修复逻辑
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@@ -193,21 +193,67 @@ 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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(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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active_states = []
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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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active_states.append((user_id, store.state))
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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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# Send states sequentially to avoid overwhelming the client
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for user_id, state in active_states:
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try:
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await self.call_noblock(client, "UserBeganPlaying", user_id, state)
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except Exception as e:
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logger.debug(f"[SpectatorHub] Failed to send state for user {user_id}: {e}")
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# Also sync with MultiplayerHub for cross-hub spectating
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await self._sync_with_multiplayer_hub(client)
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async def _sync_with_multiplayer_hub(self, client: Client) -> None:
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"""
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Sync with MultiplayerHub to get active multiplayer game states.
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This ensures spectators can see multiplayer games 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 MultiplayerHubs
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# Check all active multiplayer rooms for playing users
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for room_id, server_room in MultiplayerHubs.rooms.items():
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for room_user in server_room.room.users:
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# If user is playing in multiplayer but we don't have their spectator state
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if (room_user.state.is_playing and
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room_user.user_id not in self.state):
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# Create a synthetic SpectatorState for multiplayer players
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# This helps with cross-hub spectating
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try:
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synthetic_state = SpectatorState(
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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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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.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(f"[SpectatorHub] Failed to create synthetic state: {e}")
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except Exception as e:
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logger.debug(f"[SpectatorHub] Failed to sync with MultiplayerHub: {e}")
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# This is not critical, so we don't raise the exception
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async def BeginPlaySession(
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self, client: Client, score_token: int, state: SpectatorState
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