameplayState);
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/// <summary>
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/// Fired when a user passes gameplay.
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/// </summary>
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/// <param name="userId">The user which passed.</param>
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protected virtual void PassGameplay(int userId) { }
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/// <summary>
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/// Quits gameplay for a user.
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/// Thread safety is not guaranteed – should be scheduled as required.
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/// </summary>
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/// <param name="userId">The user to quit gameplay for.</param>
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protected abstract void QuitGameplay(int userId);
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/// <summary>
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/// Fails gameplay for a user.
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/// Thread safety is not guaranteed – should be scheduled as required.
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/// </summary>
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/// <param name="userId">The user to fail gameplay for.</param>
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protected abstract void FailGameplay(int userId);
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/// <summary>
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/// Stops spectating a user.
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/// </summary>
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/// <param name="userId">The user to stop spectating.</param>
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protected void RemoveUser(int userId)
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{
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if (!userStates.ContainsKey(userId))
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return;
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quitGameplay(userId);
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users.Remove(userId);
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userMap.Remove(userId);
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spectatorClient.StopWatchingUser(userId);
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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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{
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foreach ((int userId, var _) in userMap)
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spectatorClient.StopWatchingUser(userId);
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}
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realmSubscription?.Dispose();
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}
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}
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}
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