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51b4e89773
Client side requirements for making the client connect as soon as possible, based on how the client is being used. This is especially important with the introduction of ranked play: previously the worst case scenario would be that you couldn't join a multiplayer room (or spectate a user) and this was [automatically handled](https://github.com/ppy/osu/blob/f66e2c432fdb08db46477c4fa08ca74e551d037f/osu.Game/Online/Multiplayer/OnlineMultiplayerClient.cs#L115-L121) mostly*, but now, if you leave the game open for a while, you can potentially be stuck queueing in ranked play with no users remaining on your server. Some samples of how this looks follow. Do note that the client is showing "Server is shutting down" errors. This is only going to happen in local debug environments – In production, when you reconnect to the endpoint you will always get a non-shutting-down instance. Idle scenario: https://github.com/user-attachments/assets/dd47fdf6-8d49-48e3-a19f-b196a581070b Non-idle scenario: https://github.com/user-attachments/assets/dfc8a41a-83fb-4b08-94b4-9595faf88294 * Spectator isn't handled properly, as one example.
463 lines
16 KiB
C#
463 lines
16 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 JetBrains.Annotations;
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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.Extensions;
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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.Online.Multiplayer;
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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.Rulesets.Scoring;
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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 partial 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 by the local user.
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/// </summary>
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[UsedImplicitly] // Marked virtual due to mock use in testing
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public virtual IBindableDictionary<int, SpectatorState> WatchedUserStates => watchedUserStates;
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/// <summary>
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/// All users who are currently watching the local user.
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/// </summary>
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public IBindableList<SpectatorUser> WatchingUsers => watchingUsers;
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/// <summary>
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/// Whether the local user is playing.
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/// </summary>
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private bool isPlaying { get; 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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[UsedImplicitly] // Marked virtual due to mock use in testing
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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 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 event Action<int, SpectatorState>? OnUserFinishedPlaying;
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/// <summary>
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/// Called whenever a user-submitted score has been fully processed.
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/// </summary>
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public event Action<int, long>? OnUserScoreProcessed;
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/// <summary>
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/// A dictionary containing all users currently being watched, with the number of watching components for each user.
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/// </summary>
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private readonly Dictionary<int, int> watchedUsersRefCounts = new Dictionary<int, int>();
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private readonly BindableDictionary<int, SpectatorState> watchedUserStates = new BindableDictionary<int, SpectatorState>();
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private readonly BindableList<SpectatorUser> watchingUsers = new BindableList<SpectatorUser>();
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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 long? currentScoreToken;
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private ScoreProcessor? currentScoreProcessor;
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private readonly Queue<FrameDataBundle> pendingFrameBundles = new Queue<FrameDataBundle>();
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private readonly List<LegacyReplayFrame> pendingFrames = new List<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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var users = new Dictionary<int, int>(watchedUsersRefCounts);
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watchedUsersRefCounts.Clear();
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// resubscribe to watched users.
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foreach ((int user, int watchers) in users)
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{
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for (int i = 0; i < watchers; i++)
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WatchUser(user);
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}
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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(currentScoreToken, currentState);
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}
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else
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{
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watchedUserStates.Clear();
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watchingUsers.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 (watchedUsersRefCounts.ContainsKey(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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if (watchedUsersRefCounts.ContainsKey(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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Task ISpectatorClient.UserScoreProcessed(int userId, long scoreId)
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{
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Schedule(() => OnUserScoreProcessed?.Invoke(userId, scoreId));
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return Task.CompletedTask;
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}
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Task ISpectatorClient.UserStartedWatching(SpectatorUser[] users)
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{
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Schedule(() =>
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{
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foreach (var user in users)
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{
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if (!watchingUsers.Contains(user))
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watchingUsers.Add(user);
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}
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});
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return Task.CompletedTask;
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}
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Task ISpectatorClient.UserEndedWatching(int userId)
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{
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Schedule(() =>
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{
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watchingUsers.RemoveAll(u => u.OnlineID == userId);
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});
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return Task.CompletedTask;
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}
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public void BeginPlaying(long? scoreToken, 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($"Cannot invoke {nameof(BeginPlaying)} when already playing");
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// transfer state at point of beginning play
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currentState.BeatmapID = score.ScoreInfo.BeatmapInfo!.OnlineID;
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currentState.RulesetID = score.ScoreInfo.RulesetID;
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currentState.Mods = score.ScoreInfo.Mods.Select(m => new APIMod(m)).ToArray();
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currentState.State = SpectatedUserState.Playing;
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currentState.MaximumStatistics = state.ScoreProcessor.MaximumStatistics;
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setStateForScore(scoreToken, state, score);
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BeginPlayingInternal(currentScoreToken, currentState).ContinueWith(t =>
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{
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bool success = t.GetResultSafely();
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if (!success)
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{
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Schedule(() =>
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{
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if (IsConnected.Value)
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Logger.Log($"Clearing {nameof(SpectatorClient)} state due to failed {nameof(BeginPlayingInternal)} call.");
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clearScoreState();
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currentState.BeatmapID = null;
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currentState.RulesetID = null;
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currentState.Mods = [];
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currentState.State = SpectatedUserState.Idle;
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currentState.MaximumStatistics = [];
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});
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}
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});
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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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if (IsConnected.Value)
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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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var convertedFrame = convertible.ToLegacy(currentBeatmap);
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// this reduces redundancy of frames in the resulting replay.
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// it is also done at `ReplayRecorder`, but needs to be done here as well
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// due to the flow being handled differently.
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if (pendingFrames.LastOrDefault()?.IsEquivalentTo(convertedFrame) == true)
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pendingFrames[^1] = convertedFrame;
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else
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pendingFrames.Add(convertedFrame);
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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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clearScoreState();
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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).FireAndForget();
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});
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}
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private void setStateForScore(long? scoreToken, GameplayState state, Score score)
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{
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isPlaying = true;
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currentBeatmap = state.Beatmap;
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currentScore = score;
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currentScoreToken = scoreToken;
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currentScoreProcessor = state.ScoreProcessor;
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}
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private void clearScoreState()
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{
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isPlaying = false;
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currentBeatmap = null;
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currentScore = null;
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currentScoreProcessor = null;
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currentScoreToken = null;
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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 (!watchedUsersRefCounts.TryAdd(userId, 1))
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{
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watchedUsersRefCounts[userId]++;
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return;
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}
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WatchUserInternal(userId).FireAndForget();
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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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if (watchedUsersRefCounts.TryGetValue(userId, out int watchers) && watchers > 1)
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{
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watchedUsersRefCounts[userId]--;
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return;
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}
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watchedUsersRefCounts.Remove(userId);
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watchedUserStates.Remove(userId);
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StopWatchingUserInternal(userId).FireAndForget();
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});
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}
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/// <summary>
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/// Contains the actual implementation of the "begin play" operation.
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/// </summary>
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/// <returns>Whether the server-side invocation to start play succeeded.</returns>
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protected abstract Task<bool> BeginPlayingInternal(long? scoreToken, 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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if (!isPlaying)
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{
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// it is possible for this to happen if the `BeginPlayingInternal()` call takes a long time,
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// the client accumulates a purgeable bundle of frames in the meantime,
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// and then `BeginPlayingInternal()` finally fails and `clearScoreState()` is called to abort the streaming session.
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Logger.Log($"{nameof(SpectatorClient)} dropping pending frames as the user is no longer considered to be playing.");
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pendingFrames.Clear();
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return;
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}
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Debug.Assert(currentScore != null);
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Debug.Assert(currentScoreProcessor != null);
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var frames = pendingFrames.ToArray();
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var bundle = new FrameDataBundle(currentScore.ScoreInfo, currentScoreProcessor, 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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#region Disconnection handling
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/// <summary>
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/// Invoked just prior to disconnection.
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/// </summary>
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public event Action? Disconnecting;
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protected abstract Task DisconnectInternal();
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public abstract Task Reconnect();
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Task IStatefulUserHubClient.DisconnectRequested()
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{
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Schedule(() =>
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{
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Disconnecting?.Invoke();
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DisconnectInternal().FireAndForget();
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});
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return Task.CompletedTask;
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}
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Task IStatefulUserHubClient.ServerShuttingDown()
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{
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this.ReconnectWhenReady(IsConnected, () => watchedUsersRefCounts.Count == 0, Reconnect);
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return Task.CompletedTask;
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}
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#endregion
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}
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}
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