osu/osu.Game/Screens/Spectate/SpectatorScreen.cs

263 lines
9.0 KiB
C#

// 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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Online.Spectator;
using osu.Game.Replays;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Replays.Types;
using osu.Game.Scoring;
using osu.Game.Users;
namespace osu.Game.Screens.Spectate
{
/// <summary>
/// A <see cref="OsuScreen"/> which spectates one or more users.
/// </summary>
public abstract class SpectatorScreen : OsuScreen
{
private readonly int[] userIds;
[Resolved]
private BeatmapManager beatmaps { get; set; }
[Resolved]
private RulesetStore rulesets { get; set; }
[Resolved]
private SpectatorStreamingClient spectatorClient { get; set; }
[Resolved]
private UserLookupCache userLookupCache { get; set; }
// A lock is used to synchronise access to spectator/gameplay states, since this class is a screen which may become non-current and stop receiving updates at any point.
private readonly object stateLock = new object();
private readonly Dictionary<int, User> userMap = new Dictionary<int, User>();
private readonly Dictionary<int, GameplayState> gameplayStates = new Dictionary<int, GameplayState>();
private IBindable<WeakReference<BeatmapSetInfo>> managerUpdated;
/// <summary>
/// Creates a new <see cref="SpectatorScreen"/>.
/// </summary>
/// <param name="userIds">The users to spectate.</param>
protected SpectatorScreen(params int[] userIds)
{
this.userIds = userIds;
}
protected override void LoadComplete()
{
base.LoadComplete();
populateAllUsers().ContinueWith(_ => Schedule(() =>
{
spectatorClient.BindUserBeganPlaying(userBeganPlaying, true);
spectatorClient.OnUserFinishedPlaying += userFinishedPlaying;
spectatorClient.OnNewFrames += userSentFrames;
managerUpdated = beatmaps.ItemUpdated.GetBoundCopy();
managerUpdated.BindValueChanged(beatmapUpdated);
lock (stateLock)
{
foreach (var (id, _) in userMap)
spectatorClient.WatchUser(id);
}
}));
}
private Task populateAllUsers()
{
var userLookupTasks = new Task[userIds.Length];
for (int i = 0; i < userIds.Length; i++)
{
var userId = userIds[i];
userLookupTasks[i] = userLookupCache.GetUserAsync(userId).ContinueWith(task =>
{
if (!task.IsCompletedSuccessfully)
return;
lock (stateLock)
userMap[userId] = task.Result;
});
}
return Task.WhenAll(userLookupTasks);
}
private void beatmapUpdated(ValueChangedEvent<WeakReference<BeatmapSetInfo>> e)
{
if (!e.NewValue.TryGetTarget(out var beatmapSet))
return;
lock (stateLock)
{
foreach (var (userId, _) in userMap)
{
if (!spectatorClient.TryGetPlayingUserState(userId, out var userState))
continue;
if (beatmapSet.Beatmaps.Any(b => b.OnlineBeatmapID == userState.BeatmapID))
updateGameplayState(userId);
}
}
}
private void userBeganPlaying(int userId, SpectatorState state)
{
if (state.RulesetID == null || state.BeatmapID == null)
return;
lock (stateLock)
{
if (!userMap.ContainsKey(userId))
return;
// The user may have stopped playing.
if (!spectatorClient.TryGetPlayingUserState(userId, out _))
return;
Schedule(() => OnUserStateChanged(userId, state));
updateGameplayState(userId);
}
}
private void updateGameplayState(int userId)
{
lock (stateLock)
{
Debug.Assert(userMap.ContainsKey(userId));
// The user may have stopped playing.
if (!spectatorClient.TryGetPlayingUserState(userId, out var spectatorState))
return;
var user = userMap[userId];
var resolvedRuleset = rulesets.AvailableRulesets.FirstOrDefault(r => r.ID == spectatorState.RulesetID)?.CreateInstance();
if (resolvedRuleset == null)
return;
var resolvedBeatmap = beatmaps.QueryBeatmap(b => b.OnlineBeatmapID == spectatorState.BeatmapID);
if (resolvedBeatmap == null)
return;
var score = new Score
{
ScoreInfo = new ScoreInfo
{
Beatmap = resolvedBeatmap,
User = user,
Mods = spectatorState.Mods.Select(m => m.ToMod(resolvedRuleset)).ToArray(),
Ruleset = resolvedRuleset.RulesetInfo,
},
Replay = new Replay { HasReceivedAllFrames = false },
};
var gameplayState = new GameplayState(score, resolvedRuleset, beatmaps.GetWorkingBeatmap(resolvedBeatmap));
gameplayStates[userId] = gameplayState;
Schedule(() => StartGameplay(userId, gameplayState));
}
}
private void userSentFrames(int userId, FrameDataBundle bundle)
{
lock (stateLock)
{
if (!userMap.ContainsKey(userId))
return;
if (!gameplayStates.TryGetValue(userId, out var gameplayState))
return;
// The ruleset instance should be guaranteed to be in sync with the score via ScoreLock.
Debug.Assert(gameplayState.Ruleset != null && gameplayState.Ruleset.RulesetInfo.Equals(gameplayState.Score.ScoreInfo.Ruleset));
foreach (var frame in bundle.Frames)
{
IConvertibleReplayFrame convertibleFrame = gameplayState.Ruleset.CreateConvertibleReplayFrame();
convertibleFrame.FromLegacy(frame, gameplayState.Beatmap.Beatmap);
var convertedFrame = (ReplayFrame)convertibleFrame;
convertedFrame.Time = frame.Time;
gameplayState.Score.Replay.Frames.Add(convertedFrame);
}
}
}
private void userFinishedPlaying(int userId, SpectatorState state)
{
lock (stateLock)
{
if (!userMap.ContainsKey(userId))
return;
if (!gameplayStates.TryGetValue(userId, out var gameplayState))
return;
gameplayState.Score.Replay.HasReceivedAllFrames = true;
gameplayStates.Remove(userId);
Schedule(() => EndGameplay(userId));
}
}
/// <summary>
/// Invoked when a spectated user's state has changed.
/// </summary>
/// <param name="userId">The user whose state has changed.</param>
/// <param name="spectatorState">The new state.</param>
protected abstract void OnUserStateChanged(int userId, [NotNull] SpectatorState spectatorState);
/// <summary>
/// Starts gameplay for a user.
/// </summary>
/// <param name="userId">The user to start gameplay for.</param>
/// <param name="gameplayState">The gameplay state.</param>
protected abstract void StartGameplay(int userId, [NotNull] GameplayState gameplayState);
/// <summary>
/// Ends gameplay for a user.
/// </summary>
/// <param name="userId">The user to end gameplay for.</param>
protected abstract void EndGameplay(int userId);
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (spectatorClient != null)
{
spectatorClient.OnUserBeganPlaying -= userBeganPlaying;
spectatorClient.OnUserFinishedPlaying -= userFinishedPlaying;
spectatorClient.OnNewFrames -= userSentFrames;
lock (stateLock)
{
foreach (var (userId, _) in userMap)
spectatorClient.StopWatchingUser(userId);
}
}
managerUpdated?.UnbindAll();
}
}
}