osu/osu.Game/Online/Spectator/SpectatorClient.cs

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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
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
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using osu.Framework.Development;
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using osu.Framework.Graphics;
using osu.Game.Beatmaps;
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;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Replays.Types;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
namespace osu.Game.Online.Spectator
{
public abstract class SpectatorClient : Component, ISpectatorClient
{
/// <summary>
/// The maximum milliseconds between frame bundle sends.
/// </summary>
public const double TIME_BETWEEN_SENDS = 200;
/// <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; }
private readonly List<int> watchingUsers = new List<int>();
public IBindableList<int> PlayingUsers => playingUsers;
private readonly BindableList<int> playingUsers = new BindableList<int>();
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>
protected bool IsPlaying { get; private set; }
/// <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>
/// 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]
private void load()
{
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IsConnected.BindValueChanged(connected => Schedule(() =>
{
if (connected.NewValue)
{
// get all the users that were previously being watched
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int[] users = watchingUsers.ToArray();
watchingUsers.Clear();
// 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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}), true);
}
Task ISpectatorClient.UserBeganPlaying(int userId, SpectatorState state)
{
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Schedule(() =>
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{
if (!playingUsers.Contains(userId))
playingUsers.Add(userId);
// 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;
}
Task ISpectatorClient.UserFinishedPlaying(int userId, SpectatorState state)
{
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Schedule(() =>
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{
playingUsers.Remove(userId);
playingUserStates.Remove(userId);
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OnUserFinishedPlaying?.Invoke(userId, state);
});
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return Task.CompletedTask;
}
Task ISpectatorClient.UserSentFrames(int userId, FrameDataBundle data)
{
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Schedule(() => OnNewFrames?.Invoke(userId, data));
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return Task.CompletedTask;
}
public void BeginPlaying(GameplayBeatmap beatmap, Score score)
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{
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Debug.Assert(ThreadSafety.IsUpdateThread);
if (IsPlaying)
throw new InvalidOperationException($"Cannot invoke {nameof(BeginPlaying)} when already playing");
IsPlaying = true;
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// transfer state at point of beginning play
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;
currentScore = score;
BeginPlayingInternal(currentState);
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}
public void SendFrames(FrameDataBundle data) => lastSend = SendFramesInternal(data);
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public void EndPlaying()
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{
IsPlaying = false;
currentBeatmap = null;
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EndPlayingInternal(currentState);
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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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}
public void StopWatchingUser(int userId)
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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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}
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();
if (pendingFrames.Count > 0 && Time.Current - lastSendTime > TIME_BETWEEN_SENDS)
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purgePendingFrames();
}
public void HandleFrame(ReplayFrame frame)
{
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Debug.Assert(ThreadSafety.IsUpdateThread);
if (frame is IConvertibleReplayFrame convertible)
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();
Debug.Assert(currentScore != null);
SendFrames(new FrameDataBundle(currentScore.ScoreInfo, frames));
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lastSendTime = Time.Current;
}
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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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/// <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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}
}
}