mirror of https://github.com/ppy/osu
205 lines
7.3 KiB
C#
205 lines
7.3 KiB
C#
// 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;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Logging;
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using osu.Game.Screens.Play;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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{
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/// <summary>
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/// Manages the synchronisation between one or more <see cref="SpectatorPlayerClock"/>s in relation to a master clock.
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/// </summary>
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public partial class SpectatorSyncManager : Component
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{
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/// <summary>
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/// The offset from the master clock to which player clocks should remain within to be considered in-sync.
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/// </summary>
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public const double SYNC_TARGET = 16;
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/// <summary>
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/// The offset from the master clock at which player clocks begin resynchronising.
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/// </summary>
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public const double MAX_SYNC_OFFSET = 50;
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/// <summary>
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/// The maximum delay to start gameplay, if any (but not all) player clocks are ready.
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/// </summary>
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public const double MAXIMUM_START_DELAY = 15000;
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/// <summary>
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/// An event which is invoked when gameplay is ready to start.
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/// </summary>
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public Action? ReadyToStart;
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public double CurrentMasterTime => masterClock.CurrentTime;
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/// <summary>
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/// The master clock which is used to control the timing of all player clocks clocks.
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/// </summary>
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private readonly GameplayClockContainer masterClock;
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/// <summary>
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/// The player clocks.
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/// </summary>
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private readonly List<SpectatorPlayerClock> playerClocks = new List<SpectatorPlayerClock>();
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private MasterClockState masterState = MasterClockState.Synchronised;
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private bool hasStarted;
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private double? firstStartAttemptTime;
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public SpectatorSyncManager(GameplayClockContainer master)
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{
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masterClock = master;
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}
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/// <summary>
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/// Create a new managed <see cref="SpectatorPlayerClock"/>.
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/// </summary>
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/// <returns>The newly created <see cref="SpectatorPlayerClock"/>.</returns>
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public SpectatorPlayerClock CreateManagedClock()
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{
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var clock = new SpectatorPlayerClock(masterClock);
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playerClocks.Add(clock);
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return clock;
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}
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/// <summary>
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/// Removes an <see cref="SpectatorPlayerClock"/>, stopping it from being managed by this <see cref="SpectatorSyncManager"/>.
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/// </summary>
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/// <param name="clock">The <see cref="SpectatorPlayerClock"/> to remove.</param>
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public void RemoveManagedClock(SpectatorPlayerClock clock)
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{
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playerClocks.Remove(clock);
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Logger.Log($"Removing managed clock from {nameof(SpectatorSyncManager)} ({playerClocks.Count} remain)");
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clock.IsRunning = false;
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}
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protected override void Update()
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{
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base.Update();
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if (!attemptStart())
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{
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// Ensure all player clocks are stopped until the start succeeds.
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foreach (var clock in playerClocks)
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clock.IsRunning = false;
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return;
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}
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updatePlayerCatchup();
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updateMasterState();
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}
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/// <summary>
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/// Attempts to start playback. Waits for all player clocks to have available frames for up to <see cref="MAXIMUM_START_DELAY"/> milliseconds.
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/// </summary>
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/// <returns>Whether playback was started and syncing should occur.</returns>
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private bool attemptStart()
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{
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if (hasStarted)
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return true;
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if (playerClocks.Count == 0)
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return false;
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int readyCount = playerClocks.Count(s => !s.WaitingOnFrames);
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if (readyCount == playerClocks.Count)
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return performStart();
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if (readyCount > 0)
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{
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firstStartAttemptTime ??= Time.Current;
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if (Time.Current - firstStartAttemptTime > MAXIMUM_START_DELAY)
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return performStart();
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}
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bool performStart()
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{
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ReadyToStart?.Invoke();
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return hasStarted = true;
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}
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return false;
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}
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/// <summary>
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/// Updates the catchup states of all player clocks.
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/// </summary>
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private void updatePlayerCatchup()
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{
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for (int i = 0; i < playerClocks.Count; i++)
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{
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var clock = playerClocks[i];
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// How far this player's clock is out of sync, compared to the master clock.
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// A negative value means the player is running fast (ahead); a positive value means the player is running behind (catching up).
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double timeDelta = masterClock.CurrentTime - clock.CurrentTime;
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// Check that the player clock isn't too far ahead.
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// This is a quiet case in which the catchup is done by the master clock, so IsCatchingUp is not set on the player clock.
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if (timeDelta < -SYNC_TARGET)
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{
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// Importantly, set the clock to a non-catchup state. if this isn't done, updateMasterState may incorrectly pause the master clock
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// when it is required to be running (ie. if all players are ahead of the master).
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clock.IsCatchingUp = false;
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clock.IsRunning = false;
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continue;
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}
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// Make sure the player clock is running if it can.
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clock.IsRunning = !clock.WaitingOnFrames;
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if (clock.IsCatchingUp)
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{
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// Stop the player clock from catching up if it's within the sync target.
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if (timeDelta <= SYNC_TARGET)
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clock.IsCatchingUp = false;
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}
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else
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{
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// Make the player clock start catching up if it's exceeded the maximum allowable sync offset.
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if (timeDelta > MAX_SYNC_OFFSET)
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clock.IsCatchingUp = true;
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}
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}
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}
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/// <summary>
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/// Updates the state of the master clock.
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/// </summary>
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private void updateMasterState()
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{
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// Clocks are removed as players complete the beatmap.
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// Once there are no clocks we want to make sure the track plays out to the end.
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MasterClockState newState = playerClocks.Count == 0 || playerClocks.Any(s => !s.IsCatchingUp) ? MasterClockState.Synchronised : MasterClockState.TooFarAhead;
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if (masterState == newState)
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return;
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masterState = newState;
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Logger.Log($"{nameof(SpectatorSyncManager)}'s master clock became {masterState}");
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switch (masterState)
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{
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case MasterClockState.Synchronised:
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if (hasStarted)
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masterClock.Start();
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break;
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case MasterClockState.TooFarAhead:
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masterClock.Stop();
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break;
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}
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}
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}
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}
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