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https://github.com/osukey/osukey.git
synced 2025-08-04 23:24:04 +09:00
Unify namings across the board
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@ -3,7 +3,7 @@
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namespace osu.Game.Online.Spectator
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{
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public enum SpectatingUserState
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public enum SpectatedUserState
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{
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/// <summary>
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/// The spectated user is not yet playing.
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@ -26,7 +26,7 @@ namespace osu.Game.Online.Spectator
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Passed,
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/// <summary>
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/// The spectator user has failed gameplay.
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/// The spectated user has failed gameplay.
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/// </summary>
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Failed,
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@ -38,7 +38,7 @@ namespace osu.Game.Online.Spectator
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/// <summary>
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/// The states of all users currently being watched.
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/// </summary>
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public IBindableDictionary<int, SpectatorState> WatchingUserStates => watchingUserStates;
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public IBindableDictionary<int, SpectatorState> WatchedUserStates => watchedUserStates;
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/// <summary>
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/// A global list of all players currently playing.
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@ -48,9 +48,9 @@ namespace osu.Game.Online.Spectator
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/// <summary>
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/// All users currently being watched.
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/// </summary>
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private readonly List<int> watchingUsers = new List<int>();
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private readonly List<int> watchedUsers = new List<int>();
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private readonly BindableDictionary<int, SpectatorState> watchingUserStates = new BindableDictionary<int, SpectatorState>();
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private readonly BindableDictionary<int, SpectatorState> watchedUserStates = new BindableDictionary<int, SpectatorState>();
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private readonly BindableList<int> playingUsers = new BindableList<int>();
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private readonly SpectatorState currentState = new SpectatorState();
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@ -85,8 +85,8 @@ namespace osu.Game.Online.Spectator
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if (connected.NewValue)
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{
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// get all the users that were previously being watched
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int[] users = watchingUsers.ToArray();
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watchingUsers.Clear();
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int[] users = watchedUsers.ToArray();
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watchedUsers.Clear();
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// resubscribe to watched users.
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foreach (int userId in users)
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@ -99,7 +99,7 @@ namespace osu.Game.Online.Spectator
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else
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{
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playingUsers.Clear();
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watchingUserStates.Clear();
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watchedUserStates.Clear();
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}
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}), true);
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}
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@ -111,8 +111,8 @@ namespace osu.Game.Online.Spectator
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if (!playingUsers.Contains(userId))
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playingUsers.Add(userId);
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if (watchingUsers.Contains(userId))
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watchingUserStates[userId] = state;
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if (watchedUsers.Contains(userId))
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watchedUserStates[userId] = state;
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OnUserBeganPlaying?.Invoke(userId, state);
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});
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@ -126,8 +126,8 @@ namespace osu.Game.Online.Spectator
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{
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playingUsers.Remove(userId);
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if (watchingUsers.Contains(userId))
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watchingUserStates[userId] = state;
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if (watchedUsers.Contains(userId))
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watchedUserStates[userId] = state;
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OnUserFinishedPlaying?.Invoke(userId, state);
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});
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@ -159,7 +159,7 @@ namespace osu.Game.Online.Spectator
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currentState.BeatmapID = score.ScoreInfo.BeatmapInfo.OnlineID;
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currentState.RulesetID = score.ScoreInfo.RulesetID;
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currentState.Mods = score.ScoreInfo.Mods.Select(m => new APIMod(m)).ToArray();
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currentState.State = SpectatingUserState.Playing;
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currentState.State = SpectatedUserState.Playing;
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currentBeatmap = state.Beatmap;
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currentScore = score;
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@ -186,11 +186,11 @@ namespace osu.Game.Online.Spectator
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currentBeatmap = null;
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if (state.HasPassed)
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currentState.State = SpectatingUserState.Passed;
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currentState.State = SpectatedUserState.Passed;
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else if (state.HasFailed)
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currentState.State = SpectatingUserState.Failed;
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currentState.State = SpectatedUserState.Failed;
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else
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currentState.State = SpectatingUserState.Quit;
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currentState.State = SpectatedUserState.Quit;
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EndPlayingInternal(currentState);
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});
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@ -200,10 +200,10 @@ namespace osu.Game.Online.Spectator
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{
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Debug.Assert(ThreadSafety.IsUpdateThread);
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if (watchingUsers.Contains(userId))
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if (watchedUsers.Contains(userId))
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return;
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watchingUsers.Add(userId);
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watchedUsers.Add(userId);
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WatchUserInternal(userId);
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}
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@ -214,8 +214,8 @@ namespace osu.Game.Online.Spectator
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// Todo: This should not be a thing, but requires framework changes.
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Schedule(() =>
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{
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watchingUsers.Remove(userId);
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watchingUserStates.Remove(userId);
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watchedUsers.Remove(userId);
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watchedUserStates.Remove(userId);
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StopWatchingUserInternal(userId);
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});
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}
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@ -25,7 +25,7 @@ namespace osu.Game.Online.Spectator
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public IEnumerable<APIMod> Mods { get; set; } = Enumerable.Empty<APIMod>();
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[Key(3)]
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public SpectatingUserState State { get; set; }
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public SpectatedUserState State { get; set; }
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public bool Equals(SpectatorState other)
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{
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