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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/MultiSpectatorScreen.cs

285 lines
11 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;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Logging;
using osu.Game.Graphics;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osu.Game.Online.Spectator;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.HUD;
using osu.Game.Screens.Spectate;
using osu.Game.Users;
using osuTK;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
/// <summary>
/// A <see cref="SpectatorScreen"/> that spectates multiple users in a match.
/// </summary>
public partial class MultiSpectatorScreen : SpectatorScreen
{
// Isolates beatmap/ruleset to this screen.
public override bool DisallowExternalBeatmapRulesetChanges => true;
// We are managing our own adjustments. For now, this happens inside the Player instances themselves.
public override bool? ApplyModTrackAdjustments => false;
public override bool HideOverlaysOnEnter => true;
/// <summary>
/// Whether all spectating players have finished loading.
/// </summary>
public bool AllPlayersLoaded => instances.All(p => p.PlayerLoaded);
protected override UserActivity InitialActivity => new UserActivity.SpectatingMultiplayerGame(Beatmap.Value.BeatmapInfo, Ruleset.Value);
[Resolved]
private OsuColour colours { get; set; } = null!;
[Resolved]
private MultiplayerClient multiplayerClient { get; set; } = null!;
private IAggregateAudioAdjustment? boundAdjustments;
private readonly PlayerArea[] instances;
private MasterGameplayClockContainer masterClockContainer = null!;
private SpectatorSyncManager syncManager = null!;
private PlayerGrid grid = null!;
private MultiSpectatorLeaderboard leaderboard = null!;
private PlayerArea? currentAudioSource;
private readonly Room room;
private readonly MultiplayerRoomUser[] users;
/// <summary>
/// Creates a new <see cref="MultiSpectatorScreen"/>.
/// </summary>
/// <param name="room">The room.</param>
/// <param name="users">The players to spectate.</param>
public MultiSpectatorScreen(Room room, MultiplayerRoomUser[] users)
: base(users.Select(u => u.UserID).ToArray())
{
this.room = room;
this.users = users;
instances = new PlayerArea[Users.Count];
}
[BackgroundDependencyLoader]
private void load()
{
FillFlowContainer leaderboardFlow;
Container scoreDisplayContainer;
InternalChildren = new Drawable[]
{
masterClockContainer = new MasterGameplayClockContainer(Beatmap.Value, 0)
{
Child = new GridContainer
{
RelativeSizeAxes = Axes.Both,
RowDimensions = new[] { new Dimension(GridSizeMode.AutoSize) },
Content = new[]
{
new Drawable[]
{
scoreDisplayContainer = new Container
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y
},
},
new Drawable[]
{
new GridContainer
{
RelativeSizeAxes = Axes.Both,
ColumnDimensions = new[] { new Dimension(GridSizeMode.AutoSize) },
Content = new[]
{
new Drawable[]
{
leaderboardFlow = new FillFlowContainer
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Vertical,
Spacing = new Vector2(5)
},
grid = new PlayerGrid { RelativeSizeAxes = Axes.Both }
}
}
}
}
}
}
},
syncManager = new SpectatorSyncManager(masterClockContainer)
{
ReadyToStart = performInitialSeek,
}
};
for (int i = 0; i < Users.Count; i++)
grid.Add(instances[i] = new PlayerArea(Users[i], syncManager.CreateManagedClock()));
LoadComponentAsync(leaderboard = new MultiSpectatorLeaderboard(users)
{
Expanded = { Value = true },
}, _ =>
{
foreach (var instance in instances)
leaderboard.AddClock(instance.UserId, instance.SpectatorPlayerClock);
leaderboardFlow.Insert(0, leaderboard);
if (leaderboard.TeamScores.Count == 2)
{
LoadComponentAsync(new MatchScoreDisplay
{
Team1Score = { BindTarget = leaderboard.TeamScores.First().Value },
Team2Score = { BindTarget = leaderboard.TeamScores.Last().Value },
}, scoreDisplayContainer.Add);
}
});
LoadComponentAsync(new GameplayChatDisplay(room)
{
Expanded = { Value = true },
}, chat => leaderboardFlow.Insert(1, chat));
}
protected override void LoadComplete()
{
base.LoadComplete();
masterClockContainer.Reset();
// Start with adjustments from the first player to keep a sane state.
bindAudioAdjustments(instances.First());
}
protected override void Update()
{
base.Update();
if (!isCandidateAudioSource(currentAudioSource?.SpectatorPlayerClock))
{
currentAudioSource = instances.Where(i => isCandidateAudioSource(i.SpectatorPlayerClock)).MinBy(i => Math.Abs(i.SpectatorPlayerClock.CurrentTime - syncManager.CurrentMasterTime));
// Only bind adjustments if there's actually a valid source, else just use the previous ones to ensure no sudden changes to audio.
if (currentAudioSource != null)
bindAudioAdjustments(currentAudioSource);
foreach (var instance in instances)
instance.Mute = instance != currentAudioSource;
}
}
private void bindAudioAdjustments(PlayerArea first)
{
if (boundAdjustments != null)
masterClockContainer.AdjustmentsFromMods.UnbindAdjustments(boundAdjustments);
boundAdjustments = first.ClockAdjustmentsFromMods;
masterClockContainer.AdjustmentsFromMods.BindAdjustments(boundAdjustments);
}
private bool isCandidateAudioSource(SpectatorPlayerClock? clock)
=> clock?.IsRunning == true && !clock.IsCatchingUp && !clock.WaitingOnFrames;
private void performInitialSeek()
{
// We want to start showing gameplay as soon as possible.
// Each client may be in a different place in the beatmap, so we need to do our best to find a common
// starting point.
//
// Preferring a lower value ensures that we don't have some clients stuttering to keep up.
List<double> minFrameTimes = new List<double>();
foreach (var instance in instances)
{
if (instance.Score == null)
continue;
minFrameTimes.Add(instance.Score.Replay.Frames.MinBy(f => f.Time)?.Time ?? 0);
}
// Remove any outliers (only need to worry about removing those lower than the mean since we will take a Min() after).
double mean = minFrameTimes.Average();
minFrameTimes.RemoveAll(t => mean - t > 1000);
double startTime = minFrameTimes.Min();
masterClockContainer.Reset(startTime, true);
Logger.Log($"Multiplayer spectator seeking to initial time of {startTime}");
}
protected override void OnNewPlayingUserState(int userId, SpectatorState spectatorState)
{
}
protected override void StartGameplay(int userId, SpectatorGameplayState spectatorGameplayState) => Schedule(() =>
{
var playerArea = instances.Single(i => i.UserId == userId);
// The multiplayer spectator flow requires the client to return to a higher level screen
// (ie. StartGameplay should only be called once per player).
//
// Meanwhile, the solo spectator flow supports multiple `StartGameplay` calls.
// To ensure we don't crash out in an edge case where this is called more than once in multiplayer,
// guard against re-entry for the same player.
if (playerArea.Score != null)
return;
playerArea.LoadScore(spectatorGameplayState.Score);
});
protected override void FailGameplay(int userId) => Schedule(() =>
{
// We probably want to visualise this in the future.
var instance = instances.Single(i => i.UserId == userId);
syncManager.RemoveManagedClock(instance.SpectatorPlayerClock);
});
protected override void PassGameplay(int userId) => Schedule(() =>
{
var instance = instances.Single(i => i.UserId == userId);
syncManager.RemoveManagedClock(instance.SpectatorPlayerClock);
});
protected override void QuitGameplay(int userId) => Schedule(() =>
{
RemoveUser(userId);
var instance = instances.Single(i => i.UserId == userId);
instance.FadeColour(colours.Gray4, 400, Easing.OutQuint);
syncManager.RemoveManagedClock(instance.SpectatorPlayerClock);
});
public override bool OnBackButton()
{
if (multiplayerClient.Room == null)
return base.OnBackButton();
// On a manual exit, set the player back to idle unless gameplay has finished.
// Of note, this doesn't cover exiting using alt-f4 or menu home option.
if (multiplayerClient.Room.State != MultiplayerRoomState.Open)
multiplayerClient.ChangeState(MultiplayerUserState.Idle);
return base.OnBackButton();
}
}
}