修复多人问题 贴合官方

This commit is contained in:
咕谷酱
2025-08-22 02:50:51 +08:00
parent 71e5f1815e
commit 16f4ff1832
2 changed files with 286 additions and 40 deletions

View File

@@ -279,6 +279,11 @@ class MultiplayerHub(Hub[MultiplayerClientState]):
room.users.append(user)
self.add_to_group(client, self.group_id(room_id))
await server_room.match_type_handler.handle_join(user)
# Critical fix: Send current room and gameplay state to new user
# This ensures spectators joining ongoing games get proper state sync
await self._send_room_state_to_new_user(client, server_room)
await self.event_logger.player_joined(room_id, user.user_id)
async with with_db() as session:
@@ -409,7 +414,7 @@ class MultiplayerHub(Hub[MultiplayerClientState]):
auto_start_duration=int(
room.room.settings.auto_start_duration.total_seconds()
),
host_id=room.room.host.user_id,
host_id=room.room.host.user_id if room.room.host else None,
)
)
await session.commit()
@@ -648,8 +653,21 @@ class MultiplayerHub(Hub[MultiplayerClientState]):
case MultiplayerUserState.RESULTS:
raise InvokeException(f"Cannot change state from {old} to {new}")
case MultiplayerUserState.SPECTATING:
if old not in (MultiplayerUserState.IDLE, MultiplayerUserState.READY):
raise InvokeException(f"Cannot change state from {old} to {new}")
# Enhanced spectator validation - allow transitions from more states
# This matches official osu-server-spectator behavior
if old not in (
MultiplayerUserState.IDLE,
MultiplayerUserState.READY,
MultiplayerUserState.RESULTS, # Allow spectating after results
):
# Allow spectating during gameplay states only if the room is in appropriate state
if not (old.is_playing and room.room.state in (
MultiplayerRoomState.WAITING_FOR_LOAD,
MultiplayerRoomState.PLAYING
)):
raise InvokeException(f"Cannot change state from {old} to {new}")
case _:
raise InvokeException(f"Invalid state transition from {old} to {new}")
async def ChangeState(self, client: Client, state: MultiplayerUserState):
server_room = self._ensure_in_room(client)
@@ -660,6 +678,8 @@ class MultiplayerHub(Hub[MultiplayerClientState]):
if user.state == state:
return
# Special handling for state changes during gameplay
match state:
case MultiplayerUserState.IDLE:
if user.state.is_playing:
@@ -667,17 +687,22 @@ class MultiplayerHub(Hub[MultiplayerClientState]):
case MultiplayerUserState.LOADED | MultiplayerUserState.READY_FOR_GAMEPLAY:
if not user.state.is_playing:
return
logger.info(
f"[MultiplayerHub] User {user.user_id} changing state from {user.state} to {state}"
)
await self.validate_user_stare(
server_room,
user.state,
state,
)
await self.change_user_state(server_room, user, state)
if state == MultiplayerUserState.SPECTATING and (
room.state == MultiplayerRoomState.PLAYING
or room.state == MultiplayerRoomState.WAITING_FOR_LOAD
):
await self.call_noblock(client, "LoadRequested")
# Enhanced spectator handling based on official implementation
if state == MultiplayerUserState.SPECTATING:
await self.handle_spectator_state_change(client, server_room, user)
await self.update_room_state(server_room)
@@ -699,6 +724,152 @@ class MultiplayerHub(Hub[MultiplayerClientState]):
user.state,
)
async def handle_spectator_state_change(
self,
client: Client,
room: ServerMultiplayerRoom,
user: MultiplayerRoomUser
):
"""
Handle special logic for users entering spectator mode during ongoing gameplay.
Based on official osu-server-spectator implementation.
"""
room_state = room.room.state
# If switching to spectating during gameplay, immediately request load
if room_state == MultiplayerRoomState.WAITING_FOR_LOAD:
logger.info(
f"[MultiplayerHub] Spectator {user.user_id} joining during load phase"
)
await self.call_noblock(client, "LoadRequested")
elif room_state == MultiplayerRoomState.PLAYING:
logger.info(
f"[MultiplayerHub] Spectator {user.user_id} joining during active gameplay"
)
await self.call_noblock(client, "LoadRequested")
async def _send_current_gameplay_state_to_spectator(
self,
client: Client,
room: ServerMultiplayerRoom
):
"""
Send current gameplay state information to a newly joined spectator.
This helps spectators sync with ongoing gameplay.
"""
try:
# Send current room state
await self.call_noblock(
client,
"RoomStateChanged",
room.room.state
)
# Send current user states for all players
for room_user in room.room.users:
if room_user.state.is_playing:
await self.call_noblock(
client,
"UserStateChanged",
room_user.user_id,
room_user.state,
)
logger.debug(
f"[MultiplayerHub] Sent current gameplay state to spectator {client.user_id}"
)
except Exception as e:
logger.error(
f"[MultiplayerHub] Failed to send gameplay state to spectator {client.user_id}: {e}"
)
async def _send_room_state_to_new_user(
self,
client: Client,
room: ServerMultiplayerRoom
):
"""
Send complete room state to a newly joined user.
Critical for spectators joining ongoing games.
"""
try:
# Send current room state
if room.room.state != MultiplayerRoomState.OPEN:
await self.call_noblock(
client,
"RoomStateChanged",
room.room.state
)
# If room is in gameplay state, send LoadRequested immediately
if room.room.state in (
MultiplayerRoomState.WAITING_FOR_LOAD,
MultiplayerRoomState.PLAYING
):
logger.info(
f"[MultiplayerHub] Sending LoadRequested to user {client.user_id} "
f"joining ongoing game (room state: {room.room.state})"
)
await self.call_noblock(client, "LoadRequested")
# Send all user states to help with synchronization
for room_user in room.room.users:
if room_user.user_id != client.user_id: # Don't send own state
await self.call_noblock(
client,
"UserStateChanged",
room_user.user_id,
room_user.state,
)
# Critical addition: Send current playing users to SpectatorHub for cross-hub sync
# This ensures spectators can watch multiplayer players properly
await self._sync_with_spectator_hub(client, room)
logger.debug(
f"[MultiplayerHub] Sent complete room state to new user {client.user_id}"
)
except Exception as e:
logger.error(
f"[MultiplayerHub] Failed to send room state to user {client.user_id}: {e}"
)
async def _sync_with_spectator_hub(
self,
client: Client,
room: ServerMultiplayerRoom
):
"""
Sync with SpectatorHub to ensure cross-hub spectating works properly.
This is crucial for users watching multiplayer players from other pages.
"""
try:
# Import here to avoid circular imports
from app.signalr.hub import SpectatorHubs
# For each playing user in the room, check if they have SpectatorHub state
# and notify the new client about their playing status
for room_user in room.room.users:
if room_user.state.is_playing:
spectator_state = SpectatorHubs.state.get(room_user.user_id)
if spectator_state and spectator_state.state:
# Send the spectator state to help with cross-hub watching
await self.call_noblock(
client,
"UserBeganPlaying",
room_user.user_id,
spectator_state.state,
)
logger.debug(
f"[MultiplayerHub] Synced spectator state for user {room_user.user_id} "
f"to new client {client.user_id}"
)
except Exception as e:
logger.debug(f"[MultiplayerHub] Failed to sync with SpectatorHub: {e}")
# This is not critical, so we don't raise the exception
async def update_room_state(self, room: ServerMultiplayerRoom):
match room.room.state:
case MultiplayerRoomState.OPEN:
@@ -786,7 +957,7 @@ class MultiplayerHub(Hub[MultiplayerClientState]):
self._ensure_host(client, server_room)
# Check host state - host must be ready or spectating
if room.host.state not in (
if room.host and room.host.state not in (
MultiplayerUserState.SPECTATING,
MultiplayerUserState.READY,
):

View File

@@ -165,22 +165,49 @@ class SpectatorHub(Hub[StoreClientState]):
@override
async def _clean_state(self, state: StoreClientState) -> None:
"""
Enhanced cleanup based on official osu-server-spectator implementation.
Properly notifies watched users when spectator disconnects.
"""
if state.state:
await self._end_session(int(state.connection_id), state.state, state)
for target in self.waited_clients:
target_client = self.get_client_by_id(target)
if target_client:
# Critical fix: Notify all watched users that this spectator has disconnected
# This matches the official CleanUpState implementation
user_id = int(state.connection_id)
for watched_user_id in state.watched_user:
if (target_client := self.get_client_by_id(str(watched_user_id))) is not None:
await self.call_noblock(
target_client, "UserEndedWatching", int(state.connection_id)
target_client, "UserEndedWatching", user_id
)
logger.debug(
f"[SpectatorHub] Notified {watched_user_id} that {user_id} stopped watching"
)
async def on_client_connect(self, client: Client) -> None:
tasks = [
self.call_noblock(client, "UserBeganPlaying", user_id, store.state)
"""
Enhanced connection handling based on official implementation.
Send all active player states to newly connected clients.
"""
logger.info(f"[SpectatorHub] Client {client.user_id} connected")
# Send all current player states to the new client
# This matches the official OnConnectedAsync behavior
active_states = [
(user_id, store.state)
for user_id, store in self.state.items()
if store.state is not None
]
await asyncio.gather(*tasks)
if active_states:
logger.debug(
f"[SpectatorHub] Sending {len(active_states)} active player states to {client.user_id}"
)
tasks = [
self.call_noblock(client, "UserBeganPlaying", user_id, state)
for user_id, state in active_states
]
await asyncio.gather(*tasks, return_exceptions=True)
async def BeginPlaySession(
self, client: Client, score_token: int, state: SpectatorState
@@ -382,20 +409,30 @@ class SpectatorHub(Hub[StoreClientState]):
if state.state == SpectatedUserState.Playing:
state.state = SpectatedUserState.Quit
exit_time = max(frame.time for frame in store.score.replay_frames) // 1000 # pyright: ignore[reportOptionalMemberAccess]
logger.debug(f"[SpectatorHub] Changed state from Playing to Quit for user {user_id}")
# Calculate exit time safely
exit_time = 0
if store.score and store.score.replay_frames:
exit_time = max(frame.time for frame in store.score.replay_frames) // 1000
task = asyncio.create_task(
_edit_playtime(
store.score_token, # pyright: ignore[reportArgumentType]
store.ruleset_id, # pyright: ignore[reportArgumentType]
store.score.score_info.mods, # pyright: ignore[reportOptionalMemberAccess]
# Background task for playtime editing - only if we have valid data
if store.score_token and store.ruleset_id and store.score:
task = asyncio.create_task(
_edit_playtime(
store.score_token,
store.ruleset_id,
store.score.score_info.mods,
)
)
)
self.tasks.add(task)
task.add_done_callback(self.tasks.discard)
self.tasks.add(task)
task.add_done_callback(self.tasks.discard)
# Background task for failtime tracking - only for failed/quit states with valid data
if (
state.state == SpectatedUserState.Failed
or state.state == SpectatedUserState.Quit
state.beatmap_id is not None
and exit_time > 0
and state.state in (SpectatedUserState.Failed, SpectatedUserState.Quit)
):
task = asyncio.create_task(_add_failtime())
self.tasks.add(task)
@@ -413,39 +450,77 @@ class SpectatorHub(Hub[StoreClientState]):
)
async def StartWatchingUser(self, client: Client, target_id: int) -> None:
"""
Enhanced StartWatchingUser based on official osu-server-spectator implementation.
Properly handles state synchronization and watcher notifications.
"""
user_id = int(client.connection_id)
target_store = self.state.get(target_id)
logger.info(f"[SpectatorHub] {user_id} started watching {target_id}")
if target_store and target_store.state:
logger.debug(f"[SpectatorHub] {target_id} is {target_store.state}")
await self.call_noblock(
client,
"UserBeganPlaying",
target_id,
target_store.state,
)
try:
# Get target user's current state if it exists
target_store = self.state.get(target_id)
if target_store and target_store.state:
logger.debug(f"[SpectatorHub] {target_id} is currently {target_store.state.state}")
# Send current state to the watcher immediately
await self.call_noblock(
client,
"UserBeganPlaying",
target_id,
target_store.state,
)
except Exception as e:
# User isn't tracked or error occurred - this is not critical
logger.debug(f"[SpectatorHub] Could not get state for {target_id}: {e}")
# Add watcher to our tracked users
store = self.get_or_create_state(client)
store.watched_user.add(target_id)
# Add to SignalR group for this target user
self.add_to_group(client, self.group_id(target_id))
async with with_db() as session:
async with session.begin():
# Get watcher's username and notify the target user
try:
async with with_db() as session:
username = (
await session.exec(select(User.username).where(User.id == user_id))
).first()
if not username:
logger.warning(f"[SpectatorHub] Could not find username for user {user_id}")
return
# Notify target user that someone started watching
if (target_client := self.get_client_by_id(str(target_id))) is not None:
# Create watcher info array (matches official format)
watcher_info = [[user_id, username]]
await self.call_noblock(
target_client, "UserStartedWatching", [[user_id, username]]
target_client, "UserStartedWatching", watcher_info
)
logger.debug(f"[SpectatorHub] Notified {target_id} that {username} started watching")
except Exception as e:
logger.error(f"[SpectatorHub] Error notifying target user {target_id}: {e}")
async def EndWatchingUser(self, client: Client, target_id: int) -> None:
"""
Enhanced EndWatchingUser based on official osu-server-spectator implementation.
Properly cleans up watcher state and notifies target user.
"""
user_id = int(client.connection_id)
logger.info(f"[SpectatorHub] {user_id} ended watching {target_id}")
# Remove from SignalR group
self.remove_from_group(client, self.group_id(target_id))
# Remove from our tracked watched users
store = self.get_or_create_state(client)
store.watched_user.discard(target_id)
# Notify target user that watcher stopped watching
if (target_client := self.get_client_by_id(str(target_id))) is not None:
await self.call_noblock(target_client, "UserEndedWatching", user_id)
logger.info(f"[SpectatorHub] {user_id} ended watching {target_id}")
logger.debug(f"[SpectatorHub] Notified {target_id} that {user_id} stopped watching")
else:
logger.debug(f"[SpectatorHub] Target user {target_id} not found for end watching notification")