Remove local "next frame" storage

This commit is contained in:
smoogipoo
2021-06-10 22:41:38 +09:00
parent e18f4cd4ba
commit 58d71e4aea
4 changed files with 42 additions and 35 deletions

View File

@ -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 @@ namespace osu.Game.Tests.Visual.Spectator
public void StartPlay(int userId, int beatmapId)
{
userBeatmapDictionary[userId] = beatmapId;
userNextFrameDictionary[userId] = 0;
sendPlayingState(userId);
}
@ -57,24 +64,41 @@ namespace osu.Game.Tests.Visual.Spectator
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)