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osu-lazer/osu.Game/Screens/Spectate/SpectatorScreen.cs
Dean Herbert ca93fdc94b
Add visualisation of when a spectated player fails
Create a new stack each time for isolation and safety
2023-11-24 14:44:57 +09:00

281 lines
9.3 KiB
C#
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// 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.Diagnostics;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Online.Spectator;
using osu.Game.Replays;
using osu.Game.Rulesets;
using osu.Game.Scoring;
using Realms;
namespace osu.Game.Screens.Spectate
{
/// <summary>
/// A <see cref="OsuScreen"/> which spectates one or more users.
/// </summary>
public abstract partial class SpectatorScreen : OsuScreen
{
protected IReadOnlyList<int> Users => users;
private readonly List<int> users = new List<int>();
[Resolved]
private BeatmapManager beatmaps { get; set; } = null!;
[Resolved]
private RulesetStore rulesets { get; set; } = null!;
[Resolved]
private SpectatorClient spectatorClient { get; set; } = null!;
[Resolved]
private UserLookupCache userLookupCache { get; set; } = null!;
[Resolved]
private RealmAccess realm { get; set; } = null!;
private readonly IBindableDictionary<int, SpectatorState> userStates = new BindableDictionary<int, SpectatorState>();
private readonly Dictionary<int, APIUser> userMap = new Dictionary<int, APIUser>();
private readonly Dictionary<int, SpectatorGameplayState> gameplayStates = new Dictionary<int, SpectatorGameplayState>();
private IDisposable? realmSubscription;
/// <summary>
/// Creates a new <see cref="SpectatorScreen"/>.
/// </summary>
/// <param name="users">The users to spectate.</param>
protected SpectatorScreen(params int[] users)
{
this.users.AddRange(users);
}
protected override void LoadComplete()
{
base.LoadComplete();
userLookupCache.GetUsersAsync(users.ToArray()).ContinueWith(task => Schedule(() =>
{
var foundUsers = task.GetResultSafely();
foreach (var u in foundUsers)
{
if (u == null)
continue;
userMap[u.Id] = u;
}
userStates.BindTo(spectatorClient.WatchedUserStates);
userStates.BindCollectionChanged(onUserStatesChanged, true);
realmSubscription = realm.RegisterForNotifications(
realm => realm.All<BeatmapSetInfo>().Where(s => !s.DeletePending), beatmapsChanged);
foreach ((int id, var _) in userMap)
spectatorClient.WatchUser(id);
}));
}
private void beatmapsChanged(IRealmCollection<BeatmapSetInfo> items, ChangeSet? changes)
{
if (changes?.InsertedIndices == null) return;
foreach (int c in changes.InsertedIndices) beatmapUpdated(items[c]);
}
private void beatmapUpdated(BeatmapSetInfo beatmapSet)
{
foreach ((int userId, _) in userMap)
{
if (!userStates.TryGetValue(userId, out var userState))
continue;
if (beatmapSet.Beatmaps.Any(b => b.OnlineID == userState.BeatmapID))
startGameplay(userId);
}
}
private void onUserStatesChanged(object? sender, NotifyDictionaryChangedEventArgs<int, SpectatorState> e)
{
switch (e.Action)
{
case NotifyDictionaryChangedAction.Add:
case NotifyDictionaryChangedAction.Replace:
foreach ((int userId, SpectatorState state) in e.NewItems.AsNonNull())
onUserStateChanged(userId, state);
break;
}
}
private void onUserStateChanged(int userId, SpectatorState newState)
{
if (newState.RulesetID == null || newState.BeatmapID == null)
return;
if (!userMap.ContainsKey(userId))
return;
switch (newState.State)
{
case SpectatedUserState.Playing:
OnNewPlayingUserState(userId, newState);
startGameplay(userId);
break;
case SpectatedUserState.Passed:
markReceivedAllFrames(userId);
break;
case SpectatedUserState.Failed:
failGameplay(userId);
break;
case SpectatedUserState.Quit:
quitGameplay(userId);
break;
}
}
private void startGameplay(int userId)
{
Debug.Assert(userMap.ContainsKey(userId));
var user = userMap[userId];
var spectatorState = userStates[userId];
var resolvedRuleset = rulesets.AvailableRulesets.FirstOrDefault(r => r.OnlineID == spectatorState.RulesetID)?.CreateInstance();
if (resolvedRuleset == null)
return;
var resolvedBeatmap = beatmaps.QueryBeatmap(b => b.OnlineID == spectatorState.BeatmapID);
if (resolvedBeatmap == null)
return;
var score = new Score
{
ScoreInfo = new ScoreInfo
{
BeatmapInfo = resolvedBeatmap,
User = user,
Mods = spectatorState.Mods.Select(m => m.ToMod(resolvedRuleset)).ToArray(),
Ruleset = resolvedRuleset.RulesetInfo,
},
Replay = new Replay { HasReceivedAllFrames = false },
};
var gameplayState = new SpectatorGameplayState(score, resolvedRuleset, beatmaps.GetWorkingBeatmap(resolvedBeatmap));
gameplayStates[userId] = gameplayState;
StartGameplay(userId, gameplayState);
}
/// <summary>
/// Marks an existing gameplay session as received all frames.
/// </summary>
private void markReceivedAllFrames(int userId)
{
if (gameplayStates.TryGetValue(userId, out var gameplayState))
gameplayState.Score.Replay.HasReceivedAllFrames = true;
}
private void failGameplay(int userId)
{
if (!userMap.ContainsKey(userId))
return;
if (!gameplayStates.ContainsKey(userId))
return;
markReceivedAllFrames(userId);
gameplayStates.Remove(userId);
FailGameplay(userId);
}
private void quitGameplay(int userId)
{
if (!userMap.ContainsKey(userId))
return;
if (!gameplayStates.ContainsKey(userId))
return;
markReceivedAllFrames(userId);
gameplayStates.Remove(userId);
QuitGameplay(userId);
}
/// <summary>
/// Invoked when a spectated user's state has changed to a new state indicating the player is currently playing.
/// Thread safety is not guaranteed should be scheduled as required.
/// </summary>
/// <param name="userId">The user whose state has changed.</param>
/// <param name="spectatorState">The new state.</param>
protected abstract void OnNewPlayingUserState(int userId, SpectatorState spectatorState);
/// <summary>
/// Starts gameplay for a user.
/// Thread safety is not guaranteed should be scheduled as required.
/// </summary>
/// <param name="userId">The user to start gameplay for.</param>
/// <param name="spectatorGameplayState">The gameplay state.</param>
protected abstract void StartGameplay(int userId, SpectatorGameplayState spectatorGameplayState);
/// <summary>
/// Quits gameplay for a user.
/// Thread safety is not guaranteed should be scheduled as required.
/// </summary>
/// <param name="userId">The user to quit gameplay for.</param>
protected abstract void QuitGameplay(int userId);
/// <summary>
/// Fails gameplay for a user.
/// Thread safety is not guaranteed should be scheduled as required.
/// </summary>
/// <param name="userId">The user to fail gameplay for.</param>
protected abstract void FailGameplay(int userId);
/// <summary>
/// Stops spectating a user.
/// </summary>
/// <param name="userId">The user to stop spectating.</param>
protected void RemoveUser(int userId)
{
if (!userStates.ContainsKey(userId))
return;
quitGameplay(userId);
users.Remove(userId);
userMap.Remove(userId);
spectatorClient.StopWatchingUser(userId);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (spectatorClient.IsNotNull())
{
foreach ((int userId, var _) in userMap)
spectatorClient.StopWatchingUser(userId);
}
realmSubscription?.Dispose();
}
}
}