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Optimally, I would like to remove the `Schedule` in `EndPlaying`, but it turns out quite a few test are relying on this at very least. Adding a paired schedule ensure that order of operations is correct, at least.
258 lines
8.6 KiB
C#
258 lines
8.6 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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#nullable enable
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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.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 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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private readonly List<int> watchingUsers = new List<int>();
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public IBindableList<int> PlayingUsers => playingUsers;
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private readonly BindableList<int> playingUsers = new BindableList<int>();
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public IBindableDictionary<int, SpectatorState> PlayingUserStates => playingUserStates;
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private readonly BindableDictionary<int, SpectatorState> playingUserStates = new BindableDictionary<int, SpectatorState>();
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private IBeatmap? currentBeatmap;
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private Score? currentScore;
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private readonly SpectatorState currentState = new SpectatorState();
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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 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 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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[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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int[] users = watchingUsers.ToArray();
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watchingUsers.Clear();
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// resubscribe to watched users.
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foreach (int userId in users)
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WatchUser(userId);
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// re-send state in case it wasn't received
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if (IsPlaying)
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BeginPlayingInternal(currentState);
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}
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else
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{
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playingUsers.Clear();
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playingUserStates.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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// UserBeganPlaying() is called by the server regardless of whether the local user is watching the remote user, and is called a further time when the remote user is watched.
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// This may be a temporary thing (see: https://github.com/ppy/osu-server-spectator/blob/2273778e02cfdb4a9c6a934f2a46a8459cb5d29c/osu.Server.Spectator/Hubs/SpectatorHub.cs#L28-L29).
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// We don't want the user states to update unless the player is being watched, otherwise calling BindUserBeganPlaying() can lead to double invocations.
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if (watchingUsers.Contains(userId))
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playingUserStates[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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playingUserStates.Remove(userId);
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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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Schedule(() => OnNewFrames?.Invoke(userId, data));
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return Task.CompletedTask;
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}
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public void BeginPlaying(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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currentBeatmap = state.Beatmap;
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currentScore = score;
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BeginPlayingInternal(currentState);
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});
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}
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public void SendFrames(FrameDataBundle data) => lastSend = SendFramesInternal(data);
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public void EndPlaying()
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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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IsPlaying = false;
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currentBeatmap = null;
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EndPlayingInternal(currentState);
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});
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}
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public void WatchUser(int userId)
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{
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Debug.Assert(ThreadSafety.IsUpdateThread);
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if (watchingUsers.Contains(userId))
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return;
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watchingUsers.Add(userId);
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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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watchingUsers.Remove(userId);
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playingUserStates.Remove(userId);
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StopWatchingUserInternal(userId);
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});
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}
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protected abstract Task BeginPlayingInternal(SpectatorState state);
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protected abstract Task SendFramesInternal(FrameDataBundle data);
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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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private readonly Queue<LegacyReplayFrame> pendingFrames = new Queue<LegacyReplayFrame>();
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private double lastSendTime;
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private Task? lastSend;
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private const int max_pending_frames = 30;
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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 - lastSendTime > TIME_BETWEEN_SENDS)
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purgePendingFrames();
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}
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public void HandleFrame(ReplayFrame frame)
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{
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Debug.Assert(ThreadSafety.IsUpdateThread);
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if (!IsPlaying)
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return;
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if (frame is IConvertibleReplayFrame convertible)
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pendingFrames.Enqueue(convertible.ToLegacy(currentBeatmap));
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if (pendingFrames.Count > max_pending_frames)
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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 (lastSend?.IsCompleted == false)
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return;
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var frames = pendingFrames.ToArray();
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pendingFrames.Clear();
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Debug.Assert(currentScore != null);
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SendFrames(new FrameDataBundle(currentScore.ScoreInfo, frames));
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lastSendTime = Time.Current;
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}
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}
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}
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