osu/osu.Game/Online/Spectator/SpectatorStreamingClient.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.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
using JetBrains.Annotations;
using Microsoft.AspNetCore.SignalR.Client;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
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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
{
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public class SpectatorStreamingClient : Component, ISpectatorClient
{
/// <summary>
/// The maximum milliseconds between frame bundle sends.
/// </summary>
public const double TIME_BETWEEN_SENDS = 200;
private readonly string endpoint;
[CanBeNull]
private IHubClientConnector connector;
private readonly IBindable<bool> isConnected = new BindableBool();
private HubConnection connection => connector?.CurrentConnection;
private readonly List<int> watchingUsers = new List<int>();
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private readonly object userLock = new object();
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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[CanBeNull]
private IBeatmap currentBeatmap;
[CanBeNull]
private Score currentScore;
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[Resolved]
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private IBindable<RulesetInfo> currentRuleset { get; set; }
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[Resolved]
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private IBindable<IReadOnlyList<Mod>> currentMods { get; set; }
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private readonly SpectatorState currentState = new SpectatorState();
private bool isPlaying;
/// <summary>
/// Called whenever new frames arrive from the server.
/// </summary>
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>
public event Action<int, SpectatorState> OnUserFinishedPlaying;
public SpectatorStreamingClient(EndpointConfiguration endpoints)
{
endpoint = endpoints.SpectatorEndpointUrl;
}
[BackgroundDependencyLoader]
private void load(IAPIProvider api)
{
connector = api.GetHubConnector(nameof(SpectatorStreamingClient), endpoint);
if (connector != null)
{
connector.ConfigureConnection = connection =>
{
// until strong typed client support is added, each method must be manually bound
// (see https://github.com/dotnet/aspnetcore/issues/15198)
connection.On<int, SpectatorState>(nameof(ISpectatorClient.UserBeganPlaying), ((ISpectatorClient)this).UserBeganPlaying);
connection.On<int, FrameDataBundle>(nameof(ISpectatorClient.UserSentFrames), ((ISpectatorClient)this).UserSentFrames);
connection.On<int, SpectatorState>(nameof(ISpectatorClient.UserFinishedPlaying), ((ISpectatorClient)this).UserFinishedPlaying);
};
isConnected.BindTo(connector.IsConnected);
isConnected.BindValueChanged(connected =>
{
if (connected.NewValue)
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{
// get all the users that were previously being watched
int[] users;
lock (userLock)
{
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)
beginPlaying();
}
else
{
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lock (userLock)
{
playingUsers.Clear();
playingUserStates.Clear();
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}
}
}, true);
}
}
Task ISpectatorClient.UserBeganPlaying(int userId, SpectatorState state)
{
lock (userLock)
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{
if (!playingUsers.Contains(userId))
playingUsers.Add(userId);
playingUserStates[userId] = state;
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}
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OnUserBeganPlaying?.Invoke(userId, state);
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return Task.CompletedTask;
}
Task ISpectatorClient.UserFinishedPlaying(int userId, SpectatorState state)
{
lock (userLock)
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{
playingUsers.Remove(userId);
playingUserStates.Remove(userId);
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}
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OnUserFinishedPlaying?.Invoke(userId, state);
return Task.CompletedTask;
}
Task ISpectatorClient.UserSentFrames(int userId, FrameDataBundle data)
{
OnNewFrames?.Invoke(userId, data);
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return Task.CompletedTask;
}
public void BeginPlaying(GameplayBeatmap beatmap, Score score)
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{
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;
beginPlaying();
}
private void beginPlaying()
{
Debug.Assert(isPlaying);
if (!isConnected.Value) return;
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connection.SendAsync(nameof(ISpectatorServer.BeginPlaySession), currentState);
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}
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public void SendFrames(FrameDataBundle data)
{
if (!isConnected.Value) return;
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lastSend = connection.SendAsync(nameof(ISpectatorServer.SendFrameData), data);
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}
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public void EndPlaying()
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{
isPlaying = false;
currentBeatmap = null;
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if (!isConnected.Value) return;
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connection.SendAsync(nameof(ISpectatorServer.EndPlaySession), currentState);
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}
public virtual void WatchUser(int userId)
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{
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lock (userLock)
{
if (watchingUsers.Contains(userId))
return;
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watchingUsers.Add(userId);
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if (!isConnected.Value)
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return;
}
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connection.SendAsync(nameof(ISpectatorServer.StartWatchingUser), userId);
}
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public void StopWatchingUser(int userId)
{
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lock (userLock)
{
watchingUsers.Remove(userId);
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if (!isConnected.Value)
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return;
}
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connection.SendAsync(nameof(ISpectatorServer.EndWatchingUser), userId);
}
private readonly Queue<LegacyReplayFrame> pendingFrames = new Queue<LegacyReplayFrame>();
private double lastSendTime;
private Task lastSend;
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)
{
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>
/// 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)
{
OnUserBeganPlaying += callback;
if (!runOnceImmediately)
return;
lock (userLock)
{
foreach (var (userId, state) in playingUserStates)
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callback(userId, state);
}
}
}
}