mirror of
https://github.com/ppy/osu.git
synced 2024-11-14 18:37:51 +08:00
a9e4a0ed50
The UserFinishedPlaying event may trigger before the event is subscribed to by SpectatorScreen. For such cases, an extra check is done to make sure the user is _actually_ playing.
263 lines
9.0 KiB
C#
263 lines
9.0 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.Diagnostics;
|
|
using System.Linq;
|
|
using System.Threading.Tasks;
|
|
using JetBrains.Annotations;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Database;
|
|
using osu.Game.Online.Spectator;
|
|
using osu.Game.Replays;
|
|
using osu.Game.Rulesets;
|
|
using osu.Game.Rulesets.Replays;
|
|
using osu.Game.Rulesets.Replays.Types;
|
|
using osu.Game.Scoring;
|
|
using osu.Game.Users;
|
|
|
|
namespace osu.Game.Screens.Spectate
|
|
{
|
|
/// <summary>
|
|
/// A <see cref="OsuScreen"/> which spectates one or more users.
|
|
/// </summary>
|
|
public abstract class SpectatorScreen : OsuScreen
|
|
{
|
|
private readonly int[] userIds;
|
|
|
|
[Resolved]
|
|
private BeatmapManager beatmaps { get; set; }
|
|
|
|
[Resolved]
|
|
private RulesetStore rulesets { get; set; }
|
|
|
|
[Resolved]
|
|
private SpectatorStreamingClient spectatorClient { get; set; }
|
|
|
|
[Resolved]
|
|
private UserLookupCache userLookupCache { get; set; }
|
|
|
|
// A lock is used to synchronise access to spectator/gameplay states, since this class is a screen which may become non-current and stop receiving updates at any point.
|
|
private readonly object stateLock = new object();
|
|
|
|
private readonly Dictionary<int, User> userMap = new Dictionary<int, User>();
|
|
private readonly Dictionary<int, GameplayState> gameplayStates = new Dictionary<int, GameplayState>();
|
|
|
|
private IBindable<WeakReference<BeatmapSetInfo>> managerUpdated;
|
|
|
|
/// <summary>
|
|
/// Creates a new <see cref="SpectatorScreen"/>.
|
|
/// </summary>
|
|
/// <param name="userIds">The users to spectate.</param>
|
|
protected SpectatorScreen(params int[] userIds)
|
|
{
|
|
this.userIds = userIds;
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
populateAllUsers().ContinueWith(_ => Schedule(() =>
|
|
{
|
|
spectatorClient.BindUserBeganPlaying(userBeganPlaying, true);
|
|
spectatorClient.OnUserFinishedPlaying += userFinishedPlaying;
|
|
spectatorClient.OnNewFrames += userSentFrames;
|
|
|
|
managerUpdated = beatmaps.ItemUpdated.GetBoundCopy();
|
|
managerUpdated.BindValueChanged(beatmapUpdated);
|
|
|
|
lock (stateLock)
|
|
{
|
|
foreach (var (id, _) in userMap)
|
|
spectatorClient.WatchUser(id);
|
|
}
|
|
}));
|
|
}
|
|
|
|
private Task populateAllUsers()
|
|
{
|
|
var userLookupTasks = new Task[userIds.Length];
|
|
|
|
for (int i = 0; i < userIds.Length; i++)
|
|
{
|
|
var userId = userIds[i];
|
|
|
|
userLookupTasks[i] = userLookupCache.GetUserAsync(userId).ContinueWith(task =>
|
|
{
|
|
if (!task.IsCompletedSuccessfully)
|
|
return;
|
|
|
|
lock (stateLock)
|
|
userMap[userId] = task.Result;
|
|
});
|
|
}
|
|
|
|
return Task.WhenAll(userLookupTasks);
|
|
}
|
|
|
|
private void beatmapUpdated(ValueChangedEvent<WeakReference<BeatmapSetInfo>> e)
|
|
{
|
|
if (!e.NewValue.TryGetTarget(out var beatmapSet))
|
|
return;
|
|
|
|
lock (stateLock)
|
|
{
|
|
foreach (var (userId, _) in userMap)
|
|
{
|
|
if (!spectatorClient.TryGetPlayingUserState(userId, out var userState))
|
|
continue;
|
|
|
|
if (beatmapSet.Beatmaps.Any(b => b.OnlineBeatmapID == userState.BeatmapID))
|
|
updateGameplayState(userId);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void userBeganPlaying(int userId, SpectatorState state)
|
|
{
|
|
if (state.RulesetID == null || state.BeatmapID == null)
|
|
return;
|
|
|
|
lock (stateLock)
|
|
{
|
|
if (!userMap.ContainsKey(userId))
|
|
return;
|
|
|
|
// The user may have stopped playing.
|
|
if (!spectatorClient.TryGetPlayingUserState(userId, out _))
|
|
return;
|
|
|
|
Schedule(() => OnUserStateChanged(userId, state));
|
|
|
|
updateGameplayState(userId);
|
|
}
|
|
}
|
|
|
|
private void updateGameplayState(int userId)
|
|
{
|
|
lock (stateLock)
|
|
{
|
|
Debug.Assert(userMap.ContainsKey(userId));
|
|
|
|
// The user may have stopped playing.
|
|
if (!spectatorClient.TryGetPlayingUserState(userId, out var spectatorState))
|
|
return;
|
|
|
|
var user = userMap[userId];
|
|
|
|
var resolvedRuleset = rulesets.AvailableRulesets.FirstOrDefault(r => r.ID == spectatorState.RulesetID)?.CreateInstance();
|
|
if (resolvedRuleset == null)
|
|
return;
|
|
|
|
var resolvedBeatmap = beatmaps.QueryBeatmap(b => b.OnlineBeatmapID == spectatorState.BeatmapID);
|
|
if (resolvedBeatmap == null)
|
|
return;
|
|
|
|
var score = new Score
|
|
{
|
|
ScoreInfo = new ScoreInfo
|
|
{
|
|
Beatmap = resolvedBeatmap,
|
|
User = user,
|
|
Mods = spectatorState.Mods.Select(m => m.ToMod(resolvedRuleset)).ToArray(),
|
|
Ruleset = resolvedRuleset.RulesetInfo,
|
|
},
|
|
Replay = new Replay { HasReceivedAllFrames = false },
|
|
};
|
|
|
|
var gameplayState = new GameplayState(score, resolvedRuleset, beatmaps.GetWorkingBeatmap(resolvedBeatmap));
|
|
|
|
gameplayStates[userId] = gameplayState;
|
|
Schedule(() => StartGameplay(userId, gameplayState));
|
|
}
|
|
}
|
|
|
|
private void userSentFrames(int userId, FrameDataBundle bundle)
|
|
{
|
|
lock (stateLock)
|
|
{
|
|
if (!userMap.ContainsKey(userId))
|
|
return;
|
|
|
|
if (!gameplayStates.TryGetValue(userId, out var gameplayState))
|
|
return;
|
|
|
|
// The ruleset instance should be guaranteed to be in sync with the score via ScoreLock.
|
|
Debug.Assert(gameplayState.Ruleset != null && gameplayState.Ruleset.RulesetInfo.Equals(gameplayState.Score.ScoreInfo.Ruleset));
|
|
|
|
foreach (var frame in bundle.Frames)
|
|
{
|
|
IConvertibleReplayFrame convertibleFrame = gameplayState.Ruleset.CreateConvertibleReplayFrame();
|
|
convertibleFrame.FromLegacy(frame, gameplayState.Beatmap.Beatmap);
|
|
|
|
var convertedFrame = (ReplayFrame)convertibleFrame;
|
|
convertedFrame.Time = frame.Time;
|
|
|
|
gameplayState.Score.Replay.Frames.Add(convertedFrame);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void userFinishedPlaying(int userId, SpectatorState state)
|
|
{
|
|
lock (stateLock)
|
|
{
|
|
if (!userMap.ContainsKey(userId))
|
|
return;
|
|
|
|
if (!gameplayStates.TryGetValue(userId, out var gameplayState))
|
|
return;
|
|
|
|
gameplayState.Score.Replay.HasReceivedAllFrames = true;
|
|
|
|
gameplayStates.Remove(userId);
|
|
Schedule(() => EndGameplay(userId));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invoked when a spectated user's state has changed.
|
|
/// </summary>
|
|
/// <param name="userId">The user whose state has changed.</param>
|
|
/// <param name="spectatorState">The new state.</param>
|
|
protected abstract void OnUserStateChanged(int userId, [NotNull] SpectatorState spectatorState);
|
|
|
|
/// <summary>
|
|
/// Starts gameplay for a user.
|
|
/// </summary>
|
|
/// <param name="userId">The user to start gameplay for.</param>
|
|
/// <param name="gameplayState">The gameplay state.</param>
|
|
protected abstract void StartGameplay(int userId, [NotNull] GameplayState gameplayState);
|
|
|
|
/// <summary>
|
|
/// Ends gameplay for a user.
|
|
/// </summary>
|
|
/// <param name="userId">The user to end gameplay for.</param>
|
|
protected abstract void EndGameplay(int userId);
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
base.Dispose(isDisposing);
|
|
|
|
if (spectatorClient != null)
|
|
{
|
|
spectatorClient.OnUserBeganPlaying -= userBeganPlaying;
|
|
spectatorClient.OnUserFinishedPlaying -= userFinishedPlaying;
|
|
spectatorClient.OnNewFrames -= userSentFrames;
|
|
|
|
lock (stateLock)
|
|
{
|
|
foreach (var (userId, _) in userMap)
|
|
spectatorClient.StopWatchingUser(userId);
|
|
}
|
|
}
|
|
|
|
managerUpdated?.UnbindAll();
|
|
}
|
|
}
|
|
}
|