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Merge pull request #16264 from bdach/beatmap-background-with-storyboard-stopping

Fix main menu background with storyboard stopping after entering and exiting song select
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Dan Balasescu 2022-01-12 14:37:42 +09:00 committed by GitHub
commit 06a5b89071
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2 changed files with 134 additions and 1 deletions

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@ -6,18 +6,24 @@ using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Textures;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Graphics;
using osu.Game.Graphics.Backgrounds;
using osu.Game.Graphics.Sprites;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Screens;
using osu.Game.Screens.Backgrounds;
using osu.Game.Skinning;
using osu.Game.Storyboards;
using osu.Game.Storyboards.Drawables;
using osu.Game.Tests.Beatmaps;
namespace osu.Game.Tests.Visual.Background
@ -129,6 +135,46 @@ namespace osu.Game.Tests.Visual.Background
AddAssert("top level background reused existing", () => screen.CheckLastLoadChange() == false);
}
[Test]
public void TestBeatmapBackgroundWithStoryboardClockAlwaysUsesCurrentTrack()
{
BackgroundScreenBeatmap nestedScreen = null;
WorkingBeatmap originalWorking = null;
setSupporter(true);
setSourceMode(BackgroundSource.BeatmapWithStoryboard);
AddStep("change beatmap", () => originalWorking = Beatmap.Value = createTestWorkingBeatmapWithStoryboard());
AddAssert("background changed", () => screen.CheckLastLoadChange() == true);
AddUntilStep("wait for beatmap background to be loaded", () => getCurrentBackground()?.GetType() == typeof(BeatmapBackgroundWithStoryboard));
AddStep("start music", () => MusicController.Play());
AddUntilStep("storyboard clock running", () => screen.ChildrenOfType<DrawableStoryboard>().SingleOrDefault()?.Clock.IsRunning == true);
// of note, this needs to be a type that doesn't match BackgroundScreenDefault else it is silently not pushed by the background stack.
AddStep("push new background to stack", () => stack.Push(nestedScreen = new BackgroundScreenBeatmap(Beatmap.Value)));
AddUntilStep("wait for screen to load", () => nestedScreen.IsLoaded && nestedScreen.IsCurrentScreen());
// we're testing a case where scheduling may be used to avoid issues, so ensure the scheduler is no longer running.
AddUntilStep("wait for top level not alive", () => !screen.IsAlive);
AddStep("stop music", () => MusicController.Stop());
AddStep("change beatmap", () => Beatmap.Value = createTestWorkingBeatmapWithStoryboard());
AddStep("change beatmap back", () => Beatmap.Value = originalWorking);
AddStep("restart music", () => MusicController.Play());
AddAssert("top level background hasn't changed yet", () => screen.CheckLastLoadChange() == null);
AddStep("pop screen back to top level", () => screen.MakeCurrent());
AddStep("top level screen is current", () => screen.IsCurrentScreen());
AddAssert("top level background reused existing", () => screen.CheckLastLoadChange() == false);
AddUntilStep("storyboard clock running", () => screen.ChildrenOfType<DrawableStoryboard>().Single().Clock.IsRunning);
AddStep("stop music", () => MusicController.Stop());
AddStep("restore default beatmap", () => Beatmap.SetDefault());
}
[Test]
public void TestBackgroundTypeSwitch()
{
@ -198,6 +244,7 @@ namespace osu.Game.Tests.Visual.Background
});
private WorkingBeatmap createTestWorkingBeatmapWithUniqueBackground() => new UniqueBackgroundTestWorkingBeatmap(Audio);
private WorkingBeatmap createTestWorkingBeatmapWithStoryboard() => new TestWorkingBeatmapWithStoryboard(Audio);
private class TestBackgroundScreenDefault : BackgroundScreenDefault
{
@ -233,6 +280,51 @@ namespace osu.Game.Tests.Visual.Background
protected override Texture GetBackground() => new Texture(1, 1);
}
private class TestWorkingBeatmapWithStoryboard : TestWorkingBeatmap
{
public TestWorkingBeatmapWithStoryboard(AudioManager audioManager)
: base(new Beatmap(), createStoryboard(), audioManager)
{
}
protected override Track GetBeatmapTrack() => new TrackVirtual(100000);
private static Storyboard createStoryboard()
{
var storyboard = new Storyboard();
storyboard.Layers.Last().Add(new TestStoryboardElement());
return storyboard;
}
private class TestStoryboardElement : IStoryboardElementWithDuration
{
public string Path => string.Empty;
public bool IsDrawable => true;
public double StartTime => double.MinValue;
public double EndTime => double.MaxValue;
public Drawable CreateDrawable() => new DrawableTestStoryboardElement();
}
private class DrawableTestStoryboardElement : OsuSpriteText
{
public override bool RemoveWhenNotAlive => false;
public DrawableTestStoryboardElement()
{
Anchor = Origin = Anchor.Centre;
Font = OsuFont.Default.With(size: 32);
Text = "(not started)";
}
protected override void Update()
{
base.Update();
Text = Time.Current.ToString("N2");
}
}
}
private void setCustomSkin()
{
// feign a skin switch. this doesn't do anything except force CurrentSkin to become a LegacySkin.

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@ -1,20 +1,29 @@
// 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.
#nullable enable
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Overlays;
using osu.Game.Storyboards.Drawables;
namespace osu.Game.Graphics.Backgrounds
{
public class BeatmapBackgroundWithStoryboard : BeatmapBackground
{
private readonly InterpolatingFramedClock storyboardClock;
[Resolved(CanBeNull = true)]
private MusicController? musicController { get; set; }
public BeatmapBackgroundWithStoryboard(WorkingBeatmap beatmap, string fallbackTextureName = "Backgrounds/bg1")
: base(beatmap, fallbackTextureName)
{
storyboardClock = new InterpolatingFramedClock();
}
[BackgroundDependencyLoader]
@ -30,8 +39,40 @@ namespace osu.Game.Graphics.Backgrounds
{
RelativeSizeAxes = Axes.Both,
Volume = { Value = 0 },
Child = new DrawableStoryboard(Beatmap.Storyboard) { Clock = new InterpolatingFramedClock(Beatmap.Track) }
Child = new DrawableStoryboard(Beatmap.Storyboard) { Clock = storyboardClock }
}, AddInternal);
}
protected override void LoadComplete()
{
base.LoadComplete();
if (musicController != null)
musicController.TrackChanged += onTrackChanged;
updateStoryboardClockSource(Beatmap);
}
private void onTrackChanged(WorkingBeatmap newBeatmap, TrackChangeDirection _) => updateStoryboardClockSource(newBeatmap);
private void updateStoryboardClockSource(WorkingBeatmap newBeatmap)
{
if (newBeatmap != Beatmap)
return;
// `MusicController` will sometimes reload the track, even when the working beatmap technically hasn't changed.
// ensure that the storyboard's clock is always using the latest track instance.
storyboardClock.ChangeSource(newBeatmap.Track);
// more often than not, the previous source track's time will be in the future relative to the new source track.
// explicitly process a single frame so that `InterpolatingFramedClock`'s interpolation logic is bypassed
// and the storyboard clock is correctly rewound to the source track's time exactly.
storyboardClock.ProcessFrame();
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (musicController != null)
musicController.TrackChanged -= onTrackChanged;
}
}
}