osu/osu.Game/Screens/Play/SpectatorPlayer.cs

61 lines
1.9 KiB
C#
Raw Normal View History

// 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.Linq;
using osu.Framework.Allocation;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Online.Spectator;
using osu.Game.Scoring;
using osu.Game.Screens.Ranking;
namespace osu.Game.Screens.Play
{
public class SpectatorPlayer : ReplayPlayer
{
public SpectatorPlayer(Score score)
: base(score)
{
}
protected override ResultsScreen CreateResults(ScoreInfo score)
{
return new SpectatorResultsScreen(score);
}
[Resolved]
private SpectatorStreamingClient spectatorStreaming { get; set; }
[BackgroundDependencyLoader]
private void load()
{
spectatorStreaming.OnUserBeganPlaying += userBeganPlaying;
}
private void userBeganPlaying(int userId, SpectatorState state)
{
if (userId == Score.ScoreInfo.UserID)
Schedule(this.Exit);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (spectatorStreaming != null)
spectatorStreaming.OnUserBeganPlaying -= userBeganPlaying;
}
protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
{
// if we already have frames, start gameplay at the point in time they exist, should they be too far into the beatmap.
double? firstFrameTime = Score.Replay.Frames.FirstOrDefault()?.Time;
if (firstFrameTime == null || firstFrameTime <= gameplayStart + 5000)
return base.CreateGameplayClockContainer(beatmap, gameplayStart);
return new GameplayClockContainer(beatmap, firstFrameTime.Value, true);
}
}
}