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osu-lazer/osu.Game/Screens/Play/Player.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK;
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using osu.Framework.Allocation;
using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
using osu.Framework.Configuration;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Logging;
using osu.Framework.Screens;
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using osu.Framework.Timing;
using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Rulesets;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Backgrounds;
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using osu.Game.Screens.Ranking;
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using System;
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using System.Linq;
using osu.Framework.Threading;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Screens.Play
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{
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public class Player : OsuScreen
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{
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap);
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internal override bool ShowOverlays => false;
internal override bool HasLocalCursorDisplayed => !IsPaused && !HasFailed && HitRenderer.ProvidingUserCursor;
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public BeatmapInfo BeatmapInfo;
public Action RestartRequested;
public bool IsPaused => !interpolatedSourceClock.IsRunning;
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public bool HasFailed { get; private set; }
public int RestartCount;
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private const double pause_cooldown = 1000;
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private double lastPauseActionTime;
private bool canPause => ValidForResume && !HasFailed && Time.Current >= lastPauseActionTime + pause_cooldown;
private IAdjustableClock sourceClock;
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private IFrameBasedClock interpolatedSourceClock;
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private Ruleset ruleset;
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private ScoreProcessor scoreProcessor;
protected HitRenderer HitRenderer;
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private Bindable<int> dimLevel;
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private SkipButton skipButton;
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private HudOverlay hudOverlay;
private PauseOverlay pauseOverlay;
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private FailOverlay failOverlay;
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[BackgroundDependencyLoader(permitNulls: true)]
private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuConfigManager config, OsuGame osu)
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{
dimLevel = config.GetBindable<int>(OsuConfig.DimLevel);
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mouseWheelDisabled = config.GetBindable<bool>(OsuConfig.MouseDisableWheel);
try
{
if (Beatmap == null)
Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo, withStoryboard: true);
if ((Beatmap?.Beatmap?.HitObjects.Count ?? 0) == 0)
throw new Exception("No valid objects were found!");
if (Beatmap == null)
throw new Exception("Beatmap was not loaded");
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try
{
// Try using the preferred user ruleset
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ruleset = osu == null ? Beatmap.BeatmapInfo.Ruleset.CreateInstance() : osu.Ruleset.Value.CreateInstance();
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HitRenderer = ruleset.CreateHitRendererWith(Beatmap);
}
catch (BeatmapInvalidForModeException)
{
// Default to the beatmap ruleset
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ruleset = Beatmap.BeatmapInfo.Ruleset.CreateInstance();
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HitRenderer = ruleset.CreateHitRendererWith(Beatmap);
}
}
catch (Exception e)
{
Logger.Log($"Could not load this beatmap sucessfully ({e})!", LoggingTarget.Runtime, LogLevel.Error);
//couldn't load, hard abort!
Exit();
return;
}
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Track track = Beatmap.Track;
if (track != null)
{
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audio.Track.SetExclusive(track);
sourceClock = track;
}
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sourceClock = (IAdjustableClock)track ?? new StopwatchClock();
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interpolatedSourceClock = new InterpolatingFramedClock(sourceClock);
Schedule(() =>
{
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sourceClock.Reset();
});
scoreProcessor = HitRenderer.CreateScoreProcessor();
hudOverlay = new StandardHudOverlay()
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre
};
hudOverlay.KeyCounter.Add(ruleset.CreateGameplayKeys());
hudOverlay.BindProcessor(scoreProcessor);
hudOverlay.BindHitRenderer(HitRenderer);
hudOverlay.Progress.Objects = HitRenderer.Objects;
hudOverlay.Progress.AudioClock = interpolatedSourceClock;
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//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
HitRenderer.OnAllJudged += onCompletion;
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//bind ScoreProcessor to ourselves (for a fail situation)
scoreProcessor.Failed += onFail;
Children = new Drawable[]
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{
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new Container
{
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RelativeSizeAxes = Axes.Both,
Clock = interpolatedSourceClock,
Children = new Drawable[]
{
HitRenderer,
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skipButton = new SkipButton
{
Alpha = 0
},
}
},
hudOverlay,
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pauseOverlay = new PauseOverlay
{
OnResume = delegate
{
Delay(400);
Schedule(Resume);
},
OnRetry = Restart,
OnQuit = Exit,
},
failOverlay = new FailOverlay
{
OnRetry = Restart,
OnQuit = Exit,
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},
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new HotkeyRetryOverlay
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{
Action = () => {
//we want to hide the hitrenderer immediately (looks better).
//we may be able to remove this once the mouse cursor trail is improved.
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HitRenderer?.Hide();
Restart();
},
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}
};
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}
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private void initializeSkipButton()
{
const double skip_required_cutoff = 3000;
const double fade_time = 300;
double firstHitObject = Beatmap.Beatmap.HitObjects.First().StartTime;
if (firstHitObject < skip_required_cutoff)
{
skipButton.Alpha = 0;
skipButton.Expire();
return;
}
skipButton.FadeInFromZero(fade_time);
skipButton.Action = () =>
{
sourceClock.Seek(firstHitObject - skip_required_cutoff - fade_time);
skipButton.Action = null;
};
skipButton.Delay(firstHitObject - skip_required_cutoff - fade_time);
skipButton.FadeOut(fade_time);
skipButton.Expire();
}
public void Pause(bool force = false)
{
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if (!canPause && !force) return;
// the actual pausing is potentially happening on a different thread.
// we want to wait for the source clock to stop so we can be sure all components are in a stable state.
if (!IsPaused)
{
sourceClock.Stop();
Schedule(() => Pause(force));
return;
}
// we need to do a final check after all of our children have processed up to the paused clock time.
// this is to cover cases where, for instance, the player fails in the last processed frame (which would change canPause).
// as the scheduler runs before children updates, let's schedule for the next frame.
Schedule(() =>
{
if (!canPause) return;
lastPauseActionTime = Time.Current;
hudOverlay.KeyCounter.IsCounting = false;
hudOverlay.Progress.Show();
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pauseOverlay.Retries = RestartCount;
pauseOverlay.Show();
});
}
public void Resume()
{
lastPauseActionTime = Time.Current;
hudOverlay.KeyCounter.IsCounting = true;
hudOverlay.Progress.Hide();
pauseOverlay.Hide();
sourceClock.Start();
}
public void Restart()
{
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ValidForResume = false;
RestartRequested?.Invoke();
Exit();
}
private ScheduledDelegate onCompletionEvent;
private void onCompletion()
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{
// Only show the completion screen if the player hasn't failed
if (scoreProcessor.HasFailed || onCompletionEvent != null)
return;
ValidForResume = false;
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Delay(1000);
onCompletionEvent = Schedule(delegate
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{
Push(new Results
{
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Score = scoreProcessor.CreateScore()
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});
});
}
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private void onFail()
{
sourceClock.Stop();
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HasFailed = true;
failOverlay.Retries = RestartCount;
failOverlay.Show();
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}
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protected override void OnEntering(Screen last)
{
base.OnEntering(last);
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(Background as BackgroundScreenBeatmap)?.BlurTo(Vector2.Zero, 1500, EasingTypes.OutQuint);
Background?.FadeTo((100f - dimLevel) / 100, 1500, EasingTypes.OutQuint);
Content.Alpha = 0;
dimLevel.ValueChanged += newDim => Background?.FadeTo((100f - newDim) / 100, 800);
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Content.ScaleTo(0.7f);
Content.Delay(250);
Content.FadeIn(250);
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Content.ScaleTo(1, 750, EasingTypes.OutQuint);
Delay(750);
Schedule(() =>
{
sourceClock.Start();
initializeSkipButton();
});
//keep in mind this is using the interpolatedSourceClock so won't be run as early as we may expect.
HitRenderer.Alpha = 0;
HitRenderer.FadeIn(750, EasingTypes.OutQuint);
}
protected override void OnSuspending(Screen next)
{
fadeOut();
base.OnSuspending(next);
}
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protected override bool OnExiting(Screen next)
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{
if (!HasFailed && ValidForResume)
{
if (pauseOverlay != null && !HitRenderer.HasReplayLoaded)
{
//pause screen override logic.
if (pauseOverlay?.State == Visibility.Hidden && !canPause) return true;
if (!IsPaused) // For if the user presses escape quickly when entering the map
{
Pause();
return true;
}
}
}
fadeOut();
return base.OnExiting(next);
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}
private void fadeOut()
{
const float fade_out_duration = 250;
HitRenderer?.FadeOut(fade_out_duration);
Content.FadeOut(fade_out_duration);
hudOverlay.ScaleTo(0.7f, fade_out_duration * 3, EasingTypes.In);
Background?.FadeTo(1f, fade_out_duration);
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}
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private Bindable<bool> mouseWheelDisabled;
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protected override bool OnWheel(InputState state) => mouseWheelDisabled.Value && !IsPaused;
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}
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}