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8367bb6bee
See inline comment for reasoning. It's a bit complicated.
81 lines
3.5 KiB
C#
81 lines
3.5 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.Threading;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Ranking;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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{
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/// <summary>
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/// A single spectated player within a <see cref="MultiSpectatorScreen"/>.
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/// </summary>
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public partial class MultiSpectatorPlayer : SpectatorPlayer
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{
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/// <summary>
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/// All adjustments applied to the clock of this <see cref="MultiSpectatorPlayer"/> which come from mods.
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/// </summary>
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public IAggregateAudioAdjustment ClockAdjustmentsFromMods => clockAdjustmentsFromMods;
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private readonly AudioAdjustments clockAdjustmentsFromMods = new AudioAdjustments();
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private readonly SpectatorPlayerClock spectatorPlayerClock;
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/// <summary>
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/// Creates a new <see cref="MultiSpectatorPlayer"/>.
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/// </summary>
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/// <param name="score">The score containing the player's replay.</param>
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/// <param name="spectatorPlayerClock">The clock controlling the gameplay running state.</param>
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public MultiSpectatorPlayer(Score score, SpectatorPlayerClock spectatorPlayerClock)
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: base(score, new PlayerConfiguration { AllowUserInteraction = false })
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{
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this.spectatorPlayerClock = spectatorPlayerClock;
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}
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[BackgroundDependencyLoader]
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private void load(CancellationToken cancellationToken)
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{
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// HUD overlay may not be loaded if load has been cancelled early.
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if (cancellationToken.IsCancellationRequested)
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return;
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HUDOverlay.PlayerSettingsOverlay.Expire();
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HUDOverlay.HoldToQuit.Expire();
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}
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protected override void Update()
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{
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// The player clock's running state is controlled externally, but the local pausing state needs to be updated to start/stop gameplay.
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if (GameplayClockContainer.IsRunning)
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GameplayClockContainer.Start();
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else
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GameplayClockContainer.Stop();
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base.Update();
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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// This is required because the frame stable clock is set to WaitingOnFrames = false for one frame.
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spectatorPlayerClock.WaitingOnFrames = DrawableRuleset.FrameStableClock.WaitingOnFrames.Value || Score.Replay.Frames.Count == 0;
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}
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protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
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{
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// Importantly, we don't want to apply decoupling because SpectatorPlayerClock updates its IsRunning directly.
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// If we applied decoupling, this state change wouldn't actually cause the clock to stop.
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// TODO: Can we just use Start/Stop rather than this workaround, now that DecouplingClock is more sane?
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var gameplayClockContainer = new GameplayClockContainer(spectatorPlayerClock, applyOffsets: false, requireDecoupling: false);
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clockAdjustmentsFromMods.BindAdjustments(gameplayClockContainer.AdjustmentsFromMods);
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return gameplayClockContainer;
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}
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protected override ResultsScreen CreateResults(ScoreInfo score) => new MultiSpectatorResultsScreen(score);
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}
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}
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