mirror of
https://github.com/ppy/osu
synced 2025-01-30 01:42:54 +00:00
Merge pull request #13261 from smoogipoo/fix-spectator-frame-conversion
Fix spectator crashing when converting mania replay frames
This commit is contained in:
commit
10acad6524
@ -177,6 +177,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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public override Container Overlays { get; }
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public override Container FrameStableComponents { get; }
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public override IFrameStableClock FrameStableClock { get; }
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internal override bool FrameStablePlayback { get; set; }
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public override IReadOnlyList<Mod> Mods { get; }
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public override double GameplayStartTime { get; }
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@ -76,9 +76,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("screen hasn't changed", () => Stack.CurrentScreen is SoloSpectator);
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start();
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sendFrames();
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waitForPlayer();
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sendFrames();
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AddAssert("ensure frames arrived", () => replayHandler.HasFrames);
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AddUntilStep("wait for frame starvation", () => replayHandler.WaitingForFrame);
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@ -116,12 +116,11 @@ namespace osu.Game.Tests.Visual.Gameplay
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start();
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loadSpectatingScreen();
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waitForPlayer();
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AddStep("advance frame count", () => nextFrame = 300);
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sendFrames();
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waitForPlayer();
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AddUntilStep("playing from correct point in time", () => player.ChildrenOfType<DrawableRuleset>().First().FrameStableClock.CurrentTime > 30000);
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}
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@ -210,7 +209,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private double currentFrameStableTime
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=> player.ChildrenOfType<FrameStabilityContainer>().First().FrameStableClock.CurrentTime;
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private void waitForPlayer() => AddUntilStep("wait for player", () => Stack.CurrentScreen is Player);
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private void waitForPlayer() => AddUntilStep("wait for player", () => (Stack.CurrentScreen as Player)?.IsLoaded == true);
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private void start(int? beatmapId = null) => AddStep("start play", () => testSpectatorClient.StartPlay(streamingUser.Id, beatmapId ?? importedBeatmapId));
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@ -68,10 +68,7 @@ namespace osu.Game.Rulesets.UI
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private bool frameStablePlayback = true;
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/// <summary>
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/// Whether to enable frame-stable playback.
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/// </summary>
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internal bool FrameStablePlayback
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internal override bool FrameStablePlayback
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{
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get => frameStablePlayback;
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set
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@ -431,6 +428,11 @@ namespace osu.Game.Rulesets.UI
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/// </summary>
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public abstract IFrameStableClock FrameStableClock { get; }
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/// <summary>
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/// Whether to enable frame-stable playback.
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/// </summary>
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internal abstract bool FrameStablePlayback { get; set; }
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/// <summary>
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/// The mods which are to be applied.
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/// </summary>
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@ -100,7 +100,13 @@ namespace osu.Game.Screens.Play
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{
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// The source is stopped by a frequency fade first.
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if (isPaused.NewValue)
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this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => AdjustableSource.Stop());
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{
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this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ =>
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{
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if (IsPaused.Value == isPaused.NewValue)
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AdjustableSource.Stop();
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});
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}
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else
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this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
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}
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@ -81,10 +81,6 @@ namespace osu.Game.Screens.Play
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[Resolved]
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private ScoreManager scoreManager { get; set; }
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private RulesetInfo rulesetInfo;
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private Ruleset ruleset;
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[Resolved]
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private IAPIProvider api { get; set; }
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@ -94,6 +90,10 @@ namespace osu.Game.Screens.Play
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[Resolved]
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private SpectatorClient spectatorClient { get; set; }
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protected Ruleset GameplayRuleset { get; private set; }
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protected GameplayBeatmap GameplayBeatmap { get; private set; }
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private Sample sampleRestart;
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public BreakOverlay BreakOverlay;
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@ -144,8 +144,6 @@ namespace osu.Game.Screens.Play
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Configuration = configuration ?? new PlayerConfiguration();
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}
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protected GameplayBeatmap GameplayBeatmap { get; private set; }
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private ScreenSuspensionHandler screenSuspension;
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private DependencyContainer dependencies;
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@ -164,7 +162,7 @@ namespace osu.Game.Screens.Play
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// ensure the score is in a consistent state with the current player.
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Score.ScoreInfo.Beatmap = Beatmap.Value.BeatmapInfo;
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Score.ScoreInfo.Ruleset = rulesetInfo;
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Score.ScoreInfo.Ruleset = GameplayRuleset.RulesetInfo;
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Score.ScoreInfo.Mods = Mods.Value.ToArray();
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PrepareReplay();
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@ -211,16 +209,16 @@ namespace osu.Game.Screens.Play
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if (game is OsuGame osuGame)
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LocalUserPlaying.BindTo(osuGame.LocalUserPlaying);
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DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value);
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DrawableRuleset = GameplayRuleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value);
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dependencies.CacheAs(DrawableRuleset);
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ScoreProcessor = ruleset.CreateScoreProcessor();
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ScoreProcessor = GameplayRuleset.CreateScoreProcessor();
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ScoreProcessor.ApplyBeatmap(playableBeatmap);
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ScoreProcessor.Mods.BindTo(Mods);
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dependencies.CacheAs(ScoreProcessor);
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HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap.HitObjects[0].StartTime);
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HealthProcessor = GameplayRuleset.CreateHealthProcessor(playableBeatmap.HitObjects[0].StartTime);
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HealthProcessor.ApplyBeatmap(playableBeatmap);
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dependencies.CacheAs(HealthProcessor);
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@ -239,7 +237,7 @@ namespace osu.Game.Screens.Play
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// the beatmapSkinProvider is used as the fallback source here to allow the ruleset-specific skin implementation
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// full access to all skin sources.
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var rulesetSkinProvider = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider, playableBeatmap));
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var rulesetSkinProvider = new SkinProvidingContainer(GameplayRuleset.CreateLegacySkinProvider(beatmapSkinProvider, playableBeatmap));
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// load the skinning hierarchy first.
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// this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources.
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@ -254,7 +252,7 @@ namespace osu.Game.Screens.Play
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// also give the HUD a ruleset container to allow rulesets to potentially override HUD elements (used to disable combo counters etc.)
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// we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there.
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var hudRulesetContainer = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider, playableBeatmap));
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var hudRulesetContainer = new SkinProvidingContainer(GameplayRuleset.CreateLegacySkinProvider(beatmapSkinProvider, playableBeatmap));
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// add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components.
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GameplayClockContainer.Add(hudRulesetContainer.WithChild(createOverlayComponents(Beatmap.Value)));
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@ -480,18 +478,18 @@ namespace osu.Game.Screens.Play
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if (Beatmap.Value.Beatmap == null)
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throw new InvalidOperationException("Beatmap was not loaded");
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rulesetInfo = Ruleset.Value ?? Beatmap.Value.BeatmapInfo.Ruleset;
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ruleset = rulesetInfo.CreateInstance();
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var rulesetInfo = Ruleset.Value ?? Beatmap.Value.BeatmapInfo.Ruleset;
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GameplayRuleset = rulesetInfo.CreateInstance();
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try
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{
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playable = Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo, Mods.Value);
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playable = Beatmap.Value.GetPlayableBeatmap(GameplayRuleset.RulesetInfo, Mods.Value);
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}
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catch (BeatmapInvalidForRulesetException)
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{
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// A playable beatmap may not be creatable with the user's preferred ruleset, so try using the beatmap's default ruleset
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rulesetInfo = Beatmap.Value.BeatmapInfo.Ruleset;
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ruleset = rulesetInfo.CreateInstance();
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GameplayRuleset = rulesetInfo.CreateInstance();
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playable = Beatmap.Value.GetPlayableBeatmap(rulesetInfo, Mods.Value);
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}
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@ -585,6 +583,29 @@ namespace osu.Game.Screens.Play
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/// <param name="time">The destination time to seek to.</param>
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public void Seek(double time) => GameplayClockContainer.Seek(time);
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private ScheduledDelegate frameStablePlaybackResetDelegate;
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/// <summary>
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/// Seeks to a specific time in gameplay, bypassing frame stability.
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/// </summary>
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/// <remarks>
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/// Intermediate hitobject judgements may not be applied or reverted correctly during this seek.
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/// </remarks>
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/// <param name="time">The destination time to seek to.</param>
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internal void NonFrameStableSeek(double time)
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{
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if (frameStablePlaybackResetDelegate?.Cancelled == false && !frameStablePlaybackResetDelegate.Completed)
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frameStablePlaybackResetDelegate.RunTask();
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bool wasFrameStable = DrawableRuleset.FrameStablePlayback;
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DrawableRuleset.FrameStablePlayback = false;
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Seek(time);
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// Delay resetting frame-stable playback for one frame to give the FrameStabilityContainer a chance to seek.
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frameStablePlaybackResetDelegate = ScheduleAfterChildren(() => DrawableRuleset.FrameStablePlayback = wasFrameStable);
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}
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/// <summary>
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/// Restart gameplay via a parent <see cref="PlayerLoader"/>.
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/// <remarks>This can be called from a child screen in order to trigger the restart process.</remarks>
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@ -918,11 +939,10 @@ namespace osu.Game.Screens.Play
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/// Creates the player's <see cref="Scoring.Score"/>.
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/// </summary>
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/// <returns>The <see cref="Scoring.Score"/>.</returns>
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protected virtual Score CreateScore() =>
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new Score
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{
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ScoreInfo = new ScoreInfo { User = api.LocalUser.Value },
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};
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protected virtual Score CreateScore() => new Score
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{
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ScoreInfo = new ScoreInfo { User = api.LocalUser.Value },
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};
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/// <summary>
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/// Imports the player's <see cref="Scoring.Score"/> to the local database.
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@ -1,14 +1,14 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Online.Spectator;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Replays.Types;
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using osu.Game.Scoring;
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using osu.Game.Screens.Ranking;
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@ -16,11 +16,11 @@ namespace osu.Game.Screens.Play
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{
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public class SpectatorPlayer : Player
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{
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private readonly Score score;
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[Resolved]
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private SpectatorClient spectatorClient { get; set; }
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private readonly Score score;
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protected override bool CheckModsAllowFailure() => false; // todo: better support starting mid-way through beatmap
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public SpectatorPlayer(Score score)
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@ -28,11 +28,6 @@ namespace osu.Game.Screens.Play
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this.score = score;
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}
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protected override Score CreateScore() => score;
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protected override ResultsScreen CreateResults(ScoreInfo score)
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=> new SpectatorResultsScreen(score);
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[BackgroundDependencyLoader]
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private void load()
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{
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@ -48,25 +43,66 @@ namespace osu.Game.Screens.Play
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});
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}
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protected override void StartGameplay()
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{
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base.StartGameplay();
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spectatorClient.OnNewFrames += userSentFrames;
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seekToGameplay();
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}
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private void userSentFrames(int userId, FrameDataBundle bundle)
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{
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if (userId != score.ScoreInfo.User.Id)
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return;
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if (!LoadedBeatmapSuccessfully)
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return;
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if (!this.IsCurrentScreen())
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return;
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foreach (var frame in bundle.Frames)
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{
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IConvertibleReplayFrame convertibleFrame = GameplayRuleset.CreateConvertibleReplayFrame();
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convertibleFrame.FromLegacy(frame, GameplayBeatmap.PlayableBeatmap);
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var convertedFrame = (ReplayFrame)convertibleFrame;
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convertedFrame.Time = frame.Time;
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score.Replay.Frames.Add(convertedFrame);
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}
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seekToGameplay();
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}
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private bool seekedToGameplay;
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private void seekToGameplay()
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{
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if (seekedToGameplay || score.Replay.Frames.Count == 0)
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return;
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NonFrameStableSeek(score.Replay.Frames[0].Time);
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seekedToGameplay = true;
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}
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protected override Score CreateScore() => score;
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protected override ResultsScreen CreateResults(ScoreInfo score)
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=> new SpectatorResultsScreen(score);
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protected override void PrepareReplay()
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{
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DrawableRuleset?.SetReplayScore(score);
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}
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protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
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{
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// if we already have frames, start gameplay at the point in time they exist, should they be too far into the beatmap.
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double? firstFrameTime = score.Replay.Frames.FirstOrDefault()?.Time;
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if (firstFrameTime == null || firstFrameTime <= gameplayStart + 5000)
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return base.CreateGameplayClockContainer(beatmap, gameplayStart);
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return new MasterGameplayClockContainer(beatmap, firstFrameTime.Value, true);
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}
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public override bool OnExiting(IScreen next)
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{
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spectatorClient.OnUserBeganPlaying -= userBeganPlaying;
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spectatorClient.OnNewFrames -= userSentFrames;
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return base.OnExiting(next);
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}
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@ -85,7 +121,10 @@ namespace osu.Game.Screens.Play
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base.Dispose(isDisposing);
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if (spectatorClient != null)
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{
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spectatorClient.OnUserBeganPlaying -= userBeganPlaying;
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spectatorClient.OnNewFrames -= userSentFrames;
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}
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}
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}
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}
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@ -15,8 +15,6 @@ using osu.Game.Database;
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using osu.Game.Online.Spectator;
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using osu.Game.Replays;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Replays.Types;
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using osu.Game.Scoring;
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using osu.Game.Users;
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@ -71,8 +69,6 @@ namespace osu.Game.Screens.Spectate
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playingUserStates.BindTo(spectatorClient.PlayingUserStates);
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playingUserStates.BindCollectionChanged(onPlayingUserStatesChanged, true);
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spectatorClient.OnNewFrames += userSentFrames;
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managerUpdated = beatmaps.ItemUpdated.GetBoundCopy();
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managerUpdated.BindValueChanged(beatmapUpdated);
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@ -197,29 +193,6 @@ namespace osu.Game.Screens.Spectate
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Schedule(() => StartGameplay(userId, gameplayState));
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}
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private void userSentFrames(int userId, FrameDataBundle bundle)
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{
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if (!userMap.ContainsKey(userId))
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return;
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if (!gameplayStates.TryGetValue(userId, out var gameplayState))
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return;
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// The ruleset instance should be guaranteed to be in sync with the score via ScoreLock.
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Debug.Assert(gameplayState.Ruleset != null && gameplayState.Ruleset.RulesetInfo.Equals(gameplayState.Score.ScoreInfo.Ruleset));
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foreach (var frame in bundle.Frames)
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{
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IConvertibleReplayFrame convertibleFrame = gameplayState.Ruleset.CreateConvertibleReplayFrame();
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convertibleFrame.FromLegacy(frame, gameplayState.Beatmap.Beatmap);
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var convertedFrame = (ReplayFrame)convertibleFrame;
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convertedFrame.Time = frame.Time;
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gameplayState.Score.Replay.Frames.Add(convertedFrame);
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}
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}
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/// <summary>
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/// Invoked when a spectated user's state has changed.
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/// </summary>
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@ -260,8 +233,6 @@ namespace osu.Game.Screens.Spectate
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if (spectatorClient != null)
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{
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spectatorClient.OnNewFrames -= userSentFrames;
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foreach (var (userId, _) in userMap)
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spectatorClient.StopWatchingUser(userId);
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}
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