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Improve implementation of TestSpectatorClient
There was a lot of weirdness here, such as storing the playing users, clearing the playing users from test scenes (!!), and storing the users being wathed. This was all a thing because the previous implementation overrode the base method implementations, which is no longer a thing.
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@ -3,8 +3,9 @@
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#nullable enable
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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@ -20,33 +21,44 @@ namespace osu.Game.Tests.Visual.Spectator
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{
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public override IBindable<bool> IsConnected { get; } = new Bindable<bool>(true);
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public new BindableList<int> PlayingUsers => (BindableList<int>)base.PlayingUsers;
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private readonly ConcurrentDictionary<int, byte> watchingUsers = new ConcurrentDictionary<int, byte>();
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private readonly Dictionary<int, int> userBeatmapDictionary = new Dictionary<int, int>();
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private readonly Dictionary<int, bool> userSentStateDictionary = new Dictionary<int, bool>();
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[Resolved]
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private IAPIProvider api { get; set; } = null!;
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/// <summary>
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/// Starts play for an arbitrary user.
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/// </summary>
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/// <param name="userId">The user to start play for.</param>
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/// <param name="beatmapId">The playing beatmap id.</param>
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public void StartPlay(int userId, int beatmapId)
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{
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userBeatmapDictionary[userId] = beatmapId;
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sendState(userId, beatmapId);
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sendPlayingState(userId);
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}
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public void EndPlay(int userId, int beatmapId)
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/// <summary>
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/// Ends play for an arbitrary user.
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/// </summary>
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/// <param name="userId">The user to end play for.</param>
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public void EndPlay(int userId)
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{
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if (!PlayingUsers.Contains(userId))
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return;
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((ISpectatorClient)this).UserFinishedPlaying(userId, new SpectatorState
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{
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BeatmapID = beatmapId,
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BeatmapID = userBeatmapDictionary[userId],
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RulesetID = 0,
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});
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userBeatmapDictionary.Remove(userId);
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userSentStateDictionary.Remove(userId);
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}
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/// <summary>
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/// Sends frames for an arbitrary user.
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/// </summary>
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/// <param name="userId">The user to send frames for.</param>
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/// <param name="index">The frame index.</param>
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/// <param name="count">The number of frames to send.</param>
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public void SendFrames(int userId, int index, int count)
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{
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var frames = new List<LegacyReplayFrame>();
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@ -60,12 +72,16 @@ namespace osu.Game.Tests.Visual.Spectator
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var bundle = new FrameDataBundle(new ScoreInfo { Combo = index + count }, frames);
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((ISpectatorClient)this).UserSentFrames(userId, bundle);
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if (!userSentStateDictionary[userId])
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sendState(userId, userBeatmapDictionary[userId]);
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}
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protected override Task BeginPlayingInternal(SpectatorState state) => ((ISpectatorClient)this).UserBeganPlaying(api.LocalUser.Value.Id, state);
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protected override Task BeginPlayingInternal(SpectatorState state)
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{
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// Track the local user's playing beatmap ID.
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Debug.Assert(state.BeatmapID != null);
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userBeatmapDictionary[api.LocalUser.Value.Id] = state.BeatmapID.Value;
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return ((ISpectatorClient)this).UserBeganPlaying(api.LocalUser.Value.Id, state);
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}
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protected override Task SendFramesInternal(FrameDataBundle data) => ((ISpectatorClient)this).UserSentFrames(api.LocalUser.Value.Id, data);
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@ -74,27 +90,21 @@ namespace osu.Game.Tests.Visual.Spectator
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protected override Task WatchUserInternal(int userId)
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{
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// When newly watching a user, the server sends the playing state immediately.
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if (watchingUsers.TryAdd(userId, 0) && PlayingUsers.Contains(userId))
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sendState(userId, userBeatmapDictionary[userId]);
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if (PlayingUsers.Contains(userId))
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sendPlayingState(userId);
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return Task.CompletedTask;
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}
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protected override Task StopWatchingUserInternal(int userId)
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{
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watchingUsers.TryRemove(userId, out _);
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return Task.CompletedTask;
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}
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protected override Task StopWatchingUserInternal(int userId) => Task.CompletedTask;
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private void sendState(int userId, int beatmapId)
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private void sendPlayingState(int userId)
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{
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((ISpectatorClient)this).UserBeganPlaying(userId, new SpectatorState
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{
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BeatmapID = beatmapId,
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BeatmapID = userBeatmapDictionary[userId],
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RulesetID = 0,
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});
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userSentStateDictionary[userId] = true;
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}
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}
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}
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