Merge pull request #13450 from smoogipoo/spectator-start-at-end-2

Start spectator at the end of gameplay
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Dean Herbert 2021-06-30 16:09:35 +09:00 committed by GitHub
commit 4a71a4bb21
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GPG Key ID: 4AEE18F83AFDEB23
12 changed files with 227 additions and 97 deletions

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@ -31,32 +31,24 @@ public void Setup()
}
[Test]
public void TestMasterClockStartsWhenAllPlayerClocksHaveFrames()
public void TestPlayerClocksStartWhenAllHaveFrames()
{
setWaiting(() => player1, false);
assertMasterState(false);
assertPlayerClockState(() => player1, false);
assertPlayerClockState(() => player2, false);
setWaiting(() => player2, false);
assertMasterState(true);
assertPlayerClockState(() => player1, true);
assertPlayerClockState(() => player2, true);
}
[Test]
public void TestMasterClockDoesNotStartWhenNoneReadyForMaximumDelayTime()
{
AddWaitStep($"wait {CatchUpSyncManager.MAXIMUM_START_DELAY} milliseconds", (int)Math.Ceiling(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
assertMasterState(false);
}
[Test]
public void TestMasterClockStartsWhenAnyReadyForMaximumDelayTime()
public void TestReadyPlayersStartWhenReadyForMaximumDelayTime()
{
setWaiting(() => player1, false);
AddWaitStep($"wait {CatchUpSyncManager.MAXIMUM_START_DELAY} milliseconds", (int)Math.Ceiling(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
assertMasterState(true);
assertPlayerClockState(() => player1, true);
assertPlayerClockState(() => player2, false);
}
[Test]
@ -153,9 +145,6 @@ private void setMasterTime(double time)
private void setPlayerClockTime(Func<TestSpectatorPlayerClock> playerClock, double offsetFromMaster)
=> AddStep($"set player clock {playerClock().Id} = master - {offsetFromMaster}", () => playerClock().Seek(master.CurrentTime - offsetFromMaster));
private void assertMasterState(bool running)
=> AddAssert($"master clock {(running ? "is" : "is not")} running", () => master.IsRunning == running);
private void assertCatchingUp(Func<TestSpectatorPlayerClock> playerClock, bool catchingUp) =>
AddAssert($"player clock {playerClock().Id} {(catchingUp ? "is" : "is not")} catching up", () => playerClock().IsCatchingUp == catchingUp);
@ -201,6 +190,11 @@ public void ProcessFrame()
private class TestManualClock : ManualClock, IAdjustableClock
{
public TestManualClock()
{
IsRunning = true;
}
public void Start() => IsRunning = true;
public void Stop() => IsRunning = false;

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@ -39,8 +39,6 @@ public class TestSceneSpectator : ScreenTestScene
[Resolved]
private OsuGameBase game { get; set; }
private int nextFrame;
private BeatmapSetInfo importedBeatmap;
private int importedBeatmapId;
@ -49,8 +47,6 @@ public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("reset sent frames", () => nextFrame = 0);
AddStep("import beatmap", () =>
{
importedBeatmap = ImportBeatmapTest.LoadOszIntoOsu(game, virtualTrack: true).Result;
@ -103,7 +99,8 @@ public void TestPlayStartsWithNoFrames()
waitForPlayer();
checkPaused(true);
sendFrames(1000); // send enough frames to ensure play won't be paused
// send enough frames to ensure play won't be paused
sendFrames(100);
checkPaused(false);
}
@ -112,12 +109,12 @@ public void TestPlayStartsWithNoFrames()
public void TestSpectatingDuringGameplay()
{
start();
sendFrames(300);
loadSpectatingScreen();
waitForPlayer();
AddStep("advance frame count", () => nextFrame = 300);
sendFrames();
sendFrames(300);
AddUntilStep("playing from correct point in time", () => player.ChildrenOfType<DrawableRuleset>().First().FrameStableClock.CurrentTime > 30000);
}
@ -218,11 +215,7 @@ private void checkPaused(bool state) =>
private void sendFrames(int count = 10)
{
AddStep("send frames", () =>
{
testSpectatorClient.SendFrames(streamingUser.Id, nextFrame, count);
nextFrame += count;
});
AddStep("send frames", () => testSpectatorClient.SendFrames(streamingUser.Id, count));
}
private void loadSpectatingScreen()

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@ -62,10 +62,10 @@ public void TestLeaderboardTracksCurrentTime()
// For player 2, send frames in sets of 10.
for (int i = 0; i < 100; i++)
{
SpectatorClient.SendFrames(PLAYER_1_ID, i, 1);
SpectatorClient.SendFrames(PLAYER_1_ID, 1);
if (i % 10 == 0)
SpectatorClient.SendFrames(PLAYER_2_ID, i, 10);
SpectatorClient.SendFrames(PLAYER_2_ID, 10);
}
});

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@ -8,6 +8,7 @@
using osu.Framework.Graphics;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
using osu.Game.Screens.Play;
using osu.Game.Tests.Beatmaps.IO;
@ -25,7 +26,6 @@ public class TestSceneMultiSpectatorScreen : MultiplayerTestScene
private MultiSpectatorScreen spectatorScreen;
private readonly List<int> playingUserIds = new List<int>();
private readonly Dictionary<int, int> nextFrame = new Dictionary<int, int>();
private BeatmapSetInfo importedSet;
private BeatmapInfo importedBeatmap;
@ -40,11 +40,7 @@ private void load()
}
[SetUp]
public new void Setup() => Schedule(() =>
{
nextFrame.Clear();
playingUserIds.Clear();
});
public new void Setup() => Schedule(() => playingUserIds.Clear());
[Test]
public void TestDelayedStart()
@ -55,8 +51,6 @@ public void TestDelayedStart()
Client.CurrentMatchPlayingUserIds.Add(PLAYER_2_ID);
playingUserIds.Add(PLAYER_1_ID);
playingUserIds.Add(PLAYER_2_ID);
nextFrame[PLAYER_1_ID] = 0;
nextFrame[PLAYER_2_ID] = 0;
});
loadSpectateScreen(false);
@ -82,6 +76,23 @@ public void TestGeneral()
AddWaitStep("wait a bit", 20);
}
[Test]
public void TestTimeDoesNotProgressWhileAllPlayersPaused()
{
start(new[] { PLAYER_1_ID, PLAYER_2_ID });
loadSpectateScreen();
sendFrames(PLAYER_1_ID, 40);
sendFrames(PLAYER_2_ID, 20);
checkPaused(PLAYER_2_ID, true);
checkPausedInstant(PLAYER_1_ID, false);
AddAssert("master clock still running", () => this.ChildrenOfType<MasterGameplayClockContainer>().Single().IsRunning);
checkPaused(PLAYER_1_ID, true);
AddUntilStep("master clock paused", () => !this.ChildrenOfType<MasterGameplayClockContainer>().Single().IsRunning);
}
[Test]
public void TestPlayersMustStartSimultaneously()
{
@ -185,8 +196,8 @@ public void TestMostInSyncUserIsAudioSource()
sendFrames(PLAYER_1_ID, 10);
sendFrames(PLAYER_2_ID, 20);
assertMuted(PLAYER_1_ID, false);
assertMuted(PLAYER_2_ID, true);
checkPaused(PLAYER_1_ID, false);
assertOneNotMuted();
checkPaused(PLAYER_1_ID, true);
assertMuted(PLAYER_1_ID, true);
@ -204,6 +215,36 @@ public void TestMostInSyncUserIsAudioSource()
assertMuted(PLAYER_2_ID, true);
}
[Test]
public void TestSpectatingDuringGameplay()
{
var players = new[] { PLAYER_1_ID, PLAYER_2_ID };
start(players);
sendFrames(players, 300);
loadSpectateScreen();
sendFrames(players, 300);
AddUntilStep("playing from correct point in time", () => this.ChildrenOfType<DrawableRuleset>().All(r => r.FrameStableClock.CurrentTime > 30000));
}
[Test]
public void TestSpectatingDuringGameplayWithLateFrames()
{
start(new[] { PLAYER_1_ID, PLAYER_2_ID });
sendFrames(new[] { PLAYER_1_ID, PLAYER_2_ID }, 300);
loadSpectateScreen();
sendFrames(PLAYER_1_ID, 300);
AddWaitStep("wait maximum start delay seconds", (int)(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
checkPaused(PLAYER_1_ID, false);
sendFrames(PLAYER_2_ID, 300);
AddUntilStep("player 2 playing from correct point in time", () => getPlayer(PLAYER_2_ID).ChildrenOfType<DrawableRuleset>().Single().FrameStableClock.CurrentTime > 30000);
}
private void loadSpectateScreen(bool waitForPlayerLoad = true)
{
AddStep("load screen", () =>
@ -226,7 +267,6 @@ private void start(int[] userIds, int? beatmapId = null)
Client.CurrentMatchPlayingUserIds.Add(id);
SpectatorClient.StartPlay(id, beatmapId ?? importedBeatmapId);
playingUserIds.Add(id);
nextFrame[id] = 0;
}
});
}
@ -238,10 +278,7 @@ private void sendFrames(int[] userIds, int count = 10)
AddStep("send frames", () =>
{
foreach (int id in userIds)
{
SpectatorClient.SendFrames(id, nextFrame[id], count);
nextFrame[id] += count;
}
SpectatorClient.SendFrames(id, count);
});
}
@ -249,7 +286,14 @@ private void checkPaused(int userId, bool state)
=> AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
private void checkPausedInstant(int userId, bool state)
=> AddAssert($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
{
checkPaused(userId, state);
// Todo: The following should work, but is broken because SpectatorScreen retrieves the WorkingBeatmap via the BeatmapManager, bypassing the test scene clock and running real-time.
// AddAssert($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
}
private void assertOneNotMuted() => AddAssert("one player not muted", () => spectatorScreen.ChildrenOfType<PlayerArea>().Count(p => !p.Mute) == 1);
private void assertMuted(int userId, bool muted)
=> AddAssert($"{userId} {(muted ? "is" : "is not")} muted", () => getInstance(userId).Mute == muted);

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@ -34,7 +34,11 @@ public class CatchUpSpectatorPlayerClock : ISpectatorPlayerClock
public void Stop() => IsRunning = false;
public bool Seek(double position) => true;
public bool Seek(double position)
{
CurrentTime = position;
return true;
}
public void ResetSpeedAdjustments()
{

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@ -1,8 +1,11 @@
// 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 osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Timing;
@ -28,16 +31,22 @@ public class CatchUpSyncManager : Component, ISyncManager
/// </summary>
public const double MAXIMUM_START_DELAY = 15000;
public event Action ReadyToStart;
/// <summary>
/// The master clock which is used to control the timing of all player clocks clocks.
/// </summary>
public IAdjustableClock MasterClock { get; }
public IBindable<MasterClockState> MasterState => masterState;
/// <summary>
/// The player clocks.
/// </summary>
private readonly List<ISpectatorPlayerClock> playerClocks = new List<ISpectatorPlayerClock>();
private readonly Bindable<MasterClockState> masterState = new Bindable<MasterClockState>();
private bool hasStarted;
private double? firstStartAttemptTime;
@ -46,7 +55,11 @@ public CatchUpSyncManager(IAdjustableClock master)
MasterClock = master;
}
public void AddPlayerClock(ISpectatorPlayerClock clock) => playerClocks.Add(clock);
public void AddPlayerClock(ISpectatorPlayerClock clock)
{
Debug.Assert(!playerClocks.Contains(clock));
playerClocks.Add(clock);
}
public void RemovePlayerClock(ISpectatorPlayerClock clock) => playerClocks.Remove(clock);
@ -62,8 +75,8 @@ protected override void Update()
return;
}
updateCatchup();
updateMasterClock();
updatePlayerCatchup();
updateMasterState();
}
/// <summary>
@ -81,14 +94,20 @@ private bool attemptStart()
int readyCount = playerClocks.Count(s => !s.WaitingOnFrames.Value);
if (readyCount == playerClocks.Count)
return hasStarted = true;
return performStart();
if (readyCount > 0)
{
firstStartAttemptTime ??= Time.Current;
if (Time.Current - firstStartAttemptTime > MAXIMUM_START_DELAY)
return hasStarted = true;
return performStart();
}
bool performStart()
{
ReadyToStart?.Invoke();
return hasStarted = true;
}
return false;
@ -97,7 +116,7 @@ private bool attemptStart()
/// <summary>
/// Updates the catchup states of all player clocks clocks.
/// </summary>
private void updateCatchup()
private void updatePlayerCatchup()
{
for (int i = 0; i < playerClocks.Count; i++)
{
@ -135,19 +154,12 @@ private void updateCatchup()
}
/// <summary>
/// Updates the master clock's running state.
/// Updates the state of the master clock.
/// </summary>
private void updateMasterClock()
private void updateMasterState()
{
bool anyInSync = playerClocks.Any(s => !s.IsCatchingUp);
if (MasterClock.IsRunning != anyInSync)
{
if (anyInSync)
MasterClock.Start();
else
MasterClock.Stop();
}
masterState.Value = anyInSync ? MasterClockState.Synchronised : MasterClockState.TooFarAhead;
}
}
}

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@ -1,6 +1,8 @@
// 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 osu.Framework.Bindables;
using osu.Framework.Timing;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
@ -10,11 +12,21 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
/// </summary>
public interface ISyncManager
{
/// <summary>
/// An event which is invoked when gameplay is ready to start.
/// </summary>
event Action ReadyToStart;
/// <summary>
/// The master clock which player clocks should synchronise to.
/// </summary>
IAdjustableClock MasterClock { get; }
/// <summary>
/// An event which is invoked when the state of <see cref="MasterClock"/> is changed.
/// </summary>
IBindable<MasterClockState> MasterState { get; }
/// <summary>
/// Adds an <see cref="ISpectatorPlayerClock"/> to manage.
/// </summary>

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@ -0,0 +1,18 @@
// 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.
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
public enum MasterClockState
{
/// <summary>
/// The master clock is synchronised with at least one player clock.
/// </summary>
Synchronised,
/// <summary>
/// The master clock is too far ahead of any player clock and needs to slow down.
/// </summary>
TooFarAhead
}
}

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@ -5,6 +5,7 @@
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Online.Multiplayer;
@ -42,6 +43,7 @@ public class MultiSpectatorScreen : SpectatorScreen
private PlayerGrid grid;
private MultiSpectatorLeaderboard leaderboard;
private PlayerArea currentAudioSource;
private bool canStartMasterClock;
/// <summary>
/// Creates a new <see cref="MultiSpectatorScreen"/>.
@ -100,15 +102,24 @@ private void load()
Expanded = { Value = true },
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
}, leaderboardContainer.Add);
}, l =>
{
foreach (var instance in instances)
leaderboard.AddClock(instance.UserId, instance.GameplayClock);
leaderboardContainer.Add(leaderboard);
});
}
protected override void LoadComplete()
{
base.LoadComplete();
masterClockContainer.Stop();
masterClockContainer.Reset();
masterClockContainer.Stop();
syncManager.ReadyToStart += onReadyToStart;
syncManager.MasterState.BindValueChanged(onMasterStateChanged, true);
}
protected override void Update()
@ -129,19 +140,45 @@ protected override void Update()
private bool isCandidateAudioSource([CanBeNull] ISpectatorPlayerClock clock)
=> clock?.IsRunning == true && !clock.IsCatchingUp && !clock.WaitingOnFrames.Value;
private void onReadyToStart()
{
// Seek the master clock to the gameplay time.
// This is chosen as the first available frame in the players' replays, which matches the seek by each individual SpectatorPlayer.
var startTime = instances.Where(i => i.Score != null)
.SelectMany(i => i.Score.Replay.Frames)
.Select(f => f.Time)
.DefaultIfEmpty(0)
.Min();
masterClockContainer.Seek(startTime);
masterClockContainer.Start();
// Although the clock has been started, this flag is set to allow for later synchronisation state changes to also be able to start it.
canStartMasterClock = true;
}
private void onMasterStateChanged(ValueChangedEvent<MasterClockState> state)
{
switch (state.NewValue)
{
case MasterClockState.Synchronised:
if (canStartMasterClock)
masterClockContainer.Start();
break;
case MasterClockState.TooFarAhead:
masterClockContainer.Stop();
break;
}
}
protected override void OnUserStateChanged(int userId, SpectatorState spectatorState)
{
}
protected override void StartGameplay(int userId, GameplayState gameplayState)
{
var instance = instances.Single(i => i.UserId == userId);
instance.LoadScore(gameplayState.Score);
syncManager.AddPlayerClock(instance.GameplayClock);
leaderboard.AddClock(instance.UserId, instance.GameplayClock);
}
=> instances.Single(i => i.UserId == userId).LoadScore(gameplayState.Score);
protected override void EndGameplay(int userId)
{

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@ -27,7 +27,7 @@ public class PlayerArea : CompositeDrawable
/// <summary>
/// Whether a <see cref="Player"/> is loaded in the area.
/// </summary>
public bool PlayerLoaded => stack?.CurrentScreen is Player;
public bool PlayerLoaded => (stack?.CurrentScreen as Player)?.IsLoaded == true;
/// <summary>
/// The user id this <see cref="PlayerArea"/> corresponds to.

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@ -47,8 +47,9 @@ protected override void StartGameplay()
{
base.StartGameplay();
// Start gameplay along with the very first arrival frame (the latest one).
score.Replay.Frames.Clear();
spectatorClient.OnNewFrames += userSentFrames;
seekToGameplay();
}
private void userSentFrames(int userId, FrameDataBundle bundle)
@ -62,6 +63,8 @@ private void userSentFrames(int userId, FrameDataBundle bundle)
if (!this.IsCurrentScreen())
return;
bool isFirstBundle = score.Replay.Frames.Count == 0;
foreach (var frame in bundle.Frames)
{
IConvertibleReplayFrame convertibleFrame = GameplayRuleset.CreateConvertibleReplayFrame();
@ -73,19 +76,8 @@ private void userSentFrames(int userId, FrameDataBundle bundle)
score.Replay.Frames.Add(convertedFrame);
}
seekToGameplay();
}
private bool seekedToGameplay;
private void seekToGameplay()
{
if (seekedToGameplay || score.Replay.Frames.Count == 0)
return;
NonFrameStableSeek(score.Replay.Frames[0].Time);
seekedToGameplay = true;
if (isFirstBundle && score.Replay.Frames.Count > 0)
NonFrameStableSeek(score.Replay.Frames[0].Time);
}
protected override Score CreateScore() => score;

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@ -20,9 +20,15 @@ namespace osu.Game.Tests.Visual.Spectator
{
public class TestSpectatorClient : SpectatorClient
{
/// <summary>
/// Maximum number of frames sent per bundle via <see cref="SendFrames"/>.
/// </summary>
public const int FRAME_BUNDLE_SIZE = 10;
public override IBindable<bool> IsConnected { get; } = new Bindable<bool>(true);
private readonly Dictionary<int, int> userBeatmapDictionary = new Dictionary<int, int>();
private readonly Dictionary<int, int> userNextFrameDictionary = new Dictionary<int, int>();
[Resolved]
private IAPIProvider api { get; set; } = null!;
@ -35,6 +41,7 @@ public class TestSpectatorClient : SpectatorClient
public void StartPlay(int userId, int beatmapId)
{
userBeatmapDictionary[userId] = beatmapId;
userNextFrameDictionary[userId] = 0;
sendPlayingState(userId);
}
@ -57,24 +64,41 @@ public void EndPlay(int userId)
public new void Schedule(Action action) => base.Schedule(action);
/// <summary>
/// Sends frames for an arbitrary user.
/// Sends frames for an arbitrary user, in bundles containing 10 frames each.
/// </summary>
/// <param name="userId">The user to send frames for.</param>
/// <param name="index">The frame index.</param>
/// <param name="count">The number of frames to send.</param>
public void SendFrames(int userId, int index, int count)
/// <param name="count">The total number of frames to send.</param>
public void SendFrames(int userId, int count)
{
var frames = new List<LegacyReplayFrame>();
for (int i = index; i < index + count; i++)
{
var buttonState = i == index + count - 1 ? ReplayButtonState.None : ReplayButtonState.Left1;
int currentFrameIndex = userNextFrameDictionary[userId];
int lastFrameIndex = currentFrameIndex + count - 1;
frames.Add(new LegacyReplayFrame(i * 100, RNG.Next(0, 512), RNG.Next(0, 512), buttonState));
for (; currentFrameIndex <= lastFrameIndex; currentFrameIndex++)
{
// This is done in the next frame so that currentFrameIndex is updated to the correct value.
if (frames.Count == FRAME_BUNDLE_SIZE)
flush();
var buttonState = currentFrameIndex == lastFrameIndex ? ReplayButtonState.None : ReplayButtonState.Left1;
frames.Add(new LegacyReplayFrame(currentFrameIndex * 100, RNG.Next(0, 512), RNG.Next(0, 512), buttonState));
}
var bundle = new FrameDataBundle(new ScoreInfo { Combo = index + count }, frames);
((ISpectatorClient)this).UserSentFrames(userId, bundle);
flush();
userNextFrameDictionary[userId] = currentFrameIndex;
void flush()
{
if (frames.Count == 0)
return;
var bundle = new FrameDataBundle(new ScoreInfo { Combo = currentFrameIndex }, frames.ToArray());
((ISpectatorClient)this).UserSentFrames(userId, bundle);
frames.Clear();
}
}
protected override Task BeginPlayingInternal(SpectatorState state)