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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/MultiSpectatorScreen.cs
2021-08-12 10:40:14 +09:00

229 lines
8.7 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.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Spectator;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.HUD;
using osu.Game.Screens.Spectate;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
/// <summary>
/// A <see cref="SpectatorScreen"/> that spectates multiple users in a match.
/// </summary>
public 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 AllowTrackAdjustments => false;
/// <summary>
/// Whether all spectating players have finished loading.
/// </summary>
public bool AllPlayersLoaded => instances.All(p => p?.PlayerLoaded == true);
[Resolved]
private SpectatorClient spectatorClient { get; set; }
[Resolved]
private MultiplayerClient multiplayerClient { get; set; }
private readonly PlayerArea[] instances;
private MasterGameplayClockContainer masterClockContainer;
private ISyncManager syncManager;
private PlayerGrid grid;
private MultiSpectatorLeaderboard leaderboard;
private PlayerArea currentAudioSource;
private bool canStartMasterClock;
private readonly MultiplayerRoomUser[] users;
/// <summary>
/// Creates a new <see cref="MultiSpectatorScreen"/>.
/// </summary>
/// <param name="users">The players to spectate.</param>
public MultiSpectatorScreen(MultiplayerRoomUser[] users)
: base(users.Select(u => u.UserID).ToArray())
{
this.users = users;
instances = new PlayerArea[Users.Count];
}
[BackgroundDependencyLoader]
private void load()
{
Container leaderboardContainer;
Container scoreDisplayContainer;
masterClockContainer = new MasterGameplayClockContainer(Beatmap.Value, 0);
InternalChildren = new[]
{
(Drawable)(syncManager = new CatchUpSyncManager(masterClockContainer)),
masterClockContainer.WithChild(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[]
{
leaderboardContainer = new Container
{
RelativeSizeAxes = Axes.Y,
AutoSizeAxes = Axes.X
},
grid = new PlayerGrid { RelativeSizeAxes = Axes.Both }
}
}
}
}
}
})
};
for (int i = 0; i < Users.Count; i++)
{
grid.Add(instances[i] = new PlayerArea(Users[i], masterClockContainer.GameplayClock));
syncManager.AddPlayerClock(instances[i].GameplayClock);
}
// Todo: This is not quite correct - it should be per-user to adjust for other mod combinations.
var playableBeatmap = Beatmap.Value.GetPlayableBeatmap(Ruleset.Value);
var scoreProcessor = Ruleset.Value.CreateInstance().CreateScoreProcessor();
scoreProcessor.ApplyBeatmap(playableBeatmap);
LoadComponentAsync(leaderboard = new MultiSpectatorLeaderboard(scoreProcessor, users)
{
Expanded = { Value = true },
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
}, l =>
{
foreach (var instance in instances)
leaderboard.AddClock(instance.UserId, instance.GameplayClock);
leaderboardContainer.Add(leaderboard);
if (leaderboard.TeamScores.Count == 2)
{
LoadComponentAsync(new MatchScoreDisplay
{
Team1Score = { BindTarget = leaderboard.TeamScores.First().Value },
Team2Score = { BindTarget = leaderboard.TeamScores.Last().Value },
}, scoreDisplayContainer.Add);
}
});
}
protected override void LoadComplete()
{
base.LoadComplete();
masterClockContainer.Reset();
masterClockContainer.Stop();
syncManager.ReadyToStart += onReadyToStart;
syncManager.MasterState.BindValueChanged(onMasterStateChanged, true);
}
protected override void Update()
{
base.Update();
if (!isCandidateAudioSource(currentAudioSource?.GameplayClock))
{
currentAudioSource = instances.Where(i => isCandidateAudioSource(i.GameplayClock))
.OrderBy(i => Math.Abs(i.GameplayClock.CurrentTime - syncManager.MasterClock.CurrentTime))
.FirstOrDefault();
foreach (var instance in instances)
instance.Mute = instance != currentAudioSource;
}
}
private bool isCandidateAudioSource([CanBeNull] ISpectatorPlayerClock clock)
=> clock?.IsRunning == true && !clock.IsCatchingUp && !clock.WaitingOnFrames.Value;
private void onReadyToStart()
{
// Seek the master clock to the gameplay time.
// This is chosen as the first available frame in the players' replays, which matches the seek by each individual SpectatorPlayer.
var startTime = instances.Where(i => i.Score != null)
.SelectMany(i => i.Score.Replay.Frames)
.Select(f => f.Time)
.DefaultIfEmpty(0)
.Min();
masterClockContainer.Seek(startTime);
masterClockContainer.Start();
// Although the clock has been started, this flag is set to allow for later synchronisation state changes to also be able to start it.
canStartMasterClock = true;
}
private void onMasterStateChanged(ValueChangedEvent<MasterClockState> state)
{
switch (state.NewValue)
{
case MasterClockState.Synchronised:
if (canStartMasterClock)
masterClockContainer.Start();
break;
case MasterClockState.TooFarAhead:
masterClockContainer.Stop();
break;
}
}
protected override void OnUserStateChanged(int userId, SpectatorState spectatorState)
{
}
protected override void StartGameplay(int userId, GameplayState gameplayState)
=> instances.Single(i => i.UserId == userId).LoadScore(gameplayState.Score);
protected override void EndGameplay(int userId)
{
RemoveUser(userId);
leaderboard.RemoveClock(userId);
}
public override bool OnBackButton()
{
// On a manual exit, set the player state back to idle.
multiplayerClient.ChangeState(MultiplayerUserState.Idle);
return base.OnBackButton();
}
}
}