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fd09155990
There are a lot of these requests, and we don't really care about
waiting on them to finish sending. This may have negatively affected
send performance for users with very high latency.
Reverts part of 0533249d11
.
Addresses concerns in https://github.com/ppy/osu/discussions/19429#discussioncomment-3276400.
323 lines
11 KiB
C#
323 lines
11 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 System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Development;
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using osu.Framework.Graphics;
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using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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using osu.Game.Online.API;
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using osu.Game.Replays.Legacy;
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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.Play;
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namespace osu.Game.Online.Spectator
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{
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public abstract class SpectatorClient : Component, ISpectatorClient
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{
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/// <summary>
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/// The maximum milliseconds between frame bundle sends.
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/// </summary>
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public const double TIME_BETWEEN_SENDS = 200;
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/// <summary>
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/// Whether the <see cref="SpectatorClient"/> is currently connected.
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/// This is NOT thread safe and usage should be scheduled.
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/// </summary>
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public abstract IBindable<bool> IsConnected { get; }
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/// <summary>
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/// The states of all users currently being watched.
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/// </summary>
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public virtual IBindableDictionary<int, SpectatorState> WatchedUserStates => watchedUserStates;
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/// <summary>
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/// A global list of all players currently playing.
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/// </summary>
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public IBindableList<int> PlayingUsers => playingUsers;
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/// <summary>
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/// Whether the local user is playing.
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/// </summary>
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protected bool IsPlaying { get; private set; }
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/// <summary>
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/// Called whenever new frames arrive from the server.
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/// </summary>
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public virtual event Action<int, FrameDataBundle>? OnNewFrames;
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/// <summary>
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/// Called whenever a user starts a play session, or immediately if the user is being watched and currently in a play session.
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/// </summary>
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public virtual event Action<int, SpectatorState>? OnUserBeganPlaying;
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/// <summary>
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/// Called whenever a user finishes a play session.
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/// </summary>
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public virtual event Action<int, SpectatorState>? OnUserFinishedPlaying;
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/// <summary>
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/// All users currently being watched.
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/// </summary>
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private readonly List<int> watchedUsers = new List<int>();
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private readonly BindableDictionary<int, SpectatorState> watchedUserStates = new BindableDictionary<int, SpectatorState>();
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private readonly BindableList<int> playingUsers = new BindableList<int>();
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private readonly SpectatorState currentState = new SpectatorState();
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private IBeatmap? currentBeatmap;
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private Score? currentScore;
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private readonly Queue<FrameDataBundle> pendingFrameBundles = new Queue<FrameDataBundle>();
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private readonly Queue<LegacyReplayFrame> pendingFrames = new Queue<LegacyReplayFrame>();
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private double lastPurgeTime;
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private Task? lastSend;
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private const int max_pending_frames = 30;
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[BackgroundDependencyLoader]
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private void load()
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{
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IsConnected.BindValueChanged(connected => Schedule(() =>
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{
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if (connected.NewValue)
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{
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// get all the users that were previously being watched
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int[] users = watchedUsers.ToArray();
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watchedUsers.Clear();
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// resubscribe to watched users.
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foreach (int userId in users)
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WatchUser(userId);
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// re-send state in case it wasn't received
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if (IsPlaying)
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// TODO: this is likely sent out of order after a reconnect scenario. needs further consideration.
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BeginPlayingInternal(currentState);
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}
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else
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{
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playingUsers.Clear();
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watchedUserStates.Clear();
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}
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}), true);
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}
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Task ISpectatorClient.UserBeganPlaying(int userId, SpectatorState state)
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{
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Schedule(() =>
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{
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if (!playingUsers.Contains(userId))
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playingUsers.Add(userId);
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if (watchedUsers.Contains(userId))
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watchedUserStates[userId] = state;
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OnUserBeganPlaying?.Invoke(userId, state);
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});
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return Task.CompletedTask;
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}
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Task ISpectatorClient.UserFinishedPlaying(int userId, SpectatorState state)
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{
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Schedule(() =>
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{
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playingUsers.Remove(userId);
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if (watchedUsers.Contains(userId))
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watchedUserStates[userId] = state;
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OnUserFinishedPlaying?.Invoke(userId, state);
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});
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return Task.CompletedTask;
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}
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Task ISpectatorClient.UserSentFrames(int userId, FrameDataBundle data)
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{
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if (data.Frames.Count > 0)
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data.Frames[^1].Header = data.Header;
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Schedule(() => OnNewFrames?.Invoke(userId, data));
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return Task.CompletedTask;
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}
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public void BeginPlaying(GameplayState state, Score score)
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{
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// This schedule is only here to match the one below in `EndPlaying`.
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Schedule(() =>
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{
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if (IsPlaying)
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throw new InvalidOperationException($"Cannot invoke {nameof(BeginPlaying)} when already playing");
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IsPlaying = true;
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// transfer state at point of beginning play
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currentState.BeatmapID = score.ScoreInfo.BeatmapInfo.OnlineID;
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currentState.RulesetID = score.ScoreInfo.RulesetID;
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currentState.Mods = score.ScoreInfo.Mods.Select(m => new APIMod(m)).ToArray();
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currentState.State = SpectatedUserState.Playing;
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currentState.MaximumScoringValues = state.ScoreProcessor.MaximumScoringValues;
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currentBeatmap = state.Beatmap;
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currentScore = score;
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BeginPlayingInternal(currentState);
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});
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}
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public void HandleFrame(ReplayFrame frame) => Schedule(() =>
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{
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if (!IsPlaying)
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{
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Logger.Log($"Frames arrived at {nameof(SpectatorClient)} outside of gameplay scope and will be ignored.");
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return;
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}
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if (frame is IConvertibleReplayFrame convertible)
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{
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Debug.Assert(currentBeatmap != null);
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pendingFrames.Enqueue(convertible.ToLegacy(currentBeatmap));
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}
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if (pendingFrames.Count > max_pending_frames)
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purgePendingFrames();
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});
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public void EndPlaying(GameplayState state)
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{
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// This method is most commonly called via Dispose(), which is can be asynchronous (via the AsyncDisposalQueue).
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// We probably need to find a better way to handle this...
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Schedule(() =>
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{
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if (!IsPlaying)
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return;
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// Disposal can take some time, leading to EndPlaying potentially being called after a future play session.
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// Account for this by ensuring the score of the current play matches the one in the provided state.
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if (currentScore != state.Score)
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return;
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if (pendingFrames.Count > 0)
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purgePendingFrames();
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IsPlaying = false;
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currentBeatmap = null;
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if (state.HasPassed)
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currentState.State = SpectatedUserState.Passed;
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else if (state.HasFailed)
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currentState.State = SpectatedUserState.Failed;
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else
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currentState.State = SpectatedUserState.Quit;
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EndPlayingInternal(currentState);
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});
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}
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public virtual void WatchUser(int userId)
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{
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Debug.Assert(ThreadSafety.IsUpdateThread);
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if (watchedUsers.Contains(userId))
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return;
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watchedUsers.Add(userId);
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WatchUserInternal(userId);
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}
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public void StopWatchingUser(int userId)
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{
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// This method is most commonly called via Dispose(), which is asynchronous.
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// Todo: This should not be a thing, but requires framework changes.
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Schedule(() =>
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{
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watchedUsers.Remove(userId);
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watchedUserStates.Remove(userId);
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StopWatchingUserInternal(userId);
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});
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}
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protected abstract Task BeginPlayingInternal(SpectatorState state);
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protected abstract Task SendFramesInternal(FrameDataBundle bundle);
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protected abstract Task EndPlayingInternal(SpectatorState state);
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protected abstract Task WatchUserInternal(int userId);
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protected abstract Task StopWatchingUserInternal(int userId);
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protected override void Update()
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{
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base.Update();
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if (pendingFrames.Count > 0 && Time.Current - lastPurgeTime > TIME_BETWEEN_SENDS)
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purgePendingFrames();
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}
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private void purgePendingFrames()
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{
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if (pendingFrames.Count == 0)
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return;
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Debug.Assert(currentScore != null);
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var frames = pendingFrames.ToArray();
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var bundle = new FrameDataBundle(currentScore.ScoreInfo, frames);
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pendingFrames.Clear();
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lastPurgeTime = Time.Current;
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pendingFrameBundles.Enqueue(bundle);
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sendNextBundleIfRequired();
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}
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private void sendNextBundleIfRequired()
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{
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Debug.Assert(ThreadSafety.IsUpdateThread);
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if (lastSend?.IsCompleted == false)
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return;
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if (!pendingFrameBundles.TryPeek(out var bundle))
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return;
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TaskCompletionSource<bool> tcs = new TaskCompletionSource<bool>();
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lastSend = tcs.Task;
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SendFramesInternal(bundle).ContinueWith(t =>
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{
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// Handle exception outside of `Schedule` to ensure it doesn't go unobserved.
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bool wasSuccessful = t.Exception == null;
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return Schedule(() =>
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{
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// If the last bundle send wasn't successful, try again without dequeuing.
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if (wasSuccessful)
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pendingFrameBundles.Dequeue();
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tcs.SetResult(wasSuccessful);
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sendNextBundleIfRequired();
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});
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});
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}
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}
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}
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