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349 lines
12 KiB
C#
349 lines
12 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 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.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.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.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.
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/// </summary>
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public virtual IBindableDictionary<int, SpectatorState> WatchedUserStates => watchedUserStates;
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/// <summary>
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/// A global list of all players currently playing.
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/// </summary>
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public IBindableList<int> PlayingUsers => playingUsers;
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/// <summary>
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/// Whether the local user is playing.
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/// </summary>
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protected internal bool IsPlaying { get; private 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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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 virtual 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 virtual 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 virtual 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<int> playingUsers = new BindableList<int>();
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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 readonly Queue<FrameDataBundle> pendingFrameBundles = new Queue<FrameDataBundle>();
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private readonly Queue<LegacyReplayFrame> pendingFrames = new Queue<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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playingUsers.Clear();
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watchedUserStates.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 (!playingUsers.Contains(userId))
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playingUsers.Add(userId);
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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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playingUsers.Remove(userId);
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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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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($"Cannot invoke {nameof(BeginPlaying)} when already playing");
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IsPlaying = true;
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// transfer state at point of beginning play
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currentState.BeatmapID = score.ScoreInfo.BeatmapInfo.OnlineID;
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currentState.RulesetID = score.ScoreInfo.RulesetID;
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currentState.Mods = score.ScoreInfo.Mods.Select(m => new APIMod(m)).ToArray();
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currentState.State = SpectatedUserState.Playing;
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currentState.MaximumStatistics = state.ScoreProcessor.MaximumStatistics;
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currentBeatmap = state.Beatmap;
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currentScore = score;
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currentScoreToken = scoreToken;
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BeginPlayingInternal(currentScoreToken, currentState);
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});
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}
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public void HandleFrame(ReplayFrame frame) => Schedule(() =>
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{
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if (!IsPlaying)
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{
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Logger.Log($"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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pendingFrames.Enqueue(convertible.ToLegacy(currentBeatmap));
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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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IsPlaying = false;
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currentBeatmap = null;
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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);
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});
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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.ContainsKey(userId))
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{
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watchedUsersRefCounts[userId]++;
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return;
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}
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watchedUsersRefCounts.Add(userId, 1);
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WatchUserInternal(userId);
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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);
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});
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}
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protected abstract Task 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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Debug.Assert(currentScore != null);
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var frames = pendingFrames.ToArray();
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var bundle = new FrameDataBundle(currentScore.ScoreInfo, 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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}
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}
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