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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System ;
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using System.IO ;
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using System.Linq ;
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using System.Threading.Tasks ;
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using osu.Framework.Allocation ;
using osu.Framework.Audio ;
using osu.Framework.Audio.Sample ;
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using osu.Framework.Bindables ;
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using osu.Framework.Extensions ;
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using osu.Framework.Graphics ;
using osu.Framework.Graphics.Containers ;
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using osu.Framework.Input.Events ;
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using osu.Framework.Logging ;
using osu.Framework.Screens ;
using osu.Framework.Threading ;
using osu.Game.Beatmaps ;
using osu.Game.Configuration ;
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using osu.Game.Graphics.Containers ;
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using osu.Game.IO.Archives ;
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using osu.Game.Online.API ;
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using osu.Game.Online.Spectator ;
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using osu.Game.Overlays ;
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using osu.Game.Rulesets ;
using osu.Game.Rulesets.Mods ;
using osu.Game.Rulesets.Scoring ;
using osu.Game.Rulesets.UI ;
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using osu.Game.Scoring ;
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using osu.Game.Scoring.Legacy ;
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using osu.Game.Screens.Ranking ;
using osu.Game.Skinning ;
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using osu.Game.Users ;
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using osuTK.Graphics ;
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namespace osu.Game.Screens.Play
{
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[Cached]
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[Cached(typeof(ISamplePlaybackDisabler))]
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public abstract class Player : ScreenWithBeatmapBackground , ISamplePlaybackDisabler , ILocalUserPlayInfo
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{
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/// <summary>
/// The delay upon completion of the beatmap before displaying the results screen.
/// </summary>
public const double RESULTS_DISPLAY_DELAY = 1000.0 ;
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public override bool AllowBackButton = > false ; // handled by HoldForMenuButton
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protected override UserActivity InitialActivity = > new UserActivity . InSoloGame ( Beatmap . Value . BeatmapInfo , Ruleset . Value ) ;
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public override float BackgroundParallaxAmount = > 0.1f ;
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public override bool HideOverlaysOnEnter = > true ;
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protected override OverlayActivation InitialOverlayActivationMode = > OverlayActivation . UserTriggered ;
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// We are managing our own adjustments (see OnEntering/OnExiting).
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public override bool? AllowTrackAdjustments = > false ;
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private readonly IBindable < bool > gameActive = new Bindable < bool > ( true ) ;
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private readonly Bindable < bool > samplePlaybackDisabled = new Bindable < bool > ( ) ;
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/// <summary>
/// Whether gameplay should pause when the game window focus is lost.
/// </summary>
protected virtual bool PauseOnFocusLost = > true ;
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/// <summary>
/// Whether gameplay has completed without the user having failed.
/// </summary>
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public bool GameplayPassed { get ; private set ; }
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public Action RestartRequested ;
public bool HasFailed { get ; private set ; }
private Bindable < bool > mouseWheelDisabled ;
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private readonly Bindable < bool > storyboardReplacesBackground = new Bindable < bool > ( ) ;
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public IBindable < bool > LocalUserPlaying = > localUserPlaying ;
private readonly Bindable < bool > localUserPlaying = new Bindable < bool > ( ) ;
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public int RestartCount ;
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[Resolved]
private ScoreManager scoreManager { get ; set ; }
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[Resolved]
private IAPIProvider api { get ; set ; }
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[Resolved]
private MusicController musicController { get ; set ; }
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[Resolved]
private SpectatorClient spectatorClient { get ; set ; }
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public GameplayState GameplayState { get ; private set ; }
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private Ruleset ruleset ;
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private Sample sampleRestart ;
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public BreakOverlay BreakOverlay ;
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/// <summary>
/// Whether the gameplay is currently in a break.
/// </summary>
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public readonly IBindable < bool > IsBreakTime = new BindableBool ( ) ;
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private BreakTracker breakTracker ;
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private SkipOverlay skipIntroOverlay ;
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private SkipOverlay skipOutroOverlay ;
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protected ScoreProcessor ScoreProcessor { get ; private set ; }
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protected HealthProcessor HealthProcessor { get ; private set ; }
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protected DrawableRuleset DrawableRuleset { get ; private set ; }
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protected HUDOverlay HUDOverlay { get ; private set ; }
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public bool LoadedBeatmapSuccessfully = > DrawableRuleset ? . Objects . Any ( ) = = true ;
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protected GameplayClockContainer GameplayClockContainer { get ; private set ; }
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public DimmableStoryboard DimmableStoryboard { get ; private set ; }
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/// <summary>
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/// Whether failing should be allowed.
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/// By default, this checks whether all selected mods allow failing.
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/// </summary>
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protected virtual bool CheckModsAllowFailure ( ) = > GameplayState . Mods . OfType < IApplicableFailOverride > ( ) . All ( m = > m . PerformFail ( ) ) ;
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public readonly PlayerConfiguration Configuration ;
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protected Score Score { get ; private set ; }
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/// <summary>
/// Create a new player instance.
/// </summary>
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protected Player ( PlayerConfiguration configuration = null )
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{
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Configuration = configuration ? ? new PlayerConfiguration ( ) ;
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}
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private ScreenSuspensionHandler screenSuspension ;
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private DependencyContainer dependencies ;
protected override IReadOnlyDependencyContainer CreateChildDependencies ( IReadOnlyDependencyContainer parent )
= > dependencies = new DependencyContainer ( base . CreateChildDependencies ( parent ) ) ;
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protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
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if ( ! LoadedBeatmapSuccessfully )
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return ;
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PrepareReplay ( ) ;
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ScoreProcessor . NewJudgement + = result = > ScoreProcessor . PopulateScore ( Score . ScoreInfo ) ;
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gameActive . BindValueChanged ( _ = > updatePauseOnFocusLostState ( ) , true ) ;
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}
/// <summary>
/// Run any recording / playback setup for replays.
/// </summary>
protected virtual void PrepareReplay ( )
{
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DrawableRuleset . SetRecordTarget ( Score ) ;
}
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[BackgroundDependencyLoader(true)]
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private void load ( AudioManager audio , OsuConfigManager config , OsuGameBase game )
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{
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var gameplayMods = Mods . Value . Select ( m = > m . DeepClone ( ) ) . ToArray ( ) ;
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if ( Beatmap . Value is DummyWorkingBeatmap )
return ;
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IBeatmap playableBeatmap = loadPlayableBeatmap ( gameplayMods ) ;
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if ( playableBeatmap = = null )
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return ;
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sampleRestart = audio . Samples . Get ( @"Gameplay/restart" ) ;
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mouseWheelDisabled = config . GetBindable < bool > ( OsuSetting . MouseDisableWheel ) ;
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if ( game ! = null )
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gameActive . BindTo ( game . IsActive ) ;
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if ( game is OsuGame osuGame )
LocalUserPlaying . BindTo ( osuGame . LocalUserPlaying ) ;
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DrawableRuleset = ruleset . CreateDrawableRulesetWith ( playableBeatmap , gameplayMods ) ;
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dependencies . CacheAs ( DrawableRuleset ) ;
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ScoreProcessor = ruleset . CreateScoreProcessor ( ) ;
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ScoreProcessor . ApplyBeatmap ( playableBeatmap ) ;
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ScoreProcessor . Mods . Value = gameplayMods ;
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dependencies . CacheAs ( ScoreProcessor ) ;
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HealthProcessor = ruleset . CreateHealthProcessor ( playableBeatmap . HitObjects [ 0 ] . StartTime ) ;
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HealthProcessor . ApplyBeatmap ( playableBeatmap ) ;
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dependencies . CacheAs ( HealthProcessor ) ;
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if ( ! ScoreProcessor . Mode . Disabled )
config . BindWith ( OsuSetting . ScoreDisplayMode , ScoreProcessor . Mode ) ;
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InternalChild = GameplayClockContainer = CreateGameplayClockContainer ( Beatmap . Value , DrawableRuleset . GameplayStartTime ) ;
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AddInternal ( screenSuspension = new ScreenSuspensionHandler ( GameplayClockContainer ) ) ;
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Score = CreateScore ( playableBeatmap ) ;
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// ensure the score is in a consistent state with the current player.
Score . ScoreInfo . BeatmapInfo = Beatmap . Value . BeatmapInfo ;
Score . ScoreInfo . Ruleset = ruleset . RulesetInfo ;
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if ( ruleset . RulesetInfo . ID ! = null )
Score . ScoreInfo . RulesetID = ruleset . RulesetInfo . ID . Value ;
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Score . ScoreInfo . Mods = gameplayMods ;
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dependencies . CacheAs ( GameplayState = new GameplayState ( playableBeatmap , ruleset , gameplayMods , Score ) ) ;
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var rulesetSkinProvider = new RulesetSkinProvidingContainer ( ruleset , playableBeatmap , Beatmap . Value . Skin ) ;
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// load the skinning hierarchy first.
// this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources.
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GameplayClockContainer . Add ( rulesetSkinProvider ) ;
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rulesetSkinProvider . AddRange ( new Drawable [ ]
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{
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failAnimationLayer = new FailAnimation ( DrawableRuleset )
{
OnComplete = onFailComplete ,
Children = new [ ]
{
// underlay and gameplay should have access to the skinning sources.
createUnderlayComponents ( ) ,
createGameplayComponents ( Beatmap . Value , playableBeatmap )
}
} ,
FailOverlay = new FailOverlay
{
OnRetry = Restart ,
OnQuit = ( ) = > PerformExit ( true ) ,
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} ,
new HotkeyExitOverlay
{
Action = ( ) = >
{
if ( ! this . IsCurrentScreen ( ) ) return ;
fadeOut ( true ) ;
PerformExit ( false ) ;
} ,
} ,
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} ) ;
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if ( Configuration . AllowRestart )
{
rulesetSkinProvider . Add ( new HotkeyRetryOverlay
{
Action = ( ) = >
{
if ( ! this . IsCurrentScreen ( ) ) return ;
fadeOut ( true ) ;
Restart ( ) ;
} ,
} ) ;
}
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// add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components.
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// also give the overlays the ruleset skin provider to allow rulesets to potentially override HUD elements (used to disable combo counters etc.)
// we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there.
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failAnimationLayer . Add ( createOverlayComponents ( Beatmap . Value ) ) ;
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if ( ! DrawableRuleset . AllowGameplayOverlays )
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{
HUDOverlay . ShowHud . Value = false ;
HUDOverlay . ShowHud . Disabled = true ;
BreakOverlay . Hide ( ) ;
}
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DrawableRuleset . FrameStableClock . WaitingOnFrames . BindValueChanged ( waiting = >
{
if ( waiting . NewValue )
GameplayClockContainer . Stop ( ) ;
else
GameplayClockContainer . Start ( ) ;
} ) ;
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DrawableRuleset . IsPaused . BindValueChanged ( paused = >
{
updateGameplayState ( ) ;
updateSampleDisabledState ( ) ;
} ) ;
DrawableRuleset . FrameStableClock . IsCatchingUp . BindValueChanged ( _ = > updateSampleDisabledState ( ) ) ;
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DrawableRuleset . HasReplayLoaded . BindValueChanged ( _ = > updateGameplayState ( ) ) ;
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// bind clock into components that require it
DrawableRuleset . IsPaused . BindTo ( GameplayClockContainer . IsPaused ) ;
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DrawableRuleset . NewResult + = r = >
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{
HealthProcessor . ApplyResult ( r ) ;
ScoreProcessor . ApplyResult ( r ) ;
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GameplayState . ApplyResult ( r ) ;
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} ;
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DrawableRuleset . RevertResult + = r = >
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{
HealthProcessor . RevertResult ( r ) ;
ScoreProcessor . RevertResult ( r ) ;
} ;
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DimmableStoryboard . HasStoryboardEnded . ValueChanged + = storyboardEnded = >
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{
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if ( storyboardEnded . NewValue )
progressToResults ( true ) ;
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} ;
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// Bind the judgement processors to ourselves
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ScoreProcessor . HasCompleted . BindValueChanged ( scoreCompletionChanged ) ;
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HealthProcessor . Failed + = onFail ;
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// Provide judgement processors to mods after they're loaded so that they're on the gameplay clock,
// this is required for mods that apply transforms to these processors.
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ScoreProcessor . OnLoadComplete + = _ = >
{
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foreach ( var mod in gameplayMods . OfType < IApplicableToScoreProcessor > ( ) )
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mod . ApplyToScoreProcessor ( ScoreProcessor ) ;
} ;
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HealthProcessor . OnLoadComplete + = _ = >
{
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foreach ( var mod in gameplayMods . OfType < IApplicableToHealthProcessor > ( ) )
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mod . ApplyToHealthProcessor ( HealthProcessor ) ;
} ;
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IsBreakTime . BindTo ( breakTracker . IsBreakTime ) ;
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IsBreakTime . BindValueChanged ( onBreakTimeChanged , true ) ;
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}
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protected virtual GameplayClockContainer CreateGameplayClockContainer ( WorkingBeatmap beatmap , double gameplayStart ) = > new MasterGameplayClockContainer ( beatmap , gameplayStart ) ;
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private Drawable createUnderlayComponents ( ) = >
DimmableStoryboard = new DimmableStoryboard ( Beatmap . Value . Storyboard ) { RelativeSizeAxes = Axes . Both } ;
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private Drawable createGameplayComponents ( IWorkingBeatmap working , IBeatmap playableBeatmap ) = > new ScalingContainer ( ScalingMode . Gameplay )
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{
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Children = new Drawable [ ]
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{
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DrawableRuleset . With ( r = >
r . FrameStableComponents . Children = new Drawable [ ]
{
ScoreProcessor ,
HealthProcessor ,
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new ComboEffects ( ScoreProcessor ) ,
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breakTracker = new BreakTracker ( DrawableRuleset . GameplayStartTime , ScoreProcessor )
{
Breaks = working . Beatmap . Breaks
}
} ) ,
}
} ;
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private Drawable createOverlayComponents ( IWorkingBeatmap working )
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{
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var container = new Container
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{
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RelativeSizeAxes = Axes . Both ,
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Children = new [ ]
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{
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DimmableStoryboard . OverlayLayerContainer . CreateProxy ( ) ,
BreakOverlay = new BreakOverlay ( working . Beatmap . BeatmapInfo . LetterboxInBreaks , ScoreProcessor )
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{
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Clock = DrawableRuleset . FrameStableClock ,
ProcessCustomClock = false ,
Breaks = working . Beatmap . Breaks
} ,
// display the cursor above some HUD elements.
DrawableRuleset . Cursor ? . CreateProxy ( ) ? ? new Container ( ) ,
DrawableRuleset . ResumeOverlay ? . CreateProxy ( ) ? ? new Container ( ) ,
HUDOverlay = new HUDOverlay ( DrawableRuleset , GameplayState . Mods )
{
HoldToQuit =
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{
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Action = ( ) = > PerformExit ( true ) ,
IsPaused = { BindTarget = GameplayClockContainer . IsPaused }
} ,
KeyCounter =
{
AlwaysVisible = { BindTarget = DrawableRuleset . HasReplayLoaded } ,
IsCounting = false
} ,
Anchor = Anchor . Centre ,
Origin = Anchor . Centre
} ,
skipIntroOverlay = new SkipOverlay ( DrawableRuleset . GameplayStartTime )
{
RequestSkip = performUserRequestedSkip
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} ,
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skipOutroOverlay = new SkipOverlay ( Beatmap . Value . Storyboard . LatestEventTime ? ? 0 )
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{
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RequestSkip = ( ) = > progressToResults ( false ) ,
Alpha = 0
} ,
PauseOverlay = new PauseOverlay
{
OnResume = Resume ,
Retries = RestartCount ,
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OnRetry = Restart ,
OnQuit = ( ) = > PerformExit ( true ) ,
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} ,
} ,
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} ;
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if ( ! Configuration . AllowSkipping | | ! DrawableRuleset . AllowGameplayOverlays )
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{
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skipIntroOverlay . Expire ( ) ;
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skipOutroOverlay . Expire ( ) ;
}
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if ( GameplayClockContainer is MasterGameplayClockContainer master )
HUDOverlay . PlayerSettingsOverlay . PlaybackSettings . UserPlaybackRate . BindTarget = master . UserPlaybackRate ;
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return container ;
}
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private void onBreakTimeChanged ( ValueChangedEvent < bool > isBreakTime )
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{
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updateGameplayState ( ) ;
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updatePauseOnFocusLostState ( ) ;
HUDOverlay . KeyCounter . IsCounting = ! isBreakTime . NewValue ;
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}
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private void updateGameplayState ( )
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{
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bool inGameplay = ! DrawableRuleset . HasReplayLoaded . Value & & ! DrawableRuleset . IsPaused . Value & & ! breakTracker . IsBreakTime . Value ;
OverlayActivationMode . Value = inGameplay ? OverlayActivation . Disabled : OverlayActivation . UserTriggered ;
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localUserPlaying . Value = inGameplay ;
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}
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private void updateSampleDisabledState ( )
{
samplePlaybackDisabled . Value = DrawableRuleset . FrameStableClock . IsCatchingUp . Value | | GameplayClockContainer . GameplayClock . IsPaused . Value ;
}
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private void updatePauseOnFocusLostState ( )
{
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if ( ! PauseOnFocusLost | | ! pausingSupportedByCurrentState | | breakTracker . IsBreakTime . Value )
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return ;
if ( gameActive . Value = = false )
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{
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bool paused = Pause ( ) ;
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// if the initial pause could not be satisfied, the pause cooldown may be active.
// reschedule the pause attempt until it can be achieved.
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if ( ! paused )
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Scheduler . AddOnce ( updatePauseOnFocusLostState ) ;
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}
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}
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private IBeatmap loadPlayableBeatmap ( Mod [ ] gameplayMods )
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{
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IBeatmap playable ;
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try
{
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if ( Beatmap . Value . Beatmap = = null )
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throw new InvalidOperationException ( "Beatmap was not loaded" ) ;
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var rulesetInfo = Ruleset . Value ? ? Beatmap . Value . BeatmapInfo . Ruleset ;
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ruleset = rulesetInfo . CreateInstance ( ) ;
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try
{
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playable = Beatmap . Value . GetPlayableBeatmap ( ruleset . RulesetInfo , gameplayMods ) ;
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}
catch ( BeatmapInvalidForRulesetException )
{
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// A playable beatmap may not be creatable with the user's preferred ruleset, so try using the beatmap's default ruleset
rulesetInfo = Beatmap . Value . BeatmapInfo . Ruleset ;
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ruleset = rulesetInfo . CreateInstance ( ) ;
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playable = Beatmap . Value . GetPlayableBeatmap ( rulesetInfo , gameplayMods ) ;
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}
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if ( playable . HitObjects . Count = = 0 )
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{
Logger . Log ( "Beatmap contains no hit objects!" , level : LogLevel . Error ) ;
return null ;
}
}
catch ( Exception e )
{
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Logger . Error ( e , "Could not load beatmap successfully!" ) ;
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//couldn't load, hard abort!
return null ;
}
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return playable ;
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}
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/// <summary>
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/// Attempts to complete a user request to exit gameplay.
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/// </summary>
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/// <remarks>
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/// <list type="bullet">
/// <item>This should only be called in response to a user interaction. Exiting is not guaranteed.</item>
/// <item>This will interrupt any pending progression to the results screen, even if the transition has begun.</item>
/// </list>
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/// </remarks>
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/// <param name="showDialogFirst">
/// Whether the pause or fail dialog should be shown before performing an exit.
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/// If <see langword="true"/> and a dialog is not yet displayed, the exit will be blocked and the relevant dialog will display instead.
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/// </param>
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protected void PerformExit ( bool showDialogFirst )
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{
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// if an exit has been requested, cancel any pending completion (the user has shown intention to exit).
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resultsDisplayDelegate ? . Cancel ( ) ;
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// there is a chance that an exit request occurs after the transition to results has already started.
// even in such a case, the user has shown intent, so forcefully return to this screen (to proceed with the upwards exit process).
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if ( ! this . IsCurrentScreen ( ) )
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{
ValidForResume = false ;
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// in the potential case that this instance has already been exited, this is required to avoid a crash.
if ( this . GetChildScreen ( ) ! = null )
this . MakeCurrent ( ) ;
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return ;
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}
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bool pauseOrFailDialogVisible =
PauseOverlay . State . Value = = Visibility . Visible | | FailOverlay . State . Value = = Visibility . Visible ;
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if ( showDialogFirst & & ! pauseOrFailDialogVisible )
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{
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// if the fail animation is currently in progress, accelerate it (it will show the pause dialog on completion).
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if ( ValidForResume & & HasFailed )
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{
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failAnimationLayer . FinishTransforms ( true ) ;
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return ;
}
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// even if this call has requested a dialog, there is a chance the current player mode doesn't support pausing.
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if ( pausingSupportedByCurrentState )
{
// in the case a dialog needs to be shown, attempt to pause and show it.
// this may fail (see internal checks in Pause()) but the fail cases are temporary, so don't fall through to Exit().
Pause ( ) ;
return ;
}
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}
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// The actual exit is performed if
// - the pause / fail dialog was not requested
// - the pause / fail dialog was requested but is already displayed (user showing intention to exit).
// - the pause / fail dialog was requested but couldn't be displayed due to the type or state of this Player instance.
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this . Exit ( ) ;
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}
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private void performUserRequestedSkip ( )
{
// user requested skip
// disable sample playback to stop currently playing samples and perform skip
samplePlaybackDisabled . Value = true ;
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( GameplayClockContainer as MasterGameplayClockContainer ) ? . Skip ( ) ;
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// return samplePlaybackDisabled.Value to what is defined by the beatmap's current state
updateSampleDisabledState ( ) ;
}
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/// <summary>
/// Seek to a specific time in gameplay.
/// </summary>
/// <param name="time">The destination time to seek to.</param>
public void Seek ( double time ) = > GameplayClockContainer . Seek ( time ) ;
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private ScheduledDelegate frameStablePlaybackResetDelegate ;
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/// <summary>
/// Seeks to a specific time in gameplay, bypassing frame stability.
/// </summary>
/// <remarks>
/// Intermediate hitobject judgements may not be applied or reverted correctly during this seek.
/// </remarks>
/// <param name="time">The destination time to seek to.</param>
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internal void NonFrameStableSeek ( double time )
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{
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if ( frameStablePlaybackResetDelegate ? . Cancelled = = false & & ! frameStablePlaybackResetDelegate . Completed )
frameStablePlaybackResetDelegate . RunTask ( ) ;
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bool wasFrameStable = DrawableRuleset . FrameStablePlayback ;
DrawableRuleset . FrameStablePlayback = false ;
Seek ( time ) ;
// Delay resetting frame-stable playback for one frame to give the FrameStabilityContainer a chance to seek.
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frameStablePlaybackResetDelegate = ScheduleAfterChildren ( ( ) = > DrawableRuleset . FrameStablePlayback = wasFrameStable ) ;
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}
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/// <summary>
/// Restart gameplay via a parent <see cref="PlayerLoader"/>.
/// <remarks>This can be called from a child screen in order to trigger the restart process.</remarks>
/// </summary>
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public void Restart ( )
{
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if ( ! Configuration . AllowRestart )
return ;
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// at the point of restarting the track should either already be paused or the volume should be zero.
// stopping here is to ensure music doesn't become audible after exiting back to PlayerLoader.
musicController . Stop ( ) ;
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sampleRestart ? . Play ( ) ;
RestartRequested ? . Invoke ( ) ;
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PerformExit ( false ) ;
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}
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/// <summary>
/// This delegate, when set, means the results screen has been queued to appear.
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/// The display of the results screen may be delayed by any work being done in <see cref="PrepareScoreForResultsAsync"/>.
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/// </summary>
/// <remarks>
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/// Once set, this can *only* be cancelled by rewinding, ie. if <see cref="JudgementProcessor.HasCompleted">ScoreProcessor.HasCompleted</see> becomes <see langword="false"/>.
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/// Even if the user requests an exit, it will forcefully proceed to the results screen (see special case in <see cref="OnExiting"/>).
/// </remarks>
private ScheduledDelegate resultsDisplayDelegate ;
/// <summary>
/// A task which asynchronously prepares a completed score for display at results.
/// This may include performing net requests or importing the score into the database, generally to ensure things are in a sane state for the play session.
/// </summary>
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private Task < ScoreInfo > prepareScoreForDisplayTask ;
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/// <summary>
/// Handles changes in player state which may progress the completion of gameplay / this screen's lifetime.
/// </summary>
/// <exception cref="InvalidOperationException">Thrown if this method is called more than once without changing state.</exception>
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private void scoreCompletionChanged ( ValueChangedEvent < bool > completed )
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{
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// If this player instance is in the middle of an exit, don't attempt any kind of state update.
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if ( ! this . IsCurrentScreen ( ) )
return ;
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// Special case to handle rewinding post-completion. This is the only way already queued forward progress can be cancelled.
// TODO: Investigate whether this can be moved to a RewindablePlayer subclass or similar.
// Currently, even if this scenario is hit, prepareScoreForDisplay has already been queued (and potentially run).
// In scenarios where rewinding is possible (replay, spectating) this is a non-issue as no submission/import work is done,
// but it still doesn't feel right that this exists here.
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if ( ! completed . NewValue )
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{
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resultsDisplayDelegate ? . Cancel ( ) ;
resultsDisplayDelegate = null ;
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GameplayPassed = false ;
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ValidForResume = true ;
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skipOutroOverlay . Hide ( ) ;
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return ;
}
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// Only show the completion screen if the player hasn't failed
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if ( HealthProcessor . HasFailed )
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return ;
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GameplayPassed = true ;
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// Setting this early in the process means that even if something were to go wrong in the order of events following, there
// is no chance that a user could return to the (already completed) Player instance from a child screen.
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ValidForResume = false ;
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// Ensure we are not writing to the replay any more, as we are about to consume and store the score.
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DrawableRuleset . SetRecordTarget ( null ) ;
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if ( ! Configuration . ShowResults )
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return ;
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prepareScoreForDisplayTask ? ? = Task . Run ( prepareScoreForResults ) ;
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bool storyboardHasOutro = DimmableStoryboard . ContentDisplayed & & ! DimmableStoryboard . HasStoryboardEnded . Value ;
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if ( storyboardHasOutro )
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{
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// if the current beatmap has a storyboard, the progression to results will be handled by the storyboard ending
// or the user pressing the skip outro button.
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skipOutroOverlay . Show ( ) ;
return ;
}
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progressToResults ( true ) ;
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}
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/// <summary>
/// Asynchronously run score preparation operations (database import, online submission etc.).
/// </summary>
/// <returns>The final score.</returns>
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private async Task < ScoreInfo > prepareScoreForResults ( )
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{
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var scoreCopy = Score . DeepClone ( ) ;
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try
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{
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await PrepareScoreForResultsAsync ( scoreCopy ) . ConfigureAwait ( false ) ;
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}
catch ( Exception ex )
{
Logger . Error ( ex , @"Score preparation failed!" ) ;
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}
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try
{
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await ImportScore ( scoreCopy ) . ConfigureAwait ( false ) ;
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}
catch ( Exception ex )
{
Logger . Error ( ex , @"Score import failed!" ) ;
}
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return scoreCopy . ScoreInfo ;
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}
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/// <summary>
/// Queue the results screen for display.
/// </summary>
/// <remarks>
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/// A final display will only occur once all work is completed in <see cref="PrepareScoreForResultsAsync"/>. This means that even after calling this method, the results screen will never be shown until <see cref="JudgementProcessor.HasCompleted">ScoreProcessor.HasCompleted</see> becomes <see langword="true"/>.
///
/// Calling this method multiple times will have no effect.
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/// </remarks>
/// <param name="withDelay">Whether a minimum delay (<see cref="RESULTS_DISPLAY_DELAY"/>) should be added before the screen is displayed.</param>
private void progressToResults ( bool withDelay )
{
if ( resultsDisplayDelegate ! = null )
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// Note that if progressToResults is called one withDelay=true and then withDelay=false, this no-delay timing will not be
// accounted for. shouldn't be a huge concern (a user pressing the skip button after a results progression has already been queued
// may take x00 more milliseconds than expected in the very rare edge case).
//
// If required we can handle this more correctly by rescheduling here.
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return ;
double delay = withDelay ? RESULTS_DISPLAY_DELAY : 0 ;
resultsDisplayDelegate = new ScheduledDelegate ( ( ) = >
{
if ( prepareScoreForDisplayTask ? . IsCompleted ! = true )
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// If the asynchronous preparation has not completed, keep repeating this delegate.
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return ;
resultsDisplayDelegate ? . Cancel ( ) ;
if ( ! this . IsCurrentScreen ( ) )
// This player instance may already be in the process of exiting.
return ;
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this . Push ( CreateResults ( prepareScoreForDisplayTask . GetResultSafely ( ) ) ) ;
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} , Time . Current + delay , 50 ) ;
Scheduler . Add ( resultsDisplayDelegate ) ;
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}
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protected override bool OnScroll ( ScrollEvent e )
{
// During pause, allow global volume adjust regardless of settings.
if ( GameplayClockContainer . IsPaused . Value )
return false ;
// Block global volume adjust if the user has asked for it (special case when holding "Alt").
return mouseWheelDisabled . Value & & ! e . AltPressed ;
}
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#region Fail Logic
protected FailOverlay FailOverlay { get ; private set ; }
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private FailAnimation failAnimationLayer ;
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private bool onFail ( )
{
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if ( ! CheckModsAllowFailure ( ) )
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return false ;
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HasFailed = true ;
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Score . ScoreInfo . Passed = false ;
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// There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer)
// could process an extra frame after the GameplayClock is stopped.
// In such cases we want the fail state to precede a user triggered pause.
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if ( PauseOverlay . State . Value = = Visibility . Visible )
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PauseOverlay . Hide ( ) ;
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failAnimationLayer . Start ( ) ;
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if ( GameplayState . Mods . OfType < IApplicableFailOverride > ( ) . Any ( m = > m . RestartOnFail ) )
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Restart ( ) ;
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return true ;
}
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// Called back when the transform finishes
private void onFailComplete ( )
{
GameplayClockContainer . Stop ( ) ;
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FailOverlay . Retries = RestartCount ;
FailOverlay . Show ( ) ;
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}
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#endregion
#region Pause Logic
public bool IsResuming { get ; private set ; }
/// <summary>
/// The amount of gameplay time after which a second pause is allowed.
/// </summary>
private const double pause_cooldown = 1000 ;
protected PauseOverlay PauseOverlay { get ; private set ; }
private double? lastPauseActionTime ;
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protected bool PauseCooldownActive = >
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lastPauseActionTime . HasValue & & GameplayClockContainer . GameplayClock . CurrentTime < lastPauseActionTime + pause_cooldown ;
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/// <summary>
/// A set of conditionals which defines whether the current game state and configuration allows for
/// pausing to be attempted via <see cref="Pause"/>. If false, the game should generally exit if a user pause
/// is attempted.
/// </summary>
private bool pausingSupportedByCurrentState = >
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// must pass basic screen conditions (beatmap loaded, instance allows pause)
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LoadedBeatmapSuccessfully & & Configuration . AllowPause & & ValidForResume
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// replays cannot be paused and exit immediately
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& & ! DrawableRuleset . HasReplayLoaded . Value
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// cannot pause if we are already in a fail state
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& & ! HasFailed ;
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private bool canResume = >
// cannot resume from a non-paused state
GameplayClockContainer . IsPaused . Value
// cannot resume if we are already in a fail state
& & ! HasFailed
// already resuming
& & ! IsResuming ;
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public bool Pause ( )
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{
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if ( ! pausingSupportedByCurrentState ) return false ;
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if ( ! IsResuming & & PauseCooldownActive )
return false ;
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if ( IsResuming )
{
DrawableRuleset . CancelResume ( ) ;
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IsResuming = false ;
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}
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GameplayClockContainer . Stop ( ) ;
PauseOverlay . Show ( ) ;
lastPauseActionTime = GameplayClockContainer . GameplayClock . CurrentTime ;
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return true ;
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}
public void Resume ( )
{
if ( ! canResume ) return ;
IsResuming = true ;
PauseOverlay . Hide ( ) ;
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// breaks and time-based conditions may allow instant resume.
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if ( breakTracker . IsBreakTime . Value )
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completeResume ( ) ;
else
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DrawableRuleset . RequestResume ( completeResume ) ;
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void completeResume ( )
{
GameplayClockContainer . Start ( ) ;
IsResuming = false ;
}
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}
#endregion
#region Screen Logic
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public override void OnEntering ( IScreen last )
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{
base . OnEntering ( last ) ;
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if ( ! LoadedBeatmapSuccessfully )
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return ;
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Alpha = 0 ;
this
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. ScaleTo ( 0.7f )
. ScaleTo ( 1 , 750 , Easing . OutQuint )
. Delay ( 250 )
. FadeIn ( 250 ) ;
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ApplyToBackground ( b = >
{
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b . IgnoreUserSettings . Value = false ;
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b . BlurAmount . Value = 0 ;
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b . FadeColour ( Color4 . White , 250 ) ;
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// bind component bindables.
b . IsBreakTime . BindTo ( breakTracker . IsBreakTime ) ;
b . StoryboardReplacesBackground . BindTo ( storyboardReplacesBackground ) ;
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failAnimationLayer . Background = b ;
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} ) ;
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HUDOverlay . IsBreakTime . BindTo ( breakTracker . IsBreakTime ) ;
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DimmableStoryboard . IsBreakTime . BindTo ( breakTracker . IsBreakTime ) ;
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DimmableStoryboard . StoryboardReplacesBackground . BindTo ( storyboardReplacesBackground ) ;
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storyboardReplacesBackground . Value = Beatmap . Value . Storyboard . ReplacesBackground & & Beatmap . Value . Storyboard . HasDrawable ;
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foreach ( var mod in GameplayState . Mods . OfType < IApplicableToPlayer > ( ) )
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mod . ApplyToPlayer ( this ) ;
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foreach ( var mod in GameplayState . Mods . OfType < IApplicableToHUD > ( ) )
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mod . ApplyToHUD ( HUDOverlay ) ;
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// Our mods are local copies of the global mods so they need to be re-applied to the track.
// This is done through the music controller (for now), because resetting speed adjustments on the beatmap track also removes adjustments provided by DrawableTrack.
// Todo: In the future, player will receive in a track and will probably not have to worry about this...
musicController . ResetTrackAdjustments ( ) ;
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foreach ( var mod in GameplayState . Mods . OfType < IApplicableToTrack > ( ) )
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mod . ApplyToTrack ( musicController . CurrentTrack ) ;
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updateGameplayState ( ) ;
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GameplayClockContainer . FadeInFromZero ( 750 , Easing . OutQuint ) ;
StartGameplay ( ) ;
}
/// <summary>
/// Called to trigger the starting of the gameplay clock and underlying gameplay.
/// This will be called on entering the player screen once. A derived class may block the first call to this to delay the start of gameplay.
/// </summary>
protected virtual void StartGameplay ( )
{
if ( GameplayClockContainer . GameplayClock . IsRunning )
throw new InvalidOperationException ( $"{nameof(StartGameplay)} should not be called when the gameplay clock is already running" ) ;
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GameplayClockContainer . Reset ( ) ;
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}
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public override void OnSuspending ( IScreen next )
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{
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screenSuspension ? . RemoveAndDisposeImmediately ( ) ;
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fadeOut ( ) ;
base . OnSuspending ( next ) ;
}
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public override bool OnExiting ( IScreen next )
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{
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screenSuspension ? . RemoveAndDisposeImmediately ( ) ;
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failAnimationLayer ? . RemoveFilters ( ) ;
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// if arriving here and the results screen preparation task hasn't run, it's safe to say the user has not completed the beatmap.
if ( prepareScoreForDisplayTask = = null )
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{
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Score . ScoreInfo . Passed = false ;
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// potentially should be ScoreRank.F instead? this is the best alternative for now.
Score . ScoreInfo . Rank = ScoreRank . D ;
}
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// EndPlaying() is typically called from ReplayRecorder.Dispose(). Disposal is currently asynchronous.
// To resolve test failures, forcefully end playing synchronously when this screen exits.
// Todo: Replace this with a more permanent solution once osu-framework has a synchronous cleanup method.
spectatorClient . EndPlaying ( ) ;
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// GameplayClockContainer performs seeks / start / stop operations on the beatmap's track.
// as we are no longer the current screen, we cannot guarantee the track is still usable.
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( GameplayClockContainer as MasterGameplayClockContainer ) ? . StopUsingBeatmapClock ( ) ;
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musicController . ResetTrackAdjustments ( ) ;
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fadeOut ( ) ;
return base . OnExiting ( next ) ;
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}
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/// <summary>
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/// Creates the player's <see cref="Scoring.Score"/>.
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/// </summary>
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/// <param name="beatmap"></param>
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/// <returns>The <see cref="Scoring.Score"/>.</returns>
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protected virtual Score CreateScore ( IBeatmap beatmap ) = > new Score
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{
ScoreInfo = new ScoreInfo { User = api . LocalUser . Value } ,
} ;
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/// <summary>
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/// Imports the player's <see cref="Scoring.Score"/> to the local database.
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/// </summary>
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/// <param name="score">The <see cref="Scoring.Score"/> to import.</param>
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/// <returns>The imported score.</returns>
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protected virtual async Task ImportScore ( Score score )
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{
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// Replays are already populated and present in the game's database, so should not be re-imported.
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if ( DrawableRuleset . ReplayScore ! = null )
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return ;
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LegacyByteArrayReader replayReader ;
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using ( var stream = new MemoryStream ( ) )
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{
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new LegacyScoreEncoder ( score , GameplayState . Beatmap ) . Encode ( stream ) ;
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replayReader = new LegacyByteArrayReader ( stream . ToArray ( ) , "replay.osr" ) ;
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}
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// For the time being, online ID responses are not really useful for anything.
// In addition, the IDs provided via new (lazer) endpoints are based on a different autoincrement from legacy (stable) scores.
//
// Until we better define the server-side logic behind this, let's not store the online ID to avoid potential unique constraint
// conflicts across various systems (ie. solo and multiplayer).
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long? onlineScoreId = score . ScoreInfo . OnlineID ;
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score . ScoreInfo . OnlineID = - 1 ;
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await scoreManager . Import ( score . ScoreInfo , replayReader ) . ConfigureAwait ( false ) ;
// ... And restore the online ID for other processes to handle correctly (e.g. de-duplication for the results screen).
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score . ScoreInfo . OnlineID = onlineScoreId ;
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}
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/// <summary>
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/// Prepare the <see cref="Scoring.Score"/> for display at results.
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/// </summary>
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/// <param name="score">The <see cref="Scoring.Score"/> to prepare.</param>
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/// <returns>A task that prepares the provided score. On completion, the score is assumed to be ready for display.</returns>
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protected virtual Task PrepareScoreForResultsAsync ( Score score ) = > Task . CompletedTask ;
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/// <summary>
/// Creates the <see cref="ResultsScreen"/> for a <see cref="ScoreInfo"/>.
/// </summary>
/// <param name="score">The <see cref="ScoreInfo"/> to be displayed in the results screen.</param>
/// <returns>The <see cref="ResultsScreen"/>.</returns>
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protected virtual ResultsScreen CreateResults ( ScoreInfo score ) = > new SoloResultsScreen ( score , true ) ;
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private void fadeOut ( bool instant = false )
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{
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float fadeOutDuration = instant ? 0 : 250 ;
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this . FadeOut ( fadeOutDuration ) ;
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ApplyToBackground ( b = > b . IgnoreUserSettings . Value = true ) ;
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storyboardReplacesBackground . Value = false ;
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}
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#endregion
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IBindable < bool > ISamplePlaybackDisabler . SamplePlaybackDisabled = > samplePlaybackDisabled ;
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IBindable < bool > ILocalUserPlayInfo . IsPlaying = > LocalUserPlaying ;
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}
}