rollback code
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@@ -1,221 +0,0 @@
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"""
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多人游戏数据包清理管理器
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基于osu-server源码实现的数据包清理逻辑
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"""
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from __future__ import annotations
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import asyncio
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from datetime import UTC, datetime, timedelta
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from typing import Dict, List, Optional, Set
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from collections import defaultdict
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import logging
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logger = logging.getLogger(__name__)
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class MultiplayerPacketCleaner:
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"""多人游戏数据包清理管理器(基于osu源码设计)"""
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def __init__(self):
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# 待清理的数据包队列
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self.cleanup_queue: Dict[int, List[Dict]] = defaultdict(list)
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# 清理任务映射
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self.cleanup_tasks: Dict[int, asyncio.Task] = {}
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# 延迟清理时间(秒)
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self.cleanup_delay = 5.0
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# 强制清理时间(秒)
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self.force_cleanup_delay = 30.0
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async def schedule_cleanup(self, room_id: int, packet_data: Dict):
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"""安排数据包清理(参考osu源码的清理调度)"""
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self.cleanup_queue[room_id].append({
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**packet_data,
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'scheduled_at': datetime.now(UTC),
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'room_id': room_id
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})
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# 如果没有正在进行的清理任务,开始新的清理任务
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if room_id not in self.cleanup_tasks or self.cleanup_tasks[room_id].done():
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self.cleanup_tasks[room_id] = asyncio.create_task(
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self._delayed_cleanup_task(room_id)
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)
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logger.debug(f"[PacketCleaner] Scheduled cleanup task for room {room_id}")
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async def _delayed_cleanup_task(self, room_id: int):
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"""延迟清理任务(类似osu源码的延迟清理机制)"""
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try:
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# 等待延迟时间
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await asyncio.sleep(self.cleanup_delay)
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# 执行清理
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await self._execute_cleanup(room_id)
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except asyncio.CancelledError:
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logger.debug(f"[PacketCleaner] Cleanup task for room {room_id} was cancelled")
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raise
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except Exception as e:
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logger.error(f"[PacketCleaner] Error during cleanup for room {room_id}: {e}")
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async def _execute_cleanup(self, room_id: int):
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"""执行实际的清理操作"""
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if room_id not in self.cleanup_queue:
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return
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packets_to_clean = self.cleanup_queue.pop(room_id, [])
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if not packets_to_clean:
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return
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logger.info(f"[PacketCleaner] Cleaning {len(packets_to_clean)} packets for room {room_id}")
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# 按类型分组处理清理
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score_packets = []
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state_packets = []
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leaderboard_packets = []
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for packet in packets_to_clean:
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packet_type = packet.get('type', 'unknown')
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if packet_type == 'score':
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score_packets.append(packet)
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elif packet_type == 'state':
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state_packets.append(packet)
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elif packet_type == 'leaderboard':
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leaderboard_packets.append(packet)
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# 清理分数数据包
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if score_packets:
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await self._cleanup_score_packets(room_id, score_packets)
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# 清理状态数据包
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if state_packets:
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await self._cleanup_state_packets(room_id, state_packets)
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# 清理排行榜数据包
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if leaderboard_packets:
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await self._cleanup_leaderboard_packets(room_id, leaderboard_packets)
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async def _cleanup_score_packets(self, room_id: int, packets: List[Dict]):
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"""清理分数相关数据包"""
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user_ids = set(p.get('user_id') for p in packets if p.get('user_id'))
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logger.debug(f"[PacketCleaner] Cleaning score packets for {len(user_ids)} users in room {room_id}")
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# 这里可以添加具体的清理逻辑,比如:
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# - 清理过期的分数帧
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# - 压缩历史分数数据
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# - 清理缓存
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async def _cleanup_state_packets(self, room_id: int, packets: List[Dict]):
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"""清理状态相关数据包"""
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logger.debug(f"[PacketCleaner] Cleaning {len(packets)} state packets for room {room_id}")
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# 这里可以添加状态清理逻辑,比如:
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# - 清理过期状态数据
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# - 重置用户状态缓存
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async def _cleanup_leaderboard_packets(self, room_id: int, packets: List[Dict]):
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"""清理排行榜相关数据包"""
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logger.debug(f"[PacketCleaner] Cleaning {len(packets)} leaderboard packets for room {room_id}")
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# 这里可以添加排行榜清理逻辑
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async def force_cleanup(self, room_id: int):
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"""强制立即清理指定房间的数据包"""
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# 取消延迟清理任务
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if room_id in self.cleanup_tasks:
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task = self.cleanup_tasks.pop(room_id)
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if not task.done():
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task.cancel()
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try:
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await task
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except asyncio.CancelledError:
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pass
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# 立即执行清理
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await self._execute_cleanup(room_id)
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logger.info(f"[PacketCleaner] Force cleaned packets for room {room_id}")
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async def cleanup_all_for_room(self, room_id: int):
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"""清理房间的所有数据包(房间结束时调用)"""
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await self.force_cleanup(room_id)
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# 清理任务引用
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self.cleanup_tasks.pop(room_id, None)
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self.cleanup_queue.pop(room_id, None)
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logger.info(f"[PacketCleaner] Completed full cleanup for room {room_id}")
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async def cleanup_expired_packets(self):
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"""定期清理过期的数据包"""
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current_time = datetime.now(UTC)
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expired_rooms = []
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for room_id, packets in self.cleanup_queue.items():
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# 查找超过强制清理时间的数据包
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expired_packets = [
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p for p in packets
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if (current_time - p['scheduled_at']).total_seconds() > self.force_cleanup_delay
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]
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if expired_packets:
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expired_rooms.append(room_id)
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# 强制清理过期数据包
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for room_id in expired_rooms:
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await self.force_cleanup(room_id)
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def get_cleanup_stats(self) -> Dict:
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"""获取清理统计信息"""
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return {
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'active_cleanup_tasks': len([t for t in self.cleanup_tasks.values() if not t.done()]),
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'pending_packets': sum(len(packets) for packets in self.cleanup_queue.values()),
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'rooms_with_pending_cleanup': len(self.cleanup_queue),
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}
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# 全局实例
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packet_cleaner = MultiplayerPacketCleaner()
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class GameSessionCleaner:
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"""游戏会话清理器(参考osu源码的会话管理)"""
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@staticmethod
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async def cleanup_game_session(room_id: int, game_completed: bool = False):
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"""清理游戏会话数据(每局游戏结束后调用)"""
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try:
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# 安排数据包清理
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await packet_cleaner.schedule_cleanup(room_id, {
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'type': 'game_session_end',
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'completed': game_completed,
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'timestamp': datetime.now(UTC).isoformat()
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})
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logger.info(f"[GameSessionCleaner] Scheduled cleanup for game session in room {room_id} (completed: {game_completed})")
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except Exception as e:
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logger.error(f"[GameSessionCleaner] Failed to cleanup game session for room {room_id}: {e}")
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@staticmethod
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async def cleanup_user_session(room_id: int, user_id: int):
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"""清理单个用户的会话数据"""
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try:
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await packet_cleaner.schedule_cleanup(room_id, {
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'type': 'user_session_end',
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'user_id': user_id,
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'timestamp': datetime.now(UTC).isoformat()
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})
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logger.debug(f"[GameSessionCleaner] Scheduled cleanup for user {user_id} in room {room_id}")
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except Exception as e:
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logger.error(f"[GameSessionCleaner] Failed to cleanup user session {user_id} in room {room_id}: {e}")
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@staticmethod
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async def cleanup_room_fully(room_id: int):
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"""完全清理房间数据(房间关闭时调用)"""
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try:
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await packet_cleaner.cleanup_all_for_room(room_id)
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logger.info(f"[GameSessionCleaner] Completed full room cleanup for {room_id}")
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except Exception as e:
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logger.error(f"[GameSessionCleaner] Failed to fully cleanup room {room_id}: {e}")
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@@ -34,7 +34,6 @@ from app.models.spectator_hub import (
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from app.utils import unix_timestamp_to_windows
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from .hub import Client, Hub
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from .spectator_buffer import spectator_state_manager
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from httpx import HTTPError
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from sqlalchemy.orm import joinedload
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@@ -204,22 +203,8 @@ class SpectatorHub(Hub[StoreClientState]):
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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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# 首先从缓冲区获取状态
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buffer_stats = spectator_state_manager.get_buffer_stats()
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if buffer_stats['active_users'] > 0:
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logger.debug(f"[SpectatorHub] Found {buffer_stats['active_users']} users in buffer")
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# 获取缓冲区中的所有活跃用户
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active_users = spectator_state_manager.buffer.get_all_active_users()
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for user_id in active_users:
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state = spectator_state_manager.buffer.get_user_state(user_id)
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if state and state.state == SpectatedUserState.Playing:
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active_states.append((user_id, state))
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# 然后从本地状态获取
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for user_id, store in self.state.items():
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if store.state is not None and user_id not in [state[0] for state in active_states]:
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if store.state is not None:
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active_states.append((user_id, store.state))
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if active_states:
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@@ -256,41 +241,24 @@ class SpectatorHub(Hub[StoreClientState]):
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and room_user.user_id not in self.state
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):
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# Create a synthetic SpectatorState for multiplayer players
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# 关键修复:处理多人游戏中不同用户可能选择不同谱面的情况
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# This helps with cross-hub spectating
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try:
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# 获取用户选择的谱面ID(如果是自由选择模式)
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user_beatmap_id = getattr(room_user, 'beatmap_id', None) or server_room.queue.current_item.beatmap_id
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user_ruleset_id = room_user.ruleset_id or server_room.queue.current_item.ruleset_id or 0
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user_mods = room_user.mods or []
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synthetic_state = SpectatorState(
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beatmap_id=user_beatmap_id,
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ruleset_id=user_ruleset_id,
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mods=user_mods,
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beatmap_id=server_room.queue.current_item.beatmap_id,
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ruleset_id=room_user.ruleset_id or 0, # Default to osu!
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mods=room_user.mods,
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state=SpectatedUserState.Playing,
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maximum_statistics={},
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)
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# 同步到缓冲区管理器
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multiplayer_data = {
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'room_id': room_id,
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'beatmap_id': user_beatmap_id,
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'ruleset_id': user_ruleset_id,
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'mods': user_mods,
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'state': room_user.state,
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'maximum_statistics': {},
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'is_multiplayer': True
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}
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await spectator_state_manager.sync_with_multiplayer(room_user.user_id, multiplayer_data)
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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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synthetic_state,
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)
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logger.info(
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f"[SpectatorHub] Sent synthetic multiplayer state for user {room_user.user_id} (beatmap: {user_beatmap_id}, ruleset: {user_ruleset_id})"
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logger.debug(
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f"[SpectatorHub] Sent synthetic multiplayer state for user {room_user.user_id}"
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)
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except Exception as e:
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logger.debug(
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@@ -312,9 +280,6 @@ class SpectatorHub(Hub[StoreClientState]):
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maximum_statistics={},
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)
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# 也同步结束状态到缓冲区
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await spectator_state_manager.handle_user_finished_playing(room_user.user_id, finished_state)
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await self.call_noblock(
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client,
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"UserFinishedPlaying",
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@@ -386,15 +351,6 @@ class SpectatorHub(Hub[StoreClientState]):
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# # 预缓存beatmap文件以加速后续PP计算
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# await self._preload_beatmap_for_pp_calculation(state.beatmap_id)
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# 更新缓冲区状态
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session_data = {
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'beatmap_checksum': store.checksum,
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'score_token': score_token,
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'username': name,
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'started_at': time.time()
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}
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await spectator_state_manager.handle_user_began_playing(user_id, state, session_data)
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await self.broadcast_group_call(
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self.group_id(user_id),
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"UserBeganPlaying",
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@@ -421,9 +377,6 @@ class SpectatorHub(Hub[StoreClientState]):
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score_info.statistics = header.statistics
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store.score.replay_frames.extend(frame_data.frames)
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# 更新缓冲区的帧数据
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await spectator_state_manager.handle_frame_data(user_id, frame_data)
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await self.broadcast_group_call(
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self.group_id(user_id), "UserSentFrames", user_id, frame_data
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)
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@@ -605,9 +558,6 @@ class SpectatorHub(Hub[StoreClientState]):
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self.tasks.add(task)
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task.add_done_callback(self.tasks.discard)
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# 通知缓冲区管理器用户结束游戏
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await spectator_state_manager.handle_user_finished_playing(user_id, state)
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logger.info(
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f"[SpectatorHub] {user_id} finished playing {state.beatmap_id} "
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f"with {state.state}"
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@@ -628,54 +578,27 @@ class SpectatorHub(Hub[StoreClientState]):
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logger.info(f"[SpectatorHub] {user_id} started watching {target_id}")
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# 使用缓冲区管理器处理观战开始,获取追赶数据
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catchup_bundle = await spectator_state_manager.handle_spectator_start_watching(user_id, target_id)
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try:
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# 首先尝试从缓冲区获取状态
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buffered_state = spectator_state_manager.buffer.get_user_state(target_id)
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if buffered_state and buffered_state.state == SpectatedUserState.Playing:
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logger.info(
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f"[SpectatorHub] Sending buffered state for {target_id} to spectator {user_id} "
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f"(beatmap: {buffered_state.beatmap_id}, ruleset: {buffered_state.ruleset_id})"
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)
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await self.call_noblock(client, "UserBeganPlaying", target_id, buffered_state)
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# 发送最近的帧数据以帮助同步
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recent_frames = spectator_state_manager.buffer.get_recent_frames(target_id, 10)
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for frame_data in recent_frames:
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try:
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await self.call_noblock(client, "UserSentFrames", target_id, frame_data)
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except Exception as e:
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logger.debug(f"[SpectatorHub] Failed to send frame data: {e}")
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# 如果有追赶数据包,发送额外的同步信息
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if catchup_bundle:
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multiplayer_data = catchup_bundle.get('multiplayer_data')
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if multiplayer_data and multiplayer_data.get('is_multiplayer'):
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logger.info(
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f"[SpectatorHub] Sending multiplayer sync data for {target_id} "
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f"(room: {multiplayer_data.get('room_id')})"
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)
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else:
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# 尝试从本地状态获取
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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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# CRITICAL FIX: Only send state if user is actually playing
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# Don't send state for finished/quit games
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if target_store.state.state == SpectatedUserState.Playing:
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logger.debug(f"[SpectatorHub] {target_id} is currently playing, sending local state")
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await self.call_noblock(client, "UserBeganPlaying", target_id, target_store.state)
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else:
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logger.debug(f"[SpectatorHub] {target_id} state is {target_store.state.state}, not sending to watcher")
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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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# CRITICAL FIX: Only send state if user is actually playing
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# Don't send state for finished/quit games
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if target_store.state.state == SpectatedUserState.Playing:
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logger.debug(
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f"[SpectatorHub] {target_id} is currently playing, sending state"
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)
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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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else:
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# 检查多人游戏同步缓存
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multiplayer_data = spectator_state_manager.buffer.get_multiplayer_sync_data(target_id)
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if multiplayer_data:
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logger.debug(f"[SpectatorHub] Sending multiplayer sync data for {target_id}")
|
||||
# 这里可以发送多人游戏的状态信息
|
||||
|
||||
logger.debug(
|
||||
f"[SpectatorHub] {target_id} state is {target_store.state.state}, not sending to watcher"
|
||||
)
|
||||
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}")
|
||||
@@ -721,9 +644,6 @@ class SpectatorHub(Hub[StoreClientState]):
|
||||
|
||||
logger.info(f"[SpectatorHub] {user_id} ended watching {target_id}")
|
||||
|
||||
# 使用缓冲区管理器处理观战结束
|
||||
await spectator_state_manager.handle_spectator_stop_watching(user_id, target_id)
|
||||
|
||||
# Remove from SignalR group
|
||||
self.remove_from_group(client, self.group_id(target_id))
|
||||
|
||||
|
||||
@@ -1,339 +0,0 @@
|
||||
"""
|
||||
观战Hub缓冲区管理器
|
||||
解决第一局游戏结束后观战和排行榜不同步的问题
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import asyncio
|
||||
from datetime import UTC, datetime, timedelta
|
||||
from typing import Dict, List, Optional, Tuple, Set
|
||||
from collections import defaultdict, deque
|
||||
import logging
|
||||
|
||||
from app.models.spectator_hub import SpectatorState, FrameDataBundle, SpectatedUserState
|
||||
from app.models.multiplayer_hub import MultiplayerUserState
|
||||
|
||||
logger = logging.getLogger(__name__)
|
||||
|
||||
|
||||
class SpectatorBuffer:
|
||||
"""观战数据缓冲区,解决观战状态不同步问题"""
|
||||
|
||||
def __init__(self):
|
||||
# 用户ID -> 游戏状态缓存
|
||||
self.user_states: Dict[int, SpectatorState] = {}
|
||||
|
||||
# 用户ID -> 帧数据缓冲区 (保留最近的帧数据)
|
||||
self.frame_buffers: Dict[int, deque] = defaultdict(lambda: deque(maxlen=30))
|
||||
|
||||
# 用户ID -> 最后活跃时间
|
||||
self.last_activity: Dict[int, datetime] = {}
|
||||
|
||||
# 用户ID -> 观战者列表
|
||||
self.spectators: Dict[int, Set[int]] = defaultdict(set)
|
||||
|
||||
# 用户ID -> 游戏会话信息
|
||||
self.session_info: Dict[int, Dict] = {}
|
||||
|
||||
# 多人游戏同步缓存
|
||||
self.multiplayer_sync_cache: Dict[int, Dict] = {} # user_id -> multiplayer_data
|
||||
|
||||
# 缓冲区过期时间(分钟)
|
||||
self.buffer_expire_time = 10
|
||||
|
||||
def update_user_state(self, user_id: int, state: SpectatorState, session_data: Optional[Dict] = None):
|
||||
"""更新用户状态到缓冲区"""
|
||||
self.user_states[user_id] = state
|
||||
self.last_activity[user_id] = datetime.now(UTC)
|
||||
|
||||
if session_data:
|
||||
self.session_info[user_id] = session_data
|
||||
|
||||
logger.debug(f"[SpectatorBuffer] Updated state for user {user_id}: {state.state}")
|
||||
|
||||
def add_frame_data(self, user_id: int, frame_data: FrameDataBundle):
|
||||
"""添加帧数据到缓冲区"""
|
||||
self.frame_buffers[user_id].append({
|
||||
'data': frame_data,
|
||||
'timestamp': datetime.now(UTC)
|
||||
})
|
||||
self.last_activity[user_id] = datetime.now(UTC)
|
||||
|
||||
def get_user_state(self, user_id: int) -> Optional[SpectatorState]:
|
||||
"""获取用户当前状态"""
|
||||
return self.user_states.get(user_id)
|
||||
|
||||
def get_recent_frames(self, user_id: int, count: int = 10) -> List[FrameDataBundle]:
|
||||
"""获取用户最近的帧数据"""
|
||||
frames = self.frame_buffers.get(user_id, deque())
|
||||
recent_frames = list(frames)[-count:] if len(frames) >= count else list(frames)
|
||||
return [frame['data'] for frame in recent_frames]
|
||||
|
||||
def add_spectator(self, user_id: int, spectator_id: int):
|
||||
"""添加观战者"""
|
||||
self.spectators[user_id].add(spectator_id)
|
||||
logger.debug(f"[SpectatorBuffer] Added spectator {spectator_id} to user {user_id}")
|
||||
|
||||
def remove_spectator(self, user_id: int, spectator_id: int):
|
||||
"""移除观战者"""
|
||||
self.spectators[user_id].discard(spectator_id)
|
||||
logger.debug(f"[SpectatorBuffer] Removed spectator {spectator_id} from user {user_id}")
|
||||
|
||||
def get_spectators(self, user_id: int) -> Set[int]:
|
||||
"""获取用户的所有观战者"""
|
||||
return self.spectators.get(user_id, set())
|
||||
|
||||
def clear_user_data(self, user_id: int):
|
||||
"""清理用户数据(游戏结束时调用,但保留一段时间用于观战同步)"""
|
||||
# 不立即删除,而是标记为已结束,延迟清理
|
||||
if user_id in self.user_states:
|
||||
current_state = self.user_states[user_id]
|
||||
if current_state.state == SpectatedUserState.Playing:
|
||||
# 将状态标记为已结束,但保留在缓冲区中
|
||||
current_state.state = SpectatedUserState.Passed # 或其他结束状态
|
||||
self.user_states[user_id] = current_state
|
||||
logger.debug(f"[SpectatorBuffer] Marked user {user_id} as finished, keeping in buffer")
|
||||
|
||||
def cleanup_expired_data(self):
|
||||
"""清理过期数据"""
|
||||
current_time = datetime.now(UTC)
|
||||
expired_users = []
|
||||
|
||||
for user_id, last_time in self.last_activity.items():
|
||||
if (current_time - last_time).total_seconds() > self.buffer_expire_time * 60:
|
||||
expired_users.append(user_id)
|
||||
|
||||
for user_id in expired_users:
|
||||
self._force_clear_user(user_id)
|
||||
logger.debug(f"[SpectatorBuffer] Cleaned expired data for user {user_id}")
|
||||
|
||||
def _force_clear_user(self, user_id: int):
|
||||
"""强制清理用户数据"""
|
||||
self.user_states.pop(user_id, None)
|
||||
self.frame_buffers.pop(user_id, None)
|
||||
self.last_activity.pop(user_id, None)
|
||||
self.spectators.pop(user_id, None)
|
||||
self.session_info.pop(user_id, None)
|
||||
self.multiplayer_sync_cache.pop(user_id, None)
|
||||
|
||||
def sync_multiplayer_state(self, user_id: int, multiplayer_data: Dict):
|
||||
"""同步多人游戏状态"""
|
||||
self.multiplayer_sync_cache[user_id] = {
|
||||
**multiplayer_data,
|
||||
'synced_at': datetime.now(UTC)
|
||||
}
|
||||
logger.debug(f"[SpectatorBuffer] Synced multiplayer state for user {user_id}")
|
||||
|
||||
def get_multiplayer_sync_data(self, user_id: int) -> Optional[Dict]:
|
||||
"""获取多人游戏同步数据"""
|
||||
return self.multiplayer_sync_cache.get(user_id)
|
||||
|
||||
def has_active_spectators(self, user_id: int) -> bool:
|
||||
"""检查用户是否有活跃的观战者"""
|
||||
return len(self.spectators.get(user_id, set())) > 0
|
||||
|
||||
def get_all_active_users(self) -> List[int]:
|
||||
"""获取所有活跃用户"""
|
||||
current_time = datetime.now(UTC)
|
||||
active_users = []
|
||||
|
||||
for user_id, last_time in self.last_activity.items():
|
||||
if (current_time - last_time).total_seconds() < 300: # 5分钟内活跃
|
||||
active_users.append(user_id)
|
||||
|
||||
return active_users
|
||||
|
||||
def create_catchup_bundle(self, user_id: int) -> Optional[Dict]:
|
||||
"""为新观战者创建追赶数据包"""
|
||||
if user_id not in self.user_states:
|
||||
return None
|
||||
|
||||
state = self.user_states[user_id]
|
||||
recent_frames = self.get_recent_frames(user_id, 20) # 获取最近20帧
|
||||
session_data = self.session_info.get(user_id, {})
|
||||
|
||||
return {
|
||||
'user_id': user_id,
|
||||
'state': state,
|
||||
'recent_frames': recent_frames,
|
||||
'session_info': session_data,
|
||||
'multiplayer_data': self.get_multiplayer_sync_data(user_id),
|
||||
'created_at': datetime.now(UTC).isoformat()
|
||||
}
|
||||
|
||||
def get_buffer_stats(self) -> Dict:
|
||||
"""获取缓冲区统计信息"""
|
||||
return {
|
||||
'active_users': len(self.user_states),
|
||||
'total_spectators': sum(len(specs) for specs in self.spectators.values()),
|
||||
'buffered_frames': sum(len(frames) for frames in self.frame_buffers.values()),
|
||||
'multiplayer_synced_users': len(self.multiplayer_sync_cache)
|
||||
}
|
||||
|
||||
|
||||
class SpectatorStateManager:
|
||||
"""观战状态管理器,处理状态同步和缓冲"""
|
||||
|
||||
def __init__(self):
|
||||
self.buffer = SpectatorBuffer()
|
||||
self.cleanup_task: Optional[asyncio.Task] = None
|
||||
self.start_cleanup_task()
|
||||
|
||||
def start_cleanup_task(self):
|
||||
"""启动定期清理任务"""
|
||||
if self.cleanup_task is None or self.cleanup_task.done():
|
||||
self.cleanup_task = asyncio.create_task(self._periodic_cleanup())
|
||||
|
||||
async def _periodic_cleanup(self):
|
||||
"""定期清理过期数据"""
|
||||
while True:
|
||||
try:
|
||||
await asyncio.sleep(300) # 每5分钟清理一次
|
||||
self.buffer.cleanup_expired_data()
|
||||
|
||||
stats = self.buffer.get_buffer_stats()
|
||||
if stats['active_users'] > 0:
|
||||
logger.debug(f"[SpectatorStateManager] Buffer stats: {stats}")
|
||||
|
||||
except Exception as e:
|
||||
logger.error(f"[SpectatorStateManager] Error in periodic cleanup: {e}")
|
||||
except asyncio.CancelledError:
|
||||
logger.info("[SpectatorStateManager] Periodic cleanup task cancelled")
|
||||
break
|
||||
|
||||
async def handle_user_began_playing(self, user_id: int, state: SpectatorState, session_data: Optional[Dict] = None):
|
||||
"""处理用户开始游戏"""
|
||||
self.buffer.update_user_state(user_id, state, session_data)
|
||||
|
||||
# 如果有观战者,发送追赶数据
|
||||
spectators = self.buffer.get_spectators(user_id)
|
||||
if spectators:
|
||||
logger.debug(f"[SpectatorStateManager] User {user_id} has {len(spectators)} spectators, maintaining buffer")
|
||||
|
||||
async def handle_user_finished_playing(self, user_id: int, final_state: SpectatorState):
|
||||
"""处理用户结束游戏"""
|
||||
# 更新为结束状态,但保留在缓冲区中以便观战者同步
|
||||
self.buffer.update_user_state(user_id, final_state)
|
||||
|
||||
# 如果有观战者,保持数据在缓冲区中更长时间
|
||||
if self.buffer.has_active_spectators(user_id):
|
||||
logger.debug(f"[SpectatorStateManager] User {user_id} finished, keeping data for spectators")
|
||||
else:
|
||||
# 延迟清理
|
||||
asyncio.create_task(self._delayed_cleanup_user(user_id, 60)) # 60秒后清理
|
||||
|
||||
async def _delayed_cleanup_user(self, user_id: int, delay_seconds: int):
|
||||
"""延迟清理用户数据"""
|
||||
await asyncio.sleep(delay_seconds)
|
||||
if not self.buffer.has_active_spectators(user_id):
|
||||
self.buffer.clear_user_data(user_id)
|
||||
logger.debug(f"[SpectatorStateManager] Delayed cleanup for user {user_id}")
|
||||
|
||||
async def handle_frame_data(self, user_id: int, frame_data: FrameDataBundle):
|
||||
"""处理帧数据"""
|
||||
self.buffer.add_frame_data(user_id, frame_data)
|
||||
|
||||
async def handle_spectator_start_watching(self, spectator_id: int, target_id: int) -> Optional[Dict]:
|
||||
"""处理观战者开始观看,返回追赶数据包"""
|
||||
self.buffer.add_spectator(target_id, spectator_id)
|
||||
|
||||
# 为新观战者创建追赶数据包
|
||||
catchup_bundle = self.buffer.create_catchup_bundle(target_id)
|
||||
|
||||
if catchup_bundle:
|
||||
logger.debug(f"[SpectatorStateManager] Created catchup bundle for spectator {spectator_id} watching {target_id}")
|
||||
|
||||
return catchup_bundle
|
||||
|
||||
async def handle_spectator_stop_watching(self, spectator_id: int, target_id: int):
|
||||
"""处理观战者停止观看"""
|
||||
self.buffer.remove_spectator(target_id, spectator_id)
|
||||
|
||||
async def sync_with_multiplayer(self, user_id: int, multiplayer_data: Dict):
|
||||
"""与多人游戏模式同步"""
|
||||
self.buffer.sync_multiplayer_state(user_id, multiplayer_data)
|
||||
|
||||
beatmap_id = multiplayer_data.get('beatmap_id')
|
||||
ruleset_id = multiplayer_data.get('ruleset_id', 0)
|
||||
|
||||
logger.info(
|
||||
f"[SpectatorStateManager] Syncing multiplayer data for user {user_id}: "
|
||||
f"beatmap={beatmap_id}, ruleset={ruleset_id}"
|
||||
)
|
||||
|
||||
# 如果用户没有在SpectatorHub中但在多人游戏中,创建同步状态
|
||||
if user_id not in self.buffer.user_states:
|
||||
try:
|
||||
synthetic_state = SpectatorState(
|
||||
beatmap_id=beatmap_id,
|
||||
ruleset_id=ruleset_id,
|
||||
mods=multiplayer_data.get('mods', []),
|
||||
state=self._convert_multiplayer_state(multiplayer_data.get('state')),
|
||||
maximum_statistics=multiplayer_data.get('maximum_statistics', {}),
|
||||
)
|
||||
|
||||
await self.handle_user_began_playing(user_id, synthetic_state, {
|
||||
'source': 'multiplayer',
|
||||
'room_id': multiplayer_data.get('room_id'),
|
||||
'beatmap_id': beatmap_id,
|
||||
'ruleset_id': ruleset_id,
|
||||
'is_multiplayer': multiplayer_data.get('is_multiplayer', True),
|
||||
'synced_at': datetime.now(UTC).isoformat()
|
||||
})
|
||||
|
||||
logger.info(
|
||||
f"[SpectatorStateManager] Created synthetic state for multiplayer user {user_id} "
|
||||
f"(beatmap: {beatmap_id}, ruleset: {ruleset_id})"
|
||||
)
|
||||
|
||||
except Exception as e:
|
||||
logger.error(f"[SpectatorStateManager] Failed to create synthetic state for user {user_id}: {e}")
|
||||
else:
|
||||
# 更新现有状态
|
||||
existing_state = self.buffer.user_states[user_id]
|
||||
if existing_state.beatmap_id != beatmap_id or existing_state.ruleset_id != ruleset_id:
|
||||
logger.info(
|
||||
f"[SpectatorStateManager] Updating state for user {user_id}: "
|
||||
f"beatmap {existing_state.beatmap_id} -> {beatmap_id}, "
|
||||
f"ruleset {existing_state.ruleset_id} -> {ruleset_id}"
|
||||
)
|
||||
|
||||
# 更新状态以匹配多人游戏
|
||||
existing_state.beatmap_id = beatmap_id
|
||||
existing_state.ruleset_id = ruleset_id
|
||||
existing_state.mods = multiplayer_data.get('mods', [])
|
||||
|
||||
self.buffer.update_user_state(user_id, existing_state)
|
||||
|
||||
def _convert_multiplayer_state(self, mp_state) -> SpectatedUserState:
|
||||
"""将多人游戏状态转换为观战状态"""
|
||||
if not mp_state:
|
||||
return SpectatedUserState.Playing
|
||||
|
||||
# 假设mp_state是MultiplayerUserState类型
|
||||
if hasattr(mp_state, 'name'):
|
||||
state_name = mp_state.name
|
||||
if 'PLAYING' in state_name:
|
||||
return SpectatedUserState.Playing
|
||||
elif 'RESULTS' in state_name:
|
||||
return SpectatedUserState.Passed
|
||||
elif 'FAILED' in state_name:
|
||||
return SpectatedUserState.Failed
|
||||
elif 'QUIT' in state_name:
|
||||
return SpectatedUserState.Quit
|
||||
|
||||
return SpectatedUserState.Playing # 默认状态
|
||||
|
||||
def get_buffer_stats(self) -> Dict:
|
||||
"""获取缓冲区统计信息"""
|
||||
return self.buffer.get_buffer_stats()
|
||||
|
||||
def stop_cleanup_task(self):
|
||||
"""停止清理任务"""
|
||||
if self.cleanup_task and not self.cleanup_task.done():
|
||||
self.cleanup_task.cancel()
|
||||
|
||||
|
||||
# 全局实例
|
||||
spectator_state_manager = SpectatorStateManager()
|
||||
Reference in New Issue
Block a user