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osu-lazer/osu.Game/Screens/Play/Player.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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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
using System.Threading.Tasks;
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using JetBrains.Annotations;
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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.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.Overlays;
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using osu.Game.Replays;
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using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Replays;
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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;
using osu.Game.Users;
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namespace osu.Game.Screens.Play
{
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[Cached]
[Cached(typeof(ISamplePlaybackDisabler))]
public class Player : ScreenWithBeatmapBackground, ISamplePlaybackDisabler
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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.SoloGame(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).
public override bool AllowRateAdjustments => false;
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private readonly IBindable<bool> gameActive = new Bindable<bool>(true);
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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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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protected 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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private RulesetInfo rulesetInfo;
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private Ruleset ruleset;
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[Resolved]
private IAPIProvider api { get; set; }
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[Resolved]
private MusicController musicController { get; set; }
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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;
private SkipOverlay skipOverlay;
protected ScoreProcessor ScoreProcessor { get; private set; }
protected HealthProcessor HealthProcessor { get; private set; }
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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[Cached]
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[Cached(Type = typeof(IBindable<IReadOnlyList<Mod>>))]
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protected new readonly Bindable<IReadOnlyList<Mod>> Mods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
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/// <summary>
/// Whether failing should be allowed.
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/// By default, this checks whether all selected mods allow failing.
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/// </summary>
protected virtual bool CheckModsAllowFailure() => Mods.Value.OfType<IApplicableFailOverride>().All(m => m.PerformFail());
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public readonly PlayerConfiguration Configuration;
/// <summary>
/// Create a new player instance.
/// </summary>
public Player(PlayerConfiguration configuration = null)
{
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Configuration = configuration ?? new PlayerConfiguration();
}
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private GameplayBeatmap gameplayBeatmap;
private ScreenSuspensionHandler screenSuspension;
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();
// replays should never be recorded or played back when autoplay is enabled
if (!Mods.Value.Any(m => m is ModAutoplay))
PrepareReplay();
gameActive.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
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}
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[CanBeNull]
private Score recordingScore;
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/// <summary>
/// Run any recording / playback setup for replays.
/// </summary>
protected virtual void PrepareReplay()
{
DrawableRuleset.SetRecordTarget(recordingScore = new Score());
ScoreProcessor.NewJudgement += result => ScoreProcessor.PopulateScore(recordingScore.ScoreInfo);
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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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Mods.Value = base.Mods.Value.Select(m => m.CreateCopy()).ToArray();
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if (Beatmap.Value is DummyWorkingBeatmap)
return;
IBeatmap playableBeatmap = loadPlayableBeatmap();
if (playableBeatmap == null)
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return;
sampleRestart = audio.Samples.Get(@"Gameplay/restart");
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mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
if (game != null)
gameActive.BindTo(game.IsActive);
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if (game is OsuGame osuGame)
LocalUserPlaying.BindTo(osuGame.LocalUserPlaying);
DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value);
ScoreProcessor = ruleset.CreateScoreProcessor();
ScoreProcessor.ApplyBeatmap(playableBeatmap);
ScoreProcessor.Mods.BindTo(Mods);
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HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap.HitObjects[0].StartTime);
HealthProcessor.ApplyBeatmap(playableBeatmap);
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(gameplayBeatmap = new GameplayBeatmap(playableBeatmap));
AddInternal(screenSuspension = new ScreenSuspensionHandler(GameplayClockContainer));
dependencies.CacheAs(gameplayBeatmap);
var beatmapSkinProvider = new BeatmapSkinProvidingContainer(Beatmap.Value.Skin);
// the beatmapSkinProvider is used as the fallback source here to allow the ruleset-specific skin implementation
// full access to all skin sources.
var rulesetSkinProvider = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider, playableBeatmap));
// 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.
GameplayClockContainer.Add(beatmapSkinProvider.WithChild(rulesetSkinProvider));
rulesetSkinProvider.AddRange(new[]
{
// underlay and gameplay should have access the to skinning sources.
createUnderlayComponents(),
createGameplayComponents(Beatmap.Value, playableBeatmap)
});
// also give the HUD a ruleset container 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.
var hudRulesetContainer = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider, playableBeatmap));
// add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components.
GameplayClockContainer.Add(hudRulesetContainer.WithChild(createOverlayComponents(Beatmap.Value)));
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if (!DrawableRuleset.AllowGameplayOverlays)
{
HUDOverlay.ShowHud.Value = false;
HUDOverlay.ShowHud.Disabled = true;
BreakOverlay.Hide();
skipOverlay.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());
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 =>
{
HealthProcessor.ApplyResult(r);
ScoreProcessor.ApplyResult(r);
gameplayBeatmap.ApplyResult(r);
};
DrawableRuleset.RevertResult += r =>
{
HealthProcessor.RevertResult(r);
ScoreProcessor.RevertResult(r);
};
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// Bind the judgement processors to ourselves
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ScoreProcessor.HasCompleted.ValueChanged += updateCompletionState;
HealthProcessor.Failed += onFail;
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foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
mod.ApplyToScoreProcessor(ScoreProcessor);
foreach (var mod in Mods.Value.OfType<IApplicableToHealthProcessor>())
mod.ApplyToHealthProcessor(HealthProcessor);
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IsBreakTime.BindTo(breakTracker.IsBreakTime);
IsBreakTime.BindValueChanged(onBreakTimeChanged, true);
}
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protected virtual GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new GameplayClockContainer(beatmap, gameplayStart);
private Drawable createUnderlayComponents() =>
DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both };
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private Drawable createGameplayComponents(WorkingBeatmap working, IBeatmap playableBeatmap) => new ScalingContainer(ScalingMode.Gameplay)
{
Children = new Drawable[]
{
DrawableRuleset.With(r =>
r.FrameStableComponents.Children = new Drawable[]
{
ScoreProcessor,
HealthProcessor,
new ComboEffects(ScoreProcessor),
breakTracker = new BreakTracker(DrawableRuleset.GameplayStartTime, ScoreProcessor)
{
Breaks = working.Beatmap.Breaks
}
}),
}
};
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private Drawable createOverlayComponents(WorkingBeatmap working)
{
var container = new Container
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{
RelativeSizeAxes = Axes.Both,
Children = new[]
{
DimmableStoryboard.OverlayLayerContainer.CreateProxy(),
BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
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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(ScoreProcessor, HealthProcessor, DrawableRuleset, Mods.Value)
{
HoldToQuit =
{
Action = () => PerformExit(true),
IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
},
PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
KeyCounter =
{
AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded },
IsCounting = false
},
RequestSeek = time =>
{
GameplayClockContainer.Seek(time);
GameplayClockContainer.Start();
},
Anchor = Anchor.Centre,
Origin = Anchor.Centre
},
skipOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime)
{
RequestSkip = performUserRequestedSkip
},
FailOverlay = new FailOverlay
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{
OnRetry = Restart,
OnQuit = () => PerformExit(true),
},
PauseOverlay = new PauseOverlay
{
OnResume = Resume,
Retries = RestartCount,
OnRetry = Restart,
OnQuit = () => PerformExit(true),
},
new HotkeyExitOverlay
{
Action = () =>
{
if (!this.IsCurrentScreen()) return;
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fadeOut(true);
PerformExit(false);
},
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},
failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, },
}
};
if (!Configuration.AllowSkippingIntro)
skipOverlay.Expire();
if (Configuration.AllowRestart)
{
container.Add(new HotkeyRetryOverlay
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{
Action = () =>
{
if (!this.IsCurrentScreen()) return;
fadeOut(true);
Restart();
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},
});
}
return container;
}
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private void onBreakTimeChanged(ValueChangedEvent<bool> isBreakTime)
{
updateGameplayState();
updatePauseOnFocusLostState();
HUDOverlay.KeyCounter.IsCounting = !isBreakTime.NewValue;
}
private void updateGameplayState()
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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;
}
private void updatePauseOnFocusLostState()
{
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if (!PauseOnFocusLost || !pausingSupportedByCurrentState || breakTracker.IsBreakTime.Value)
return;
if (gameActive.Value == false)
{
bool paused = Pause();
// if the initial pause could not be satisfied, the pause cooldown may be active.
// reschedule the pause attempt until it can be achieved.
if (!paused)
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Scheduler.AddOnce(updatePauseOnFocusLostState);
}
}
private IBeatmap loadPlayableBeatmap()
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{
IBeatmap playable;
try
{
if (Beatmap.Value.Beatmap == null)
throw new InvalidOperationException("Beatmap was not loaded");
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rulesetInfo = Ruleset.Value ?? Beatmap.Value.BeatmapInfo.Ruleset;
ruleset = rulesetInfo.CreateInstance();
try
{
playable = Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo, Mods.Value);
}
catch (BeatmapInvalidForRulesetException)
{
// 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;
ruleset = rulesetInfo.CreateInstance();
playable = Beatmap.Value.GetPlayableBeatmap(rulesetInfo, Mods.Value);
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}
if (playable.HitObjects.Count == 0)
{
Logger.Log("Beatmap contains no hit objects!", level: LogLevel.Error);
return null;
}
}
catch (Exception e)
{
Logger.Error(e, "Could not load beatmap successfully!");
//couldn't load, hard abort!
return null;
}
return playable;
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}
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/// <summary>
/// Exits the <see cref="Player"/>.
/// </summary>
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/// <param name="showDialogFirst">
/// Whether the pause or fail dialog should be shown before performing an exit.
/// If true and a dialog is not yet displayed, the exit will be blocked the the relevant dialog will display instead.
/// </param>
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protected void PerformExit(bool showDialogFirst)
{
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// if a restart has been requested, cancel any pending completion (user has shown intent to restart).
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completionProgressDelegate?.Cancel();
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// there is a chance that the exit was performed after the transition to results has started.
// we want to give the user what they want, so forcefully return to this screen (to proceed with the upwards exit process).
if (!this.IsCurrentScreen())
{
ValidForResume = false;
this.MakeCurrent();
return;
}
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bool pauseOrFailDialogVisible =
PauseOverlay.State.Value == Visibility.Visible || FailOverlay.State.Value == Visibility.Visible;
if (showDialogFirst && !pauseOrFailDialogVisible)
{
// if the fail animation is currently in progress, accelerate it (it will show the pause dialog on completion).
if (ValidForResume && HasFailed)
{
failAnimation.FinishTransforms(true);
return;
}
// there's a chance the pausing is not supported in the current state, at which point immediate exit should be preferred.
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;
}
}
this.Exit();
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}
private void performUserRequestedSkip()
{
// user requested skip
// disable sample playback to stop currently playing samples and perform skip
samplePlaybackDisabled.Value = true;
GameplayClockContainer.Skip();
// return samplePlaybackDisabled.Value to what is defined by the beatmap's current state
updateSampleDisabledState();
}
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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()
{
if (!Configuration.AllowRestart)
return;
// 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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private ScheduledDelegate completionProgressDelegate;
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private Task<ScoreInfo> scoreSubmissionTask;
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private void updateCompletionState(ValueChangedEvent<bool> completionState)
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{
// screen may be in the exiting transition phase.
if (!this.IsCurrentScreen())
return;
if (!completionState.NewValue)
{
completionProgressDelegate?.Cancel();
completionProgressDelegate = null;
ValidForResume = true;
return;
}
if (completionProgressDelegate != null)
throw new InvalidOperationException($"{nameof(updateCompletionState)} was fired more than once");
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// Only show the completion screen if the player hasn't failed
if (HealthProcessor.HasFailed)
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return;
ValidForResume = false;
if (!Configuration.ShowResults) return;
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scoreSubmissionTask ??= Task.Run(async () =>
{
var score = CreateScore();
try
{
await SubmitScore(score).ConfigureAwait(false);
}
catch (Exception ex)
{
Logger.Error(ex, "Score submission failed!");
}
try
{
await ImportScore(score).ConfigureAwait(false);
}
catch (Exception ex)
{
Logger.Error(ex, "Score import failed!");
}
return score.ScoreInfo;
});
using (BeginDelayedSequence(RESULTS_DISPLAY_DELAY))
scheduleCompletion();
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}
private void scheduleCompletion() => completionProgressDelegate = Schedule(() =>
{
if (!scoreSubmissionTask.IsCompleted)
{
scheduleCompletion();
return;
}
// screen may be in the exiting transition phase.
if (this.IsCurrentScreen())
this.Push(CreateResults(scoreSubmissionTask.Result));
});
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protected override bool OnScroll(ScrollEvent e) => mouseWheelDisabled.Value && !GameplayClockContainer.IsPaused.Value;
#region Fail Logic
protected FailOverlay FailOverlay { get; private set; }
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private FailAnimation failAnimation;
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private bool onFail()
{
if (!CheckModsAllowFailure())
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return false;
HasFailed = true;
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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.
if (PauseOverlay.State.Value == Visibility.Visible)
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PauseOverlay.Hide();
failAnimation.Start();
if (Mods.Value.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;
protected bool PauseCooldownActive =>
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lastPauseActionTime.HasValue && GameplayClockContainer.GameplayClock.CurrentTime < lastPauseActionTime + pause_cooldown;
/// <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)
LoadedBeatmapSuccessfully && Configuration.AllowPause && ValidForResume
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// replays cannot be paused and exit immediately
&& !DrawableRuleset.HasReplayLoaded.Value
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// cannot pause if we are already in a fail state
&& !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;
public bool Pause()
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{
if (!pausingSupportedByCurrentState) return false;
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;
return true;
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}
public void Resume()
{
if (!canResume) return;
IsResuming = true;
PauseOverlay.Hide();
// breaks and time-based conditions may allow instant resume.
if (breakTracker.IsBreakTime.Value)
completeResume();
else
DrawableRuleset.RequestResume(completeResume);
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);
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);
ApplyToBackground(b =>
{
b.EnableUserDim.Value = true;
b.BlurAmount.Value = 0;
// bind component bindables.
b.IsBreakTime.BindTo(breakTracker.IsBreakTime);
b.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
});
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HUDOverlay.IsBreakTime.BindTo(breakTracker.IsBreakTime);
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;
foreach (var mod in Mods.Value.OfType<IApplicableToPlayer>())
mod.ApplyToPlayer(this);
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foreach (var mod in Mods.Value.OfType<IApplicableToHUD>())
mod.ApplyToHUD(HUDOverlay);
// 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 Mods.Value.OfType<IApplicableToTrack>())
mod.ApplyToTrack(musicController.CurrentTrack);
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updateGameplayState();
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");
GameplayClockContainer.Restart();
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}
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public override void OnSuspending(IScreen next)
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{
screenSuspension?.Expire();
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fadeOut();
base.OnSuspending(next);
}
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public override bool OnExiting(IScreen next)
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{
screenSuspension?.Expire();
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if (completionProgressDelegate != null && !completionProgressDelegate.Cancelled && !completionProgressDelegate.Completed)
{
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// proceed to result screen if beatmap already finished playing
completionProgressDelegate.RunTask();
return true;
}
// 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?.StopUsingBeatmapClock();
musicController.ResetTrackAdjustments();
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fadeOut();
return base.OnExiting(next);
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}
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/// <summary>
/// Creates the player's <see cref="Score"/>.
/// </summary>
/// <returns>The <see cref="Score"/>.</returns>
protected virtual Score CreateScore()
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{
var score = new Score
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{
ScoreInfo = new ScoreInfo
{
Beatmap = Beatmap.Value.BeatmapInfo,
Ruleset = rulesetInfo,
Mods = Mods.Value.ToArray(),
}
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};
if (DrawableRuleset.ReplayScore != null)
{
score.ScoreInfo.User = DrawableRuleset.ReplayScore.ScoreInfo?.User ?? new GuestUser();
score.Replay = DrawableRuleset.ReplayScore.Replay;
}
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else
{
score.ScoreInfo.User = api.LocalUser.Value;
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score.Replay = new Replay { Frames = recordingScore?.Replay.Frames.ToList() ?? new List<ReplayFrame>() };
}
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ScoreProcessor.PopulateScore(score.ScoreInfo);
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return score;
}
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/// <summary>
/// Imports the player's <see cref="Score"/> to the local database.
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/// </summary>
/// <param name="score">The <see cref="Score"/> to import.</param>
/// <returns>The imported score.</returns>
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protected virtual Task ImportScore(Score score)
{
// Replays are already populated and present in the game's database, so should not be re-imported.
if (DrawableRuleset.ReplayScore != null)
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return Task.CompletedTask;
LegacyByteArrayReader replayReader;
using (var stream = new MemoryStream())
{
new LegacyScoreEncoder(score, gameplayBeatmap.PlayableBeatmap).Encode(stream);
replayReader = new LegacyByteArrayReader(stream.ToArray(), "replay.osr");
}
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return scoreManager.Import(score.ScoreInfo, replayReader);
}
/// <summary>
/// Submits the player's <see cref="Score"/>.
/// </summary>
/// <param name="score">The <see cref="Score"/> to submit.</param>
/// <returns>The submitted score.</returns>
protected virtual Task SubmitScore(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);
private void fadeOut(bool instant = false)
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{
float fadeOutDuration = instant ? 0 : 250;
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this.FadeOut(fadeOutDuration);
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ApplyToBackground(b => b.EnableUserDim.Value = false);
storyboardReplacesBackground.Value = false;
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}
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#endregion
IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
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}
}