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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 System;
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using System.Linq;
using osu.Framework.Threading;
using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Ranking;
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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 => !decoupledClock.IsRunning;
internal override bool AllowRulesetChange => false;
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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 adjustableSourceClock;
private FramedOffsetClock offsetClock;
private DecoupleableInterpolatingFramedClock decoupledClock;
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private RulesetInfo ruleset;
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private ScoreProcessor scoreProcessor;
protected HitRenderer HitRenderer;
#region User Settings
private Bindable<double> dimLevel;
private Bindable<bool> mouseWheelDisabled;
private Bindable<double> userAudioOffset;
#endregion
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private SkipButton skipButton;
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private Container hitRendererContainer;
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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{
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dimLevel = config.GetBindable<double>(OsuSetting.DimLevel);
mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
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Ruleset rulesetInstance;
try
{
if (Beatmap == null)
Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo, withStoryboard: true);
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if (Beatmap?.Beatmap == null)
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throw new InvalidOperationException("Beatmap was not loaded");
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ruleset = osu?.Ruleset.Value ?? Beatmap.BeatmapInfo.Ruleset;
rulesetInstance = ruleset.CreateInstance();
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try
{
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HitRenderer = rulesetInstance.CreateHitRendererWith(Beatmap);
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}
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catch (BeatmapInvalidForRulesetException)
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{
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// we may fail to create a HitRenderer if the beatmap cannot be loaded with the user's preferred ruleset
// let's try again forcing the beatmap's ruleset.
ruleset = Beatmap.BeatmapInfo.Ruleset;
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rulesetInstance = ruleset.CreateInstance();
HitRenderer = rulesetInstance.CreateHitRendererWith(Beatmap);
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}
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if (!HitRenderer.Objects.Any())
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throw new InvalidOperationException("Beatmap contains no hit objects!");
}
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);
adjustableSourceClock = track;
}
adjustableSourceClock = (IAdjustableClock)track ?? new StopwatchClock();
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decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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var firstObjectTime = HitRenderer.Objects.First().StartTime;
decoupledClock.Seek(Math.Min(0, firstObjectTime - Math.Max(Beatmap.Beatmap.TimingInfo.BeatLengthAt(firstObjectTime) * 4, Beatmap.BeatmapInfo.AudioLeadIn)));
decoupledClock.ProcessFrame();
offsetClock = new FramedOffsetClock(decoupledClock);
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userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
userAudioOffset.ValueChanged += v => offsetClock.Offset = v;
userAudioOffset.TriggerChange();
Schedule(() =>
{
adjustableSourceClock.Reset();
foreach (var mod in Beatmap.Mods.Value.OfType<IApplicableToClock>())
mod.ApplyToClock(adjustableSourceClock);
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decoupledClock.ChangeSource(adjustableSourceClock);
});
scoreProcessor = HitRenderer.CreateScoreProcessor();
hudOverlay = new StandardHUDOverlay()
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre
};
hudOverlay.KeyCounter.Add(rulesetInstance.CreateGameplayKeys());
hudOverlay.BindProcessor(scoreProcessor);
hudOverlay.BindHitRenderer(HitRenderer);
hudOverlay.Progress.Objects = HitRenderer.Objects;
hudOverlay.Progress.AudioClock = decoupledClock;
hudOverlay.Progress.AllowSeeking = HitRenderer.HasReplayLoaded;
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hudOverlay.Progress.OnSeek = pos => decoupledClock.Seek(pos);
hudOverlay.ModDisplay.Current.BindTo(Beatmap.Mods);
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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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hitRendererContainer = new Container
{
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RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
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new Container
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{
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RelativeSizeAxes = Axes.Both,
Clock = offsetClock,
Children = new Drawable[]
{
HitRenderer,
skipButton = new SkipButton { Alpha = 0 },
}
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},
}
},
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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}
protected override void Update()
{
// eagerly pause when we lose window focus (if we are locally playing).
if (!Game.IsActive && !HitRenderer.HasReplayLoaded)
Pause();
base.Update();
}
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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 = () =>
{
decoupledClock.Seek(firstHitObject - skip_required_cutoff - fade_time);
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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)
{
decoupledClock.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();
decoupledClock.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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{
var score = new Score
{
Beatmap = Beatmap.BeatmapInfo,
Ruleset = ruleset
};
scoreProcessor.PopulateScore(score);
score.User = HitRenderer.Replay?.User ?? (Game as OsuGame)?.API?.LocalUser?.Value;
Push(new Results(score));
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});
}
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private void onFail()
{
decoupledClock.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(1 - (float)dimLevel, 1500, EasingTypes.OutQuint);
Content.Alpha = 0;
dimLevel.ValueChanged += newDim => Background?.FadeTo(1 - (float)newDim, 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(() =>
{
decoupledClock.Start();
initializeSkipButton();
});
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hitRendererContainer.Alpha = 0;
hitRendererContainer.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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protected override bool OnWheel(InputState state) => mouseWheelDisabled.Value && !IsPaused;
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}
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}