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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.
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#nullable enable
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using System ;
using System.Collections.Generic ;
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using System.Diagnostics ;
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using System.Linq ;
using System.Threading.Tasks ;
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using osu.Framework.Allocation ;
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 ;
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using osu.Game.Rulesets.Mods ;
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using osu.Game.Rulesets.Replays ;
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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public abstract class SpectatorClient : Component , ISpectatorClient
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{
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/// <summary>
/// The maximum milliseconds between frame bundle sends.
/// </summary>
public const double TIME_BETWEEN_SENDS = 200 ;
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/// <summary>
/// Whether the <see cref="SpectatorClient"/> is currently connected.
/// This is NOT thread safe and usage should be scheduled.
/// </summary>
public abstract IBindable < bool > IsConnected { get ; }
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private readonly List < int > watchingUsers = new List < int > ( ) ;
public IBindableList < int > PlayingUsers = > playingUsers ;
private readonly BindableList < int > playingUsers = new BindableList < int > ( ) ;
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private readonly Dictionary < int , SpectatorState > playingUserStates = new Dictionary < int , SpectatorState > ( ) ;
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private IBeatmap ? currentBeatmap ;
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private Score ? currentScore ;
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[Resolved]
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private IBindable < RulesetInfo > currentRuleset { get ; set ; } = null ! ;
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[Resolved]
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private IBindable < IReadOnlyList < Mod > > currentMods { get ; set ; } = null ! ;
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private readonly SpectatorState currentState = new SpectatorState ( ) ;
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/// <summary>
/// Whether the local user is playing.
/// </summary>
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protected bool IsPlaying { get ; private set ; }
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/// <summary>
/// Called whenever new frames arrive from the server.
/// </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 ( ) ;
watchingUsers . Clear ( ) ;
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// resubscribe to watched users.
foreach ( var userId in users )
WatchUser ( userId ) ;
// re-send state in case it wasn't received
if ( IsPlaying )
BeginPlayingInternal ( currentState ) ;
}
else
{
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playingUsers . Clear ( ) ;
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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{
if ( ! playingUsers . Contains ( userId ) )
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.
// This may be a temporary thing (see: https://github.com/ppy/osu-server-spectator/blob/2273778e02cfdb4a9c6a934f2a46a8459cb5d29c/osu.Server.Spectator/Hubs/SpectatorHub.cs#L28-L29).
// We don't want the user states to update unless the player is being watched, otherwise calling BindUserBeganPlaying() can lead to double invocations.
if ( watchingUsers . Contains ( userId ) )
playingUserStates [ userId ] = state ;
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OnUserBeganPlaying ? . Invoke ( userId , state ) ;
} ) ;
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return Task . CompletedTask ;
}
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Task ISpectatorClient . UserFinishedPlaying ( int userId , SpectatorState state )
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{
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Schedule ( ( ) = >
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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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return Task . CompletedTask ;
}
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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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public void BeginPlaying ( GameplayBeatmap beatmap , Score score )
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{
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Debug . Assert ( ThreadSafety . IsUpdateThread ) ;
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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 = beatmap . BeatmapInfo . OnlineBeatmapID ;
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currentState . RulesetID = currentRuleset . Value . ID ;
currentState . Mods = currentMods . Value . Select ( m = > new APIMod ( m ) ) ;
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currentBeatmap = beatmap . PlayableBeatmap ;
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currentScore = score ;
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BeginPlayingInternal ( currentState ) ;
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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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IsPlaying = false ;
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currentBeatmap = null ;
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EndPlayingInternal ( currentState ) ;
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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 ) )
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.
// Todo: This should not be a thing, but requires framework changes.
Schedule ( ( ) = >
{
watchingUsers . Remove ( userId ) ;
StopWatchingUserInternal ( userId ) ;
} ) ;
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}
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protected abstract Task BeginPlayingInternal ( SpectatorState state ) ;
protected abstract Task SendFramesInternal ( FrameDataBundle data ) ;
protected abstract Task EndPlayingInternal ( SpectatorState state ) ;
protected abstract Task WatchUserInternal ( int userId ) ;
protected abstract Task StopWatchingUserInternal ( int userId ) ;
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private readonly Queue < LegacyReplayFrame > pendingFrames = new Queue < LegacyReplayFrame > ( ) ;
private double lastSendTime ;
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private Task ? lastSend ;
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private const int max_pending_frames = 30 ;
protected override void Update ( )
{
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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public void HandleFrame ( ReplayFrame frame )
{
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Debug . Assert ( ThreadSafety . IsUpdateThread ) ;
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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 )
purgePendingFrames ( ) ;
}
private void purgePendingFrames ( )
{
if ( lastSend ? . IsCompleted = = false )
return ;
var frames = pendingFrames . ToArray ( ) ;
pendingFrames . Clear ( ) ;
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Debug . Assert ( currentScore ! = null ) ;
SendFrames ( new FrameDataBundle ( currentScore . ScoreInfo , frames ) ) ;
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lastSendTime = Time . Current ;
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}
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/// <summary>
/// Attempts to retrieve the <see cref="SpectatorState"/> for a currently-playing user.
/// </summary>
/// <param name="userId">The user.</param>
/// <param name="state">The current <see cref="SpectatorState"/> for the user, if they're playing. <c>null</c> if the user is not playing.</param>
/// <returns><c>true</c> if successful (the user is playing), <c>false</c> otherwise.</returns>
public bool TryGetPlayingUserState ( int userId , out SpectatorState state )
{
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return playingUserStates . TryGetValue ( userId , out state ) ;
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}
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/// <summary>
/// Bind an action to <see cref="OnUserBeganPlaying"/> with the option of running the bound action once immediately.
/// </summary>
/// <param name="callback">The action to perform when a user begins playing.</param>
/// <param name="runOnceImmediately">Whether the action provided in <paramref name="callback"/> should be run once immediately for all users currently playing.</param>
public void BindUserBeganPlaying ( Action < int , SpectatorState > callback , bool runOnceImmediately = false )
{
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// The lock is taken before the event is subscribed to to prevent doubling of events.
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OnUserBeganPlaying + = callback ;
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if ( ! runOnceImmediately )
return ;
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foreach ( var ( userId , state ) in playingUserStates )
callback ( userId , state ) ;
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}
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}
}