修复多人问题 贴合官方
This commit is contained in:
@@ -279,6 +279,11 @@ class MultiplayerHub(Hub[MultiplayerClientState]):
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room.users.append(user)
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self.add_to_group(client, self.group_id(room_id))
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await server_room.match_type_handler.handle_join(user)
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# Critical fix: Send current room and gameplay state to new user
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# This ensures spectators joining ongoing games get proper state sync
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await self._send_room_state_to_new_user(client, server_room)
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await self.event_logger.player_joined(room_id, user.user_id)
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async with with_db() as session:
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@@ -409,7 +414,7 @@ class MultiplayerHub(Hub[MultiplayerClientState]):
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auto_start_duration=int(
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room.room.settings.auto_start_duration.total_seconds()
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),
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host_id=room.room.host.user_id,
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host_id=room.room.host.user_id if room.room.host else None,
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)
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)
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await session.commit()
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@@ -648,8 +653,21 @@ class MultiplayerHub(Hub[MultiplayerClientState]):
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case MultiplayerUserState.RESULTS:
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raise InvokeException(f"Cannot change state from {old} to {new}")
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case MultiplayerUserState.SPECTATING:
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if old not in (MultiplayerUserState.IDLE, MultiplayerUserState.READY):
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raise InvokeException(f"Cannot change state from {old} to {new}")
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# Enhanced spectator validation - allow transitions from more states
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# This matches official osu-server-spectator behavior
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if old not in (
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MultiplayerUserState.IDLE,
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MultiplayerUserState.READY,
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MultiplayerUserState.RESULTS, # Allow spectating after results
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):
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# Allow spectating during gameplay states only if the room is in appropriate state
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if not (old.is_playing and room.room.state in (
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MultiplayerRoomState.WAITING_FOR_LOAD,
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MultiplayerRoomState.PLAYING
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)):
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raise InvokeException(f"Cannot change state from {old} to {new}")
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case _:
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raise InvokeException(f"Invalid state transition from {old} to {new}")
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async def ChangeState(self, client: Client, state: MultiplayerUserState):
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server_room = self._ensure_in_room(client)
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@@ -660,6 +678,8 @@ class MultiplayerHub(Hub[MultiplayerClientState]):
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if user.state == state:
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return
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# Special handling for state changes during gameplay
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match state:
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case MultiplayerUserState.IDLE:
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if user.state.is_playing:
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@@ -667,17 +687,22 @@ class MultiplayerHub(Hub[MultiplayerClientState]):
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case MultiplayerUserState.LOADED | MultiplayerUserState.READY_FOR_GAMEPLAY:
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if not user.state.is_playing:
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return
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logger.info(
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f"[MultiplayerHub] User {user.user_id} changing state from {user.state} to {state}"
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)
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await self.validate_user_stare(
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server_room,
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user.state,
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state,
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)
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await self.change_user_state(server_room, user, state)
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if state == MultiplayerUserState.SPECTATING and (
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room.state == MultiplayerRoomState.PLAYING
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or room.state == MultiplayerRoomState.WAITING_FOR_LOAD
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):
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await self.call_noblock(client, "LoadRequested")
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# Enhanced spectator handling based on official implementation
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if state == MultiplayerUserState.SPECTATING:
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await self.handle_spectator_state_change(client, server_room, user)
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await self.update_room_state(server_room)
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@@ -699,6 +724,152 @@ class MultiplayerHub(Hub[MultiplayerClientState]):
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user.state,
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)
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async def handle_spectator_state_change(
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self,
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client: Client,
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room: ServerMultiplayerRoom,
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user: MultiplayerRoomUser
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):
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"""
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Handle special logic for users entering spectator mode during ongoing gameplay.
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Based on official osu-server-spectator implementation.
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"""
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room_state = room.room.state
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# If switching to spectating during gameplay, immediately request load
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if room_state == MultiplayerRoomState.WAITING_FOR_LOAD:
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logger.info(
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f"[MultiplayerHub] Spectator {user.user_id} joining during load phase"
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)
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await self.call_noblock(client, "LoadRequested")
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elif room_state == MultiplayerRoomState.PLAYING:
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logger.info(
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f"[MultiplayerHub] Spectator {user.user_id} joining during active gameplay"
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)
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await self.call_noblock(client, "LoadRequested")
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async def _send_current_gameplay_state_to_spectator(
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self,
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client: Client,
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room: ServerMultiplayerRoom
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):
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"""
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Send current gameplay state information to a newly joined spectator.
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This helps spectators sync with ongoing gameplay.
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"""
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try:
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# Send current room state
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await self.call_noblock(
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client,
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"RoomStateChanged",
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room.room.state
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)
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# Send current user states for all players
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for room_user in room.room.users:
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if room_user.state.is_playing:
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await self.call_noblock(
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client,
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"UserStateChanged",
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room_user.user_id,
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room_user.state,
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)
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logger.debug(
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f"[MultiplayerHub] Sent current gameplay state to spectator {client.user_id}"
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)
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except Exception as e:
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logger.error(
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f"[MultiplayerHub] Failed to send gameplay state to spectator {client.user_id}: {e}"
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)
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async def _send_room_state_to_new_user(
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self,
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client: Client,
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room: ServerMultiplayerRoom
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):
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"""
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Send complete room state to a newly joined user.
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Critical for spectators joining ongoing games.
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"""
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try:
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# Send current room state
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if room.room.state != MultiplayerRoomState.OPEN:
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await self.call_noblock(
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client,
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"RoomStateChanged",
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room.room.state
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)
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# If room is in gameplay state, send LoadRequested immediately
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if room.room.state in (
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MultiplayerRoomState.WAITING_FOR_LOAD,
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MultiplayerRoomState.PLAYING
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):
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logger.info(
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f"[MultiplayerHub] Sending LoadRequested to user {client.user_id} "
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f"joining ongoing game (room state: {room.room.state})"
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)
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await self.call_noblock(client, "LoadRequested")
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# Send all user states to help with synchronization
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for room_user in room.room.users:
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if room_user.user_id != client.user_id: # Don't send own state
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await self.call_noblock(
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client,
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"UserStateChanged",
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room_user.user_id,
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room_user.state,
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)
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# Critical addition: Send current playing users to SpectatorHub for cross-hub sync
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# This ensures spectators can watch multiplayer players properly
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await self._sync_with_spectator_hub(client, room)
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logger.debug(
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f"[MultiplayerHub] Sent complete room state to new user {client.user_id}"
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)
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except Exception as e:
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logger.error(
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f"[MultiplayerHub] Failed to send room state to user {client.user_id}: {e}"
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)
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async def _sync_with_spectator_hub(
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self,
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client: Client,
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room: ServerMultiplayerRoom
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):
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"""
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Sync with SpectatorHub to ensure cross-hub spectating works properly.
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This is crucial for users watching multiplayer players from other pages.
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"""
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try:
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# Import here to avoid circular imports
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from app.signalr.hub import SpectatorHubs
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# For each playing user in the room, check if they have SpectatorHub state
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# and notify the new client about their playing status
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for room_user in room.room.users:
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if room_user.state.is_playing:
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spectator_state = SpectatorHubs.state.get(room_user.user_id)
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if spectator_state and spectator_state.state:
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# Send the spectator state to help with cross-hub watching
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await self.call_noblock(
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client,
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"UserBeganPlaying",
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room_user.user_id,
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spectator_state.state,
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)
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logger.debug(
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f"[MultiplayerHub] Synced spectator state for user {room_user.user_id} "
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f"to new client {client.user_id}"
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)
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except Exception as e:
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logger.debug(f"[MultiplayerHub] Failed to sync with SpectatorHub: {e}")
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# This is not critical, so we don't raise the exception
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async def update_room_state(self, room: ServerMultiplayerRoom):
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match room.room.state:
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case MultiplayerRoomState.OPEN:
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@@ -786,7 +957,7 @@ class MultiplayerHub(Hub[MultiplayerClientState]):
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self._ensure_host(client, server_room)
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# Check host state - host must be ready or spectating
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if room.host.state not in (
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if room.host and room.host.state not in (
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MultiplayerUserState.SPECTATING,
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MultiplayerUserState.READY,
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):
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@@ -165,22 +165,49 @@ class SpectatorHub(Hub[StoreClientState]):
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@override
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async def _clean_state(self, state: StoreClientState) -> None:
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"""
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Enhanced cleanup based on official osu-server-spectator implementation.
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Properly notifies watched users when spectator disconnects.
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"""
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if state.state:
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await self._end_session(int(state.connection_id), state.state, state)
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for target in self.waited_clients:
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target_client = self.get_client_by_id(target)
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if target_client:
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# Critical fix: Notify all watched users that this spectator has disconnected
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# This matches the official CleanUpState implementation
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user_id = int(state.connection_id)
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for watched_user_id in state.watched_user:
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if (target_client := self.get_client_by_id(str(watched_user_id))) is not None:
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await self.call_noblock(
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target_client, "UserEndedWatching", int(state.connection_id)
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target_client, "UserEndedWatching", user_id
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)
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logger.debug(
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f"[SpectatorHub] Notified {watched_user_id} that {user_id} stopped watching"
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)
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async def on_client_connect(self, client: Client) -> None:
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tasks = [
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self.call_noblock(client, "UserBeganPlaying", user_id, store.state)
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"""
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Enhanced connection handling based on official implementation.
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Send all active player states to newly connected clients.
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"""
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logger.info(f"[SpectatorHub] Client {client.user_id} connected")
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# Send all current player states to the new client
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# This matches the official OnConnectedAsync behavior
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active_states = [
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(user_id, store.state)
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for user_id, store in self.state.items()
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if store.state is not None
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]
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await asyncio.gather(*tasks)
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if active_states:
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logger.debug(
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f"[SpectatorHub] Sending {len(active_states)} active player states to {client.user_id}"
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)
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tasks = [
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self.call_noblock(client, "UserBeganPlaying", user_id, state)
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for user_id, state in active_states
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]
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await asyncio.gather(*tasks, return_exceptions=True)
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async def BeginPlaySession(
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self, client: Client, score_token: int, state: SpectatorState
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@@ -382,20 +409,30 @@ class SpectatorHub(Hub[StoreClientState]):
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if state.state == SpectatedUserState.Playing:
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state.state = SpectatedUserState.Quit
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exit_time = max(frame.time for frame in store.score.replay_frames) // 1000 # pyright: ignore[reportOptionalMemberAccess]
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logger.debug(f"[SpectatorHub] Changed state from Playing to Quit for user {user_id}")
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# Calculate exit time safely
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exit_time = 0
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if store.score and store.score.replay_frames:
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exit_time = max(frame.time for frame in store.score.replay_frames) // 1000
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task = asyncio.create_task(
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_edit_playtime(
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store.score_token, # pyright: ignore[reportArgumentType]
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store.ruleset_id, # pyright: ignore[reportArgumentType]
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store.score.score_info.mods, # pyright: ignore[reportOptionalMemberAccess]
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# Background task for playtime editing - only if we have valid data
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if store.score_token and store.ruleset_id and store.score:
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task = asyncio.create_task(
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_edit_playtime(
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store.score_token,
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store.ruleset_id,
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store.score.score_info.mods,
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)
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)
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)
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self.tasks.add(task)
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task.add_done_callback(self.tasks.discard)
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self.tasks.add(task)
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task.add_done_callback(self.tasks.discard)
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# Background task for failtime tracking - only for failed/quit states with valid data
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if (
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state.state == SpectatedUserState.Failed
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or state.state == SpectatedUserState.Quit
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state.beatmap_id is not None
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and exit_time > 0
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and state.state in (SpectatedUserState.Failed, SpectatedUserState.Quit)
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):
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task = asyncio.create_task(_add_failtime())
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self.tasks.add(task)
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@@ -413,39 +450,77 @@ class SpectatorHub(Hub[StoreClientState]):
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)
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async def StartWatchingUser(self, client: Client, target_id: int) -> None:
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"""
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Enhanced StartWatchingUser based on official osu-server-spectator implementation.
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Properly handles state synchronization and watcher notifications.
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"""
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user_id = int(client.connection_id)
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target_store = self.state.get(target_id)
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logger.info(f"[SpectatorHub] {user_id} started watching {target_id}")
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if target_store and target_store.state:
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logger.debug(f"[SpectatorHub] {target_id} is {target_store.state}")
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await self.call_noblock(
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client,
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"UserBeganPlaying",
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target_id,
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target_store.state,
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)
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try:
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# Get target user's current state if it exists
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target_store = self.state.get(target_id)
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if target_store and target_store.state:
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logger.debug(f"[SpectatorHub] {target_id} is currently {target_store.state.state}")
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# Send current state to the watcher immediately
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await self.call_noblock(
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client,
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"UserBeganPlaying",
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target_id,
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target_store.state,
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)
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except Exception as e:
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# User isn't tracked or error occurred - this is not critical
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logger.debug(f"[SpectatorHub] Could not get state for {target_id}: {e}")
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# Add watcher to our tracked users
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store = self.get_or_create_state(client)
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store.watched_user.add(target_id)
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# Add to SignalR group for this target user
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self.add_to_group(client, self.group_id(target_id))
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async with with_db() as session:
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async with session.begin():
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# Get watcher's username and notify the target user
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try:
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async with with_db() as session:
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username = (
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await session.exec(select(User.username).where(User.id == user_id))
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).first()
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if not username:
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logger.warning(f"[SpectatorHub] Could not find username for user {user_id}")
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return
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# Notify target user that someone started watching
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if (target_client := self.get_client_by_id(str(target_id))) is not None:
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# Create watcher info array (matches official format)
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watcher_info = [[user_id, username]]
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await self.call_noblock(
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target_client, "UserStartedWatching", [[user_id, username]]
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target_client, "UserStartedWatching", watcher_info
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)
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logger.debug(f"[SpectatorHub] Notified {target_id} that {username} started watching")
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except Exception as e:
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logger.error(f"[SpectatorHub] Error notifying target user {target_id}: {e}")
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async def EndWatchingUser(self, client: Client, target_id: int) -> None:
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"""
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Enhanced EndWatchingUser based on official osu-server-spectator implementation.
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Properly cleans up watcher state and notifies target user.
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"""
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user_id = int(client.connection_id)
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logger.info(f"[SpectatorHub] {user_id} ended watching {target_id}")
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# Remove from SignalR group
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self.remove_from_group(client, self.group_id(target_id))
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# Remove from our tracked watched users
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store = self.get_or_create_state(client)
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store.watched_user.discard(target_id)
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# Notify target user that watcher stopped watching
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if (target_client := self.get_client_by_id(str(target_id))) is not None:
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await self.call_noblock(target_client, "UserEndedWatching", user_id)
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logger.info(f"[SpectatorHub] {user_id} ended watching {target_id}")
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logger.debug(f"[SpectatorHub] Notified {target_id} that {user_id} stopped watching")
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else:
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logger.debug(f"[SpectatorHub] Target user {target_id} not found for end watching notification")
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Reference in New Issue
Block a user