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

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
using osu.Game.Beatmaps;
using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
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using osu.Game.Scoring;
using osu.Game.Screens.Ranking;
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namespace osu.Game.Screens.Play
{
public class ReplayPlayer : Player, IKeyBindingHandler<GlobalAction>
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{
private readonly Func<IBeatmap, IReadOnlyList<Mod>, Score> createScore;
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private readonly bool replayIsFailedScore;
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// Disallow replays from failing. (see https://github.com/ppy/osu/issues/6108)
protected override bool CheckModsAllowFailure()
{
if (!replayIsFailedScore)
return false;
return base.CheckModsAllowFailure();
}
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public ReplayPlayer(Score score, PlayerConfiguration configuration = null)
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: this((_, _) => score, configuration)
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{
replayIsFailedScore = score.ScoreInfo.Rank == ScoreRank.F;
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}
public ReplayPlayer(Func<IBeatmap, IReadOnlyList<Mod>, Score> createScore, PlayerConfiguration configuration = null)
: base(configuration)
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{
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this.createScore = createScore;
}
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protected override void PrepareReplay()
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{
DrawableRuleset?.SetReplayScore(Score);
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}
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protected override Score CreateScore(IBeatmap beatmap) => createScore(beatmap, Mods.Value);
// Don't re-import replay scores as they're already present in the database.
protected override Task ImportScore(Score score) => Task.CompletedTask;
protected override ResultsScreen CreateResults(ScoreInfo score) => new SoloResultsScreen(score, false);
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
const double keyboard_seek_amount = 5000;
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switch (e.Action)
{
case GlobalAction.SeekReplayBackward:
keyboardSeek(-1);
return true;
case GlobalAction.SeekReplayForward:
keyboardSeek(1);
return true;
case GlobalAction.TogglePauseReplay:
if (GameplayClockContainer.IsPaused.Value)
GameplayClockContainer.Start();
else
GameplayClockContainer.Stop();
return true;
}
return false;
void keyboardSeek(int direction)
{
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double target = Math.Clamp(GameplayClockContainer.CurrentTime + direction * keyboard_seek_amount, 0, GameplayState.Beatmap.HitObjects.Last().GetEndTime());
Seek(target);
}
}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
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}
}