1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 23:07:26 +08:00
osu-lazer/osu.Game/Screens/Spectate/SpectatorScreen.cs

288 lines
9.6 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

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