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

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
using System.Linq;
using System.Threading.Tasks;
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using osu.Framework.Allocation;
using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
using osu.Framework.Configuration;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
using osu.Framework.Input;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Framework.Threading;
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using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
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using osu.Game.Graphics;
using osu.Game.Graphics.Cursor;
using osu.Game.Online.API;
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using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
using osu.Game.Screens.Backgrounds;
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using osu.Game.Screens.Play.BreaksOverlay;
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using osu.Game.Screens.Ranking;
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using osu.Game.Storyboards.Drawables;
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using OpenTK;
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namespace osu.Game.Screens.Play
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{
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public class Player : OsuScreen, IProvideCursor
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{
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap);
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protected override float BackgroundParallaxAmount => 0.1f;
public override bool ShowOverlaysOnEnter => false;
public Action RestartRequested;
public override bool AllowBeatmapRulesetChange => false;
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public bool HasFailed { get; private set; }
public bool AllowPause { get; set; } = true;
public bool AllowLeadIn { get; set; } = true;
public bool AllowResults { get; set; } = true;
public int RestartCount;
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public CursorContainer Cursor => RulesetContainer.Cursor;
public bool ProvidingUserCursor => RulesetContainer?.Cursor != null && !RulesetContainer.HasReplayLoaded.Value;
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private IAdjustableClock sourceClock;
/// <summary>
/// The decoupled clock used for gameplay. Should be used for seeks and clock control.
/// </summary>
private DecoupleableInterpolatingFramedClock adjustableClock;
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private PauseContainer pauseContainer;
private RulesetInfo ruleset;
private APIAccess api;
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private ScoreProcessor scoreProcessor;
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protected RulesetContainer RulesetContainer;
#region User Settings
private Bindable<double> dimLevel;
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private Bindable<double> blurLevel;
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private Bindable<bool> showStoryboard;
private Bindable<bool> mouseWheelDisabled;
private Bindable<double> userAudioOffset;
private SampleChannel sampleRestart;
#endregion
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private Container storyboardContainer;
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private DrawableStoryboard storyboard;
private HUDOverlay hudOverlay;
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private FailOverlay failOverlay;
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private bool loadedSuccessfully => RulesetContainer?.Objects.Any() == true;
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[BackgroundDependencyLoader]
private void load(AudioManager audio, OsuConfigManager config, APIAccess api)
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{
this.api = api;
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dimLevel = config.GetBindable<double>(OsuSetting.DimLevel);
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blurLevel = config.GetBindable<double>(OsuSetting.BlurLevel);
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showStoryboard = config.GetBindable<bool>(OsuSetting.ShowStoryboard);
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mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
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sampleRestart = audio.Sample.Get(@"Gameplay/restart");
WorkingBeatmap working = Beatmap.Value;
Beatmap beatmap;
try
{
beatmap = working.Beatmap;
if (beatmap == null)
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throw new InvalidOperationException("Beatmap was not loaded");
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ruleset = Ruleset.Value ?? beatmap.BeatmapInfo.Ruleset;
var rulesetInstance = ruleset.CreateInstance();
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try
{
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RulesetContainer = rulesetInstance.CreateRulesetContainerWith(working, ruleset.ID == beatmap.BeatmapInfo.Ruleset.ID);
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}
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catch (BeatmapInvalidForRulesetException)
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{
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// we may fail to create a RulesetContainer if the beatmap cannot be loaded with the user's preferred ruleset
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// let's try again forcing the beatmap's ruleset.
ruleset = beatmap.BeatmapInfo.Ruleset;
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rulesetInstance = ruleset.CreateInstance();
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RulesetContainer = rulesetInstance.CreateRulesetContainerWith(Beatmap, true);
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}
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if (!RulesetContainer.Objects.Any())
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throw new InvalidOperationException("Beatmap contains no hit objects!");
}
catch (Exception e)
{
Logger.Error(e, "Could not load beatmap sucessfully!");
//couldn't load, hard abort!
Exit();
return;
}
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sourceClock = (IAdjustableClock)working.Track ?? new StopwatchClock();
adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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var firstObjectTime = RulesetContainer.Objects.First().StartTime;
adjustableClock.Seek(AllowLeadIn
? Math.Min(0, firstObjectTime - Math.Max(beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, beatmap.BeatmapInfo.AudioLeadIn))
: firstObjectTime);
adjustableClock.ProcessFrame();
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// the final usable gameplay clock with user-set offsets applied.
var offsetClock = new FramedOffsetClock(adjustableClock);
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userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
userAudioOffset.ValueChanged += v => offsetClock.Offset = v;
userAudioOffset.TriggerChange();
scoreProcessor = RulesetContainer.CreateScoreProcessor();
Children = new Drawable[]
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{
pauseContainer = new PauseContainer(offsetClock, adjustableClock)
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{
OnRetry = Restart,
OnQuit = Exit,
CheckCanPause = () => AllowPause && ValidForResume && !HasFailed && !RulesetContainer.HasReplayLoaded,
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OnPause = () =>
{
pauseContainer.Retries = RestartCount;
hudOverlay.KeyCounter.IsCounting = pauseContainer.IsPaused;
},
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OnResume = () => hudOverlay.KeyCounter.IsCounting = true,
Children = new Drawable[]
{
storyboardContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
Alpha = 0,
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},
RulesetContainer,
new SkipButton(firstObjectTime)
{
Clock = Clock, // skip button doesn't want to use the audio clock directly
ProcessCustomClock = false,
AdjustableClock = adjustableClock,
FramedClock = offsetClock,
},
hudOverlay = new HUDOverlay(scoreProcessor, RulesetContainer, working, offsetClock, adjustableClock)
{
Clock = Clock, // hud overlay doesn't want to use the audio clock directly
ProcessCustomClock = false,
Anchor = Anchor.Centre,
Origin = Anchor.Centre
},
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new BreakOverlay(beatmap.BeatmapInfo.LetterboxInBreaks, scoreProcessor)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
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ProcessCustomClock = false,
Breaks = beatmap.Breaks
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}
}
},
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failOverlay = new FailOverlay
{
OnRetry = Restart,
OnQuit = Exit,
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},
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new HotkeyRetryOverlay
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{
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Action = () =>
{
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if (!IsCurrentScreen) return;
//we want to hide the hitrenderer immediately (looks better).
//we may be able to remove this once the mouse cursor trail is improved.
RulesetContainer?.Hide();
Restart();
},
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}
};
if (showStoryboard)
initializeStoryboard(false);
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// Bind ScoreProcessor to ourselves
scoreProcessor.AllJudged += onCompletion;
scoreProcessor.Failed += onFail;
foreach (var mod in Beatmap.Value.Mods.Value.OfType<IApplicableToScoreProcessor>())
mod.ApplyToScoreProcessor(scoreProcessor);
}
private void applyRateFromMods()
{
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if (sourceClock == null) return;
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sourceClock.Rate = 1;
foreach (var mod in Beatmap.Value.Mods.Value.OfType<IApplicableToClock>())
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mod.ApplyToClock(sourceClock);
}
private void initializeStoryboard(bool asyncLoad)
{
var beatmap = Beatmap.Value;
storyboard = beatmap.Storyboard.CreateDrawable(Beatmap.Value);
storyboard.Masking = true;
if (asyncLoad)
LoadComponentAsync(storyboard, storyboardContainer.Add);
else
storyboardContainer.Add(storyboard);
}
public void Restart()
{
sampleRestart?.Play();
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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;
if (!AllowResults) return;
using (BeginDelayedSequence(1000))
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{
onCompletionEvent = Schedule(delegate
{
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if (!IsCurrentScreen) return;
var score = new Score
{
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Beatmap = Beatmap.Value.BeatmapInfo,
Ruleset = ruleset
};
scoreProcessor.PopulateScore(score);
score.User = RulesetContainer.Replay?.User ?? api.LocalUser.Value;
Push(new Results(score));
});
}
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}
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private bool onFail()
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{
if (Beatmap.Value.Mods.Value.OfType<IApplicableFailOverride>().Any(m => !m.AllowFail))
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return false;
adjustableClock.Stop();
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HasFailed = true;
failOverlay.Retries = RestartCount;
failOverlay.Show();
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return true;
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}
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protected override void OnEntering(Screen last)
{
base.OnEntering(last);
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if (!loadedSuccessfully)
return;
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dimLevel.ValueChanged += _ => updateBackgroundElements();
blurLevel.ValueChanged += _ => updateBackgroundElements();
showStoryboard.ValueChanged += _ => updateBackgroundElements();
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updateBackgroundElements();
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Content.Alpha = 0;
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Content
.ScaleTo(0.7f)
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.ScaleTo(1, 750, Easing.OutQuint)
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.Delay(250)
.FadeIn(250);
Task.Run(() =>
{
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sourceClock.Reset();
Schedule(() =>
{
adjustableClock.ChangeSource(sourceClock);
applyRateFromMods();
this.Delay(750).Schedule(() =>
{
if (!pauseContainer.IsPaused)
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{
adjustableClock.Start();
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}
});
});
});
pauseContainer.Alpha = 0;
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pauseContainer.FadeIn(750, Easing.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 ((!AllowPause || HasFailed || !ValidForResume || pauseContainer?.IsPaused != false || RulesetContainer?.HasReplayLoaded != false) && (!pauseContainer?.IsResuming ?? true))
{
// In the case of replays, we may have changed the playback rate.
applyRateFromMods();
fadeOut();
return base.OnExiting(next);
}
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if (loadedSuccessfully)
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pauseContainer?.Pause();
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return true;
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}
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private void updateBackgroundElements()
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{
if (!IsCurrentScreen) return;
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const float duration = 800;
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var opacity = 1 - (float)dimLevel;
if (showStoryboard && storyboard == null)
initializeStoryboard(true);
var beatmap = Beatmap.Value;
var storyboardVisible = showStoryboard && beatmap.Storyboard.HasDrawable;
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storyboardContainer
.FadeColour(OsuColour.Gray(opacity), duration, Easing.OutQuint)
.FadeTo(storyboardVisible && opacity > 0 ? 1 : 0, duration, Easing.OutQuint);
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(Background as BackgroundScreenBeatmap)?.BlurTo(new Vector2((float)blurLevel.Value * 25), duration, Easing.OutQuint);
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Background?.FadeTo(beatmap.Background != null && (!storyboardVisible || !beatmap.Storyboard.ReplacesBackground) ? opacity : 0, duration, Easing.OutQuint);
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}
private void fadeOut()
{
const float fade_out_duration = 250;
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RulesetContainer?.FadeOut(fade_out_duration);
Content.FadeOut(fade_out_duration);
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hudOverlay?.ScaleTo(0.7f, fade_out_duration * 3, Easing.In);
Background?.FadeTo(1f, fade_out_duration);
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}
protected override bool OnWheel(InputState state) => mouseWheelDisabled.Value && !pauseContainer.IsPaused;
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}
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}