From b03291330f2fb89dd482a53b62c23caeeb1b0757 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Tue, 20 Dec 2022 21:23:50 +0100 Subject: [PATCH 1/5] Add score processed callback to spectator client --- osu.Game/Online/Spectator/ISpectatorClient.cs | 7 +++++++ osu.Game/Online/Spectator/OnlineSpectatorClient.cs | 1 + osu.Game/Online/Spectator/SpectatorClient.cs | 12 ++++++++++++ 3 files changed, 20 insertions(+) diff --git a/osu.Game/Online/Spectator/ISpectatorClient.cs b/osu.Game/Online/Spectator/ISpectatorClient.cs index ccba280001..605ebc4ef0 100644 --- a/osu.Game/Online/Spectator/ISpectatorClient.cs +++ b/osu.Game/Online/Spectator/ISpectatorClient.cs @@ -32,5 +32,12 @@ namespace osu.Game.Online.Spectator /// The user. /// The frame data. Task UserSentFrames(int userId, FrameDataBundle data); + + /// + /// Signals that a user's submitted score was fully processed. + /// + /// The ID of the user who achieved the score. + /// The ID of the score. + Task UserScoreProcessed(int userId, long scoreId); } } diff --git a/osu.Game/Online/Spectator/OnlineSpectatorClient.cs b/osu.Game/Online/Spectator/OnlineSpectatorClient.cs index 01b775549e..3118e05053 100644 --- a/osu.Game/Online/Spectator/OnlineSpectatorClient.cs +++ b/osu.Game/Online/Spectator/OnlineSpectatorClient.cs @@ -41,6 +41,7 @@ namespace osu.Game.Online.Spectator connection.On(nameof(ISpectatorClient.UserBeganPlaying), ((ISpectatorClient)this).UserBeganPlaying); connection.On(nameof(ISpectatorClient.UserSentFrames), ((ISpectatorClient)this).UserSentFrames); connection.On(nameof(ISpectatorClient.UserFinishedPlaying), ((ISpectatorClient)this).UserFinishedPlaying); + connection.On(nameof(ISpectatorClient.UserScoreProcessed), ((ISpectatorClient)this).UserScoreProcessed); }; IsConnected.BindTo(connector.IsConnected); diff --git a/osu.Game/Online/Spectator/SpectatorClient.cs b/osu.Game/Online/Spectator/SpectatorClient.cs index fce61c019b..b60cef2835 100644 --- a/osu.Game/Online/Spectator/SpectatorClient.cs +++ b/osu.Game/Online/Spectator/SpectatorClient.cs @@ -64,6 +64,11 @@ namespace osu.Game.Online.Spectator /// public virtual event Action? OnUserFinishedPlaying; + /// + /// Called whenever a user-submitted score has been fully processed. + /// + public virtual event Action? OnUserScoreProcessed; + /// /// A dictionary containing all users currently being watched, with the number of watching components for each user. /// @@ -160,6 +165,13 @@ namespace osu.Game.Online.Spectator return Task.CompletedTask; } + Task ISpectatorClient.UserScoreProcessed(int userId, long scoreId) + { + Schedule(() => OnUserScoreProcessed?.Invoke(userId, scoreId)); + + return Task.CompletedTask; + } + public void BeginPlaying(long? scoreToken, GameplayState state, Score score) { // This schedule is only here to match the one below in `EndPlaying`. From 19f66c806e7a7df51dee54d8ff935cdf0b96e5a8 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Wed, 21 Dec 2022 16:31:53 +0800 Subject: [PATCH 2/5] Fix language dropdown in settings not updating after changing language in first run dialog Closes #21744. --- .../Overlays/Settings/Sections/General/LanguageSettings.cs | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/osu.Game/Overlays/Settings/Sections/General/LanguageSettings.cs b/osu.Game/Overlays/Settings/Sections/General/LanguageSettings.cs index a4ec919658..982cbec376 100644 --- a/osu.Game/Overlays/Settings/Sections/General/LanguageSettings.cs +++ b/osu.Game/Overlays/Settings/Sections/General/LanguageSettings.cs @@ -44,10 +44,13 @@ namespace osu.Game.Overlays.Settings.Sections.General }, }; - localisationParameters.BindValueChanged(p - => languageSelection.Current.Value = LanguageExtensions.GetLanguageFor(frameworkLocale.Value, p.NewValue), true); + frameworkLocale.BindValueChanged(_ => updateSelection()); + localisationParameters.BindValueChanged(_ => updateSelection(), true); languageSelection.Current.BindValueChanged(val => frameworkLocale.Value = val.NewValue.ToCultureCode()); } + + private void updateSelection() => + languageSelection.Current.Value = LanguageExtensions.GetLanguageFor(frameworkLocale.Value, localisationParameters.Value); } } From 3ec31a5f51762fc1d9ed81256bc40a13597cf04e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Wed, 21 Dec 2022 19:30:21 +0100 Subject: [PATCH 3/5] Fix language selector in first run dialog not updating after changing language in settings --- .../Overlays/FirstRunSetup/ScreenWelcome.cs | 21 +++++++++++-------- 1 file changed, 12 insertions(+), 9 deletions(-) diff --git a/osu.Game/Overlays/FirstRunSetup/ScreenWelcome.cs b/osu.Game/Overlays/FirstRunSetup/ScreenWelcome.cs index f6133e3643..4af40e5ad6 100644 --- a/osu.Game/Overlays/FirstRunSetup/ScreenWelcome.cs +++ b/osu.Game/Overlays/FirstRunSetup/ScreenWelcome.cs @@ -87,18 +87,21 @@ namespace osu.Game.Overlays.FirstRunSetup }); frameworkLocale = frameworkConfig.GetBindable(FrameworkSetting.Locale); + frameworkLocale.BindValueChanged(_ => onLanguageChange()); localisationParameters = localisation.CurrentParameters.GetBoundCopy(); - localisationParameters.BindValueChanged(p => - { - var language = LanguageExtensions.GetLanguageFor(frameworkLocale.Value, p.NewValue); + localisationParameters.BindValueChanged(_ => onLanguageChange(), true); + } - // Changing language may cause a short period of blocking the UI thread while the new glyphs are loaded. - // Scheduling ensures the button animation plays smoothly after any blocking operation completes. - // Note that a delay is required (the alternative would be a double-schedule; delay feels better). - updateSelectedDelegate?.Cancel(); - updateSelectedDelegate = Scheduler.AddDelayed(() => updateSelectedStates(language), 50); - }, true); + private void onLanguageChange() + { + var language = LanguageExtensions.GetLanguageFor(frameworkLocale.Value, localisationParameters.Value); + + // Changing language may cause a short period of blocking the UI thread while the new glyphs are loaded. + // Scheduling ensures the button animation plays smoothly after any blocking operation completes. + // Note that a delay is required (the alternative would be a double-schedule; delay feels better). + updateSelectedDelegate?.Cancel(); + updateSelectedDelegate = Scheduler.AddDelayed(() => updateSelectedStates(language), 50); } private void updateSelectedStates(Language language) From 0a49c8c5d67b67c7148ba2ca9fe92c89bb070b46 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Wed, 21 Dec 2022 20:03:46 +0100 Subject: [PATCH 4/5] Add missing unsubscriptions in multiple mania components --- osu.Game.Rulesets.Mania/UI/Column.cs | 3 +++ osu.Game.Rulesets.Mania/UI/Stage.cs | 3 +++ 2 files changed, 6 insertions(+) diff --git a/osu.Game.Rulesets.Mania/UI/Column.cs b/osu.Game.Rulesets.Mania/UI/Column.cs index 6a31fb3fda..10460f52fd 100644 --- a/osu.Game.Rulesets.Mania/UI/Column.cs +++ b/osu.Game.Rulesets.Mania/UI/Column.cs @@ -134,6 +134,9 @@ namespace osu.Game.Rulesets.Mania.UI protected override void Dispose(bool isDisposing) { + // must happen before children are disposed in base call to prevent illegal accesses to the hit explosion pool. + NewResult -= OnNewResult; + base.Dispose(isDisposing); if (skin != null) diff --git a/osu.Game.Rulesets.Mania/UI/Stage.cs b/osu.Game.Rulesets.Mania/UI/Stage.cs index fc38a96a35..c1d3e85bf1 100644 --- a/osu.Game.Rulesets.Mania/UI/Stage.cs +++ b/osu.Game.Rulesets.Mania/UI/Stage.cs @@ -156,6 +156,9 @@ namespace osu.Game.Rulesets.Mania.UI protected override void Dispose(bool isDisposing) { + // must happen before children are disposed in base call to prevent illegal accesses to the judgement pool. + NewResult -= OnNewResult; + base.Dispose(isDisposing); if (currentSkin != null) From 6948035a3cc89d6cba9ad7263e73f89d1f94aacc Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Wed, 21 Dec 2022 21:59:46 +0100 Subject: [PATCH 5/5] Ensure score submission attempt completion before notifying spectator server when exiting play early When a `SubmittingPlayer` gameplay session ends with the successful completion of a beatmap, `PrepareScoreForResultsAsync()` ensures that the score submission request is sent to and responded to by osu-web before calling `ISpectatorClient.EndPlaying()`. While previously this was mostly an implementation detail, this becomes important when considering that more and more server-side flows (replay upload, notifying about score processing completion) hook into `EndPlaying()`, and assume that by the point that message arrives at osu-spectator-server, the score has already been submitted and has been assigned a score ID that corresponds to the score submission token. As it turns out, in the early-exit path (when the user exits the play midway through, retries, or just fails), the same ordering guarantees were not provided. The score's submission ran concurrently to the spectator client `EndPlaying()` call, therefore creating a network race. osu-server-spectator components that implciitly relied on the ordering provided by the happy path, could therefore fail to unmap the score submission token to a score ID. Note that as written, the osu-server-spectator replay upload flow is not really affected by this, as it self-corrects by essentially polling the database and trying to unmap the score submission token to a score ID for up to 30 seconds. However, this change would have the benefit of reducing the polls required in such cases to just one DB retrieval. --- osu.Game/Screens/Play/SubmittingPlayer.cs | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/osu.Game/Screens/Play/SubmittingPlayer.cs b/osu.Game/Screens/Play/SubmittingPlayer.cs index 1eec71f33a..5fa6508a31 100644 --- a/osu.Game/Screens/Play/SubmittingPlayer.cs +++ b/osu.Game/Screens/Play/SubmittingPlayer.cs @@ -13,6 +13,7 @@ using osu.Framework.Screens; using osu.Game.Beatmaps; using osu.Game.Database; using osu.Game.Online.API; +using osu.Game.Online.Multiplayer; using osu.Game.Online.Rooms; using osu.Game.Online.Spectator; using osu.Game.Rulesets.Scoring; @@ -158,8 +159,11 @@ namespace osu.Game.Screens.Play if (LoadedBeatmapSuccessfully) { - submitScore(Score.DeepClone()); - spectatorClient.EndPlaying(GameplayState); + Task.Run(async () => + { + await submitScore(Score.DeepClone()).ConfigureAwait(false); + spectatorClient.EndPlaying(GameplayState); + }).FireAndForget(); } return exiting;