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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/MultiSpectatorPlayer.cs
Dean Herbert 8367bb6bee Don't apply decoupling to SpectatorPlayerClocks
See inline comment for reasoning. It's a bit complicated.
2023-09-22 16:22:35 +09:00

81 lines
3.5 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.Threading;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Game.Beatmaps;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Screens.Ranking;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
/// <summary>
/// A single spectated player within a <see cref="MultiSpectatorScreen"/>.
/// </summary>
public partial class MultiSpectatorPlayer : SpectatorPlayer
{
/// <summary>
/// All adjustments applied to the clock of this <see cref="MultiSpectatorPlayer"/> which come from mods.
/// </summary>
public IAggregateAudioAdjustment ClockAdjustmentsFromMods => clockAdjustmentsFromMods;
private readonly AudioAdjustments clockAdjustmentsFromMods = new AudioAdjustments();
private readonly SpectatorPlayerClock spectatorPlayerClock;
/// <summary>
/// Creates a new <see cref="MultiSpectatorPlayer"/>.
/// </summary>
/// <param name="score">The score containing the player's replay.</param>
/// <param name="spectatorPlayerClock">The clock controlling the gameplay running state.</param>
public MultiSpectatorPlayer(Score score, SpectatorPlayerClock spectatorPlayerClock)
: base(score, new PlayerConfiguration { AllowUserInteraction = false })
{
this.spectatorPlayerClock = spectatorPlayerClock;
}
[BackgroundDependencyLoader]
private void load(CancellationToken cancellationToken)
{
// HUD overlay may not be loaded if load has been cancelled early.
if (cancellationToken.IsCancellationRequested)
return;
HUDOverlay.PlayerSettingsOverlay.Expire();
HUDOverlay.HoldToQuit.Expire();
}
protected override void Update()
{
// The player clock's running state is controlled externally, but the local pausing state needs to be updated to start/stop gameplay.
if (GameplayClockContainer.IsRunning)
GameplayClockContainer.Start();
else
GameplayClockContainer.Stop();
base.Update();
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
// This is required because the frame stable clock is set to WaitingOnFrames = false for one frame.
spectatorPlayerClock.WaitingOnFrames = DrawableRuleset.FrameStableClock.WaitingOnFrames.Value || Score.Replay.Frames.Count == 0;
}
protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
{
// Importantly, we don't want to apply decoupling because SpectatorPlayerClock updates its IsRunning directly.
// If we applied decoupling, this state change wouldn't actually cause the clock to stop.
// TODO: Can we just use Start/Stop rather than this workaround, now that DecouplingClock is more sane?
var gameplayClockContainer = new GameplayClockContainer(spectatorPlayerClock, applyOffsets: false, requireDecoupling: false);
clockAdjustmentsFromMods.BindAdjustments(gameplayClockContainer.AdjustmentsFromMods);
return gameplayClockContainer;
}
protected override ResultsScreen CreateResults(ScoreInfo score) => new MultiSpectatorResultsScreen(score);
}
}