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mirror of https://github.com/ppy/osu.git synced 2025-01-26 12:45:09 +08:00

Merge branch 'master' into ruleset-result-types

This commit is contained in:
Dean Herbert 2020-10-09 13:17:05 +09:00
commit 07558b5bc0
28 changed files with 303 additions and 84 deletions

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@ -29,6 +29,11 @@ namespace osu.Desktop.Updater
private static readonly Logger logger = Logger.GetLogger("updater"); private static readonly Logger logger = Logger.GetLogger("updater");
/// <summary>
/// Whether an update has been downloaded but not yet applied.
/// </summary>
private bool updatePending;
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(NotificationOverlay notification) private void load(NotificationOverlay notification)
{ {
@ -37,9 +42,9 @@ namespace osu.Desktop.Updater
Splat.Locator.CurrentMutable.Register(() => new SquirrelLogger(), typeof(Splat.ILogger)); Splat.Locator.CurrentMutable.Register(() => new SquirrelLogger(), typeof(Splat.ILogger));
} }
protected override async Task PerformUpdateCheck() => await checkForUpdateAsync(); protected override async Task<bool> PerformUpdateCheck() => await checkForUpdateAsync();
private async Task checkForUpdateAsync(bool useDeltaPatching = true, UpdateProgressNotification notification = null) private async Task<bool> checkForUpdateAsync(bool useDeltaPatching = true, UpdateProgressNotification notification = null)
{ {
// should we schedule a retry on completion of this check? // should we schedule a retry on completion of this check?
bool scheduleRecheck = true; bool scheduleRecheck = true;
@ -49,9 +54,19 @@ namespace osu.Desktop.Updater
updateManager ??= await UpdateManager.GitHubUpdateManager(@"https://github.com/ppy/osu", @"osulazer", null, null, true); updateManager ??= await UpdateManager.GitHubUpdateManager(@"https://github.com/ppy/osu", @"osulazer", null, null, true);
var info = await updateManager.CheckForUpdate(!useDeltaPatching); var info = await updateManager.CheckForUpdate(!useDeltaPatching);
if (info.ReleasesToApply.Count == 0) if (info.ReleasesToApply.Count == 0)
{
if (updatePending)
{
// the user may have dismissed the completion notice, so show it again.
notificationOverlay.Post(new UpdateCompleteNotification(this));
return true;
}
// no updates available. bail and retry later. // no updates available. bail and retry later.
return; return false;
}
if (notification == null) if (notification == null)
{ {
@ -72,6 +87,7 @@ namespace osu.Desktop.Updater
await updateManager.ApplyReleases(info, p => notification.Progress = p / 100f); await updateManager.ApplyReleases(info, p => notification.Progress = p / 100f);
notification.State = ProgressNotificationState.Completed; notification.State = ProgressNotificationState.Completed;
updatePending = true;
} }
catch (Exception e) catch (Exception e)
{ {
@ -103,6 +119,8 @@ namespace osu.Desktop.Updater
Scheduler.AddDelayed(async () => await checkForUpdateAsync(), 60000 * 30); Scheduler.AddDelayed(async () => await checkForUpdateAsync(), 60000 * 30);
} }
} }
return true;
} }
protected override void Dispose(bool isDisposing) protected override void Dispose(bool isDisposing)
@ -111,10 +129,27 @@ namespace osu.Desktop.Updater
updateManager?.Dispose(); updateManager?.Dispose();
} }
private class UpdateCompleteNotification : ProgressCompletionNotification
{
[Resolved]
private OsuGame game { get; set; }
public UpdateCompleteNotification(SquirrelUpdateManager updateManager)
{
Text = @"Update ready to install. Click to restart!";
Activated = () =>
{
updateManager.PrepareUpdateAsync()
.ContinueWith(_ => updateManager.Schedule(() => game.GracefullyExit()));
return true;
};
}
}
private class UpdateProgressNotification : ProgressNotification private class UpdateProgressNotification : ProgressNotification
{ {
private readonly SquirrelUpdateManager updateManager; private readonly SquirrelUpdateManager updateManager;
private OsuGame game;
public UpdateProgressNotification(SquirrelUpdateManager updateManager) public UpdateProgressNotification(SquirrelUpdateManager updateManager)
{ {
@ -123,23 +158,12 @@ namespace osu.Desktop.Updater
protected override Notification CreateCompletionNotification() protected override Notification CreateCompletionNotification()
{ {
return new ProgressCompletionNotification return new UpdateCompleteNotification(updateManager);
{
Text = @"Update ready to install. Click to restart!",
Activated = () =>
{
updateManager.PrepareUpdateAsync()
.ContinueWith(_ => updateManager.Schedule(() => game.GracefullyExit()));
return true;
}
};
} }
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(OsuColour colours, OsuGame game) private void load(OsuColour colours)
{ {
this.game = game;
IconContent.AddRange(new Drawable[] IconContent.AddRange(new Drawable[]
{ {
new Box new Box

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@ -174,7 +174,7 @@ namespace osu.Game.Rulesets.Catch
public override ISkin CreateLegacySkinProvider(ISkinSource source, IBeatmap beatmap) => new CatchLegacySkinTransformer(source); public override ISkin CreateLegacySkinProvider(ISkinSource source, IBeatmap beatmap) => new CatchLegacySkinTransformer(source);
public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new CatchPerformanceCalculator(this, beatmap, score); public override PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => new CatchPerformanceCalculator(this, attributes, score);
public int LegacyID => 2; public int LegacyID => 2;

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@ -5,7 +5,6 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Extensions; using osu.Framework.Extensions;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
@ -25,8 +24,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty
private int tinyTicksMissed; private int tinyTicksMissed;
private int misses; private int misses;
public CatchPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score) public CatchPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
: base(ruleset, beatmap, score) : base(ruleset, attributes, score)
{ {
} }

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@ -5,7 +5,6 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Extensions; using osu.Framework.Extensions;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
@ -29,8 +28,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty
private int countMeh; private int countMeh;
private int countMiss; private int countMiss;
public ManiaPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score) public ManiaPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
: base(ruleset, beatmap, score) : base(ruleset, attributes, score)
{ {
} }

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@ -49,7 +49,7 @@ namespace osu.Game.Rulesets.Mania
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap, this); public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap, this);
public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new ManiaPerformanceCalculator(this, beatmap, score); public override PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => new ManiaPerformanceCalculator(this, attributes, score);
public const string SHORT_NAME = "mania"; public const string SHORT_NAME = "mania";

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@ -11,5 +11,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
public double SpeedStrain; public double SpeedStrain;
public double ApproachRate; public double ApproachRate;
public double OverallDifficulty; public double OverallDifficulty;
public int HitCircleCount;
} }
} }

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@ -47,6 +47,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
// Add the ticks + tail of the slider. 1 is subtracted because the head circle would be counted twice (once for the slider itself in the line above) // Add the ticks + tail of the slider. 1 is subtracted because the head circle would be counted twice (once for the slider itself in the line above)
maxCombo += beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1); maxCombo += beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);
int hitCirclesCount = beatmap.HitObjects.Count(h => h is HitCircle);
return new OsuDifficultyAttributes return new OsuDifficultyAttributes
{ {
StarRating = starRating, StarRating = starRating,
@ -56,6 +58,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5, ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
OverallDifficulty = (80 - hitWindowGreat) / 6, OverallDifficulty = (80 - hitWindowGreat) / 6,
MaxCombo = maxCombo, MaxCombo = maxCombo,
HitCircleCount = hitCirclesCount,
Skills = skills Skills = skills
}; };
} }

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@ -5,11 +5,9 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Extensions; using osu.Framework.Extensions;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Mods; using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring; using osu.Game.Scoring;
@ -19,9 +17,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{ {
public new OsuDifficultyAttributes Attributes => (OsuDifficultyAttributes)base.Attributes; public new OsuDifficultyAttributes Attributes => (OsuDifficultyAttributes)base.Attributes;
private readonly int countHitCircles;
private readonly int beatmapMaxCombo;
private Mod[] mods; private Mod[] mods;
private double accuracy; private double accuracy;
@ -31,14 +26,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
private int countMeh; private int countMeh;
private int countMiss; private int countMiss;
public OsuPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score) public OsuPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
: base(ruleset, beatmap, score) : base(ruleset, attributes, score)
{ {
countHitCircles = Beatmap.HitObjects.Count(h => h is HitCircle);
beatmapMaxCombo = Beatmap.HitObjects.Count;
// Add the ticks + tail of the slider. 1 is subtracted because the "headcircle" would be counted twice (once for the slider itself in the line above)
beatmapMaxCombo += Beatmap.HitObjects.OfType<Slider>().Sum(s => s.NestedHitObjects.Count - 1);
} }
public override double Calculate(Dictionary<string, double> categoryRatings = null) public override double Calculate(Dictionary<string, double> categoryRatings = null)
@ -81,7 +71,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
categoryRatings.Add("Accuracy", accuracyValue); categoryRatings.Add("Accuracy", accuracyValue);
categoryRatings.Add("OD", Attributes.OverallDifficulty); categoryRatings.Add("OD", Attributes.OverallDifficulty);
categoryRatings.Add("AR", Attributes.ApproachRate); categoryRatings.Add("AR", Attributes.ApproachRate);
categoryRatings.Add("Max Combo", beatmapMaxCombo); categoryRatings.Add("Max Combo", Attributes.MaxCombo);
} }
return totalValue; return totalValue;
@ -106,8 +96,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
aimValue *= Math.Pow(0.97, countMiss); aimValue *= Math.Pow(0.97, countMiss);
// Combo scaling // Combo scaling
if (beatmapMaxCombo > 0) if (Attributes.MaxCombo > 0)
aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(beatmapMaxCombo, 0.8), 1.0); aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
double approachRateFactor = 1.0; double approachRateFactor = 1.0;
@ -154,8 +144,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
speedValue *= Math.Pow(0.97, countMiss); speedValue *= Math.Pow(0.97, countMiss);
// Combo scaling // Combo scaling
if (beatmapMaxCombo > 0) if (Attributes.MaxCombo > 0)
speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(beatmapMaxCombo, 0.8), 1.0); speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
double approachRateFactor = 1.0; double approachRateFactor = 1.0;
if (Attributes.ApproachRate > 10.33) if (Attributes.ApproachRate > 10.33)
@ -178,7 +168,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
{ {
// This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window // This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window
double betterAccuracyPercentage; double betterAccuracyPercentage;
int amountHitObjectsWithAccuracy = countHitCircles; int amountHitObjectsWithAccuracy = Attributes.HitCircleCount;
if (amountHitObjectsWithAccuracy > 0) if (amountHitObjectsWithAccuracy > 0)
betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countOk * 2 + countMeh) / (double)(amountHitObjectsWithAccuracy * 6); betterAccuracyPercentage = ((countGreat - (totalHits - amountHitObjectsWithAccuracy)) * 6 + countOk * 2 + countMeh) / (double)(amountHitObjectsWithAccuracy * 6);

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@ -171,7 +171,7 @@ namespace osu.Game.Rulesets.Osu
public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new OsuDifficultyCalculator(this, beatmap); public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new OsuDifficultyCalculator(this, beatmap);
public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new OsuPerformanceCalculator(this, beatmap, score); public override PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => new OsuPerformanceCalculator(this, attributes, score);
public override HitObjectComposer CreateHitObjectComposer() => new OsuHitObjectComposer(this); public override HitObjectComposer CreateHitObjectComposer() => new OsuHitObjectComposer(this);

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@ -5,7 +5,6 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Extensions; using osu.Framework.Extensions;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
@ -24,8 +23,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
private int countMeh; private int countMeh;
private int countMiss; private int countMiss;
public TaikoPerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score) public TaikoPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
: base(ruleset, beatmap, score) : base(ruleset, attributes, score)
{ {
} }

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@ -89,6 +89,8 @@ namespace osu.Game.Rulesets.Taiko.Edit
yield return new TernaryStateMenuItem("Strong") { State = { BindTarget = selectionStrongState } }; yield return new TernaryStateMenuItem("Strong") { State = { BindTarget = selectionStrongState } };
} }
public override bool HandleMovement(MoveSelectionEvent moveEvent) => true;
protected override void UpdateTernaryStates() protected override void UpdateTernaryStates()
{ {
base.UpdateTernaryStates(); base.UpdateTernaryStates();

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@ -7,6 +7,7 @@ using osu.Framework.Audio.Sample;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Game.Audio; using osu.Game.Audio;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.UI; using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Skinning; using osu.Game.Skinning;
@ -14,13 +15,29 @@ namespace osu.Game.Rulesets.Taiko.Skinning
{ {
public class TaikoLegacySkinTransformer : LegacySkinTransformer public class TaikoLegacySkinTransformer : LegacySkinTransformer
{ {
private Lazy<bool> hasExplosion;
public TaikoLegacySkinTransformer(ISkinSource source) public TaikoLegacySkinTransformer(ISkinSource source)
: base(source) : base(source)
{ {
Source.SourceChanged += sourceChanged;
sourceChanged();
}
private void sourceChanged()
{
hasExplosion = new Lazy<bool>(() => Source.GetTexture(getHitName(TaikoSkinComponents.TaikoExplosionGreat)) != null);
} }
public override Drawable GetDrawableComponent(ISkinComponent component) public override Drawable GetDrawableComponent(ISkinComponent component)
{ {
if (component is GameplaySkinComponent<HitResult>)
{
// if a taiko skin is providing explosion sprites, hide the judgements completely
if (hasExplosion.Value)
return Drawable.Empty();
}
if (!(component is TaikoSkinComponent taikoComponent)) if (!(component is TaikoSkinComponent taikoComponent))
return null; return null;
@ -87,10 +104,13 @@ namespace osu.Game.Rulesets.Taiko.Skinning
var hitName = getHitName(taikoComponent.Component); var hitName = getHitName(taikoComponent.Component);
var hitSprite = this.GetAnimation(hitName, true, false); var hitSprite = this.GetAnimation(hitName, true, false);
var strongHitSprite = this.GetAnimation($"{hitName}k", true, false);
if (hitSprite != null) if (hitSprite != null)
{
var strongHitSprite = this.GetAnimation($"{hitName}k", true, false);
return new LegacyHitExplosion(hitSprite, strongHitSprite); return new LegacyHitExplosion(hitSprite, strongHitSprite);
}
return null; return null;

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@ -153,7 +153,7 @@ namespace osu.Game.Rulesets.Taiko
public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoDifficultyCalculator(this, beatmap); public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new TaikoDifficultyCalculator(this, beatmap);
public override PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => new TaikoPerformanceCalculator(this, beatmap, score); public override PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => new TaikoPerformanceCalculator(this, attributes, score);
public int LegacyID => 1; public int LegacyID => 1;

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@ -3,6 +3,7 @@
using System.Linq; using System.Linq;
using NUnit.Framework; using NUnit.Framework;
using osu.Framework.Bindables;
using osu.Game.Overlays; using osu.Game.Overlays;
using osu.Game.Rulesets; using osu.Game.Rulesets;
@ -23,33 +24,41 @@ namespace osu.Game.Tests.Visual.Gameplay
[Test] [Test]
public void TestGameplayOverlayActivation() public void TestGameplayOverlayActivation()
{ {
AddAssert("local user playing", () => Player.LocalUserPlaying.Value);
AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled); AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled);
} }
[Test] [Test]
public void TestGameplayOverlayActivationPaused() public void TestGameplayOverlayActivationPaused()
{ {
AddAssert("local user playing", () => Player.LocalUserPlaying.Value);
AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled); AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled);
AddStep("pause gameplay", () => Player.Pause()); AddStep("pause gameplay", () => Player.Pause());
AddAssert("local user not playing", () => !Player.LocalUserPlaying.Value);
AddUntilStep("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered); AddUntilStep("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered);
} }
[Test] [Test]
public void TestGameplayOverlayActivationReplayLoaded() public void TestGameplayOverlayActivationReplayLoaded()
{ {
AddAssert("local user playing", () => Player.LocalUserPlaying.Value);
AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled); AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled);
AddStep("load a replay", () => Player.DrawableRuleset.HasReplayLoaded.Value = true); AddStep("load a replay", () => Player.DrawableRuleset.HasReplayLoaded.Value = true);
AddAssert("local user not playing", () => !Player.LocalUserPlaying.Value);
AddAssert("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered); AddAssert("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered);
} }
[Test] [Test]
public void TestGameplayOverlayActivationBreaks() public void TestGameplayOverlayActivationBreaks()
{ {
AddAssert("local user playing", () => Player.LocalUserPlaying.Value);
AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled); AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled);
AddStep("seek to break", () => Player.GameplayClockContainer.Seek(Beatmap.Value.Beatmap.Breaks.First().StartTime)); AddStep("seek to break", () => Player.GameplayClockContainer.Seek(Beatmap.Value.Beatmap.Breaks.First().StartTime));
AddUntilStep("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered); AddUntilStep("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered);
AddAssert("local user not playing", () => !Player.LocalUserPlaying.Value);
AddStep("seek to break end", () => Player.GameplayClockContainer.Seek(Beatmap.Value.Beatmap.Breaks.First().EndTime)); AddStep("seek to break end", () => Player.GameplayClockContainer.Seek(Beatmap.Value.Beatmap.Breaks.First().EndTime));
AddUntilStep("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled); AddUntilStep("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled);
AddAssert("local user playing", () => Player.LocalUserPlaying.Value);
} }
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new OverlayTestPlayer(); protected override TestPlayer CreatePlayer(Ruleset ruleset) => new OverlayTestPlayer();
@ -57,6 +66,7 @@ namespace osu.Game.Tests.Visual.Gameplay
protected class OverlayTestPlayer : TestPlayer protected class OverlayTestPlayer : TestPlayer
{ {
public new OverlayActivation OverlayActivationMode => base.OverlayActivationMode.Value; public new OverlayActivation OverlayActivationMode => base.OverlayActivationMode.Value;
public new Bindable<bool> LocalUserPlaying => base.LocalUserPlaying;
} }
} }
} }

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@ -7,6 +7,7 @@ using osu.Framework.Configuration.Tracking;
using osu.Framework.Extensions; using osu.Framework.Extensions;
using osu.Framework.Platform; using osu.Framework.Platform;
using osu.Framework.Testing; using osu.Framework.Testing;
using osu.Game.Input;
using osu.Game.Overlays; using osu.Game.Overlays;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Select; using osu.Game.Screens.Select;
@ -69,6 +70,7 @@ namespace osu.Game.Configuration
Set(OsuSetting.MouseDisableButtons, false); Set(OsuSetting.MouseDisableButtons, false);
Set(OsuSetting.MouseDisableWheel, false); Set(OsuSetting.MouseDisableWheel, false);
Set(OsuSetting.ConfineMouseMode, OsuConfineMouseMode.DuringGameplay);
// Graphics // Graphics
Set(OsuSetting.ShowFpsDisplay, false); Set(OsuSetting.ShowFpsDisplay, false);
@ -194,6 +196,7 @@ namespace osu.Game.Configuration
FadePlayfieldWhenHealthLow, FadePlayfieldWhenHealthLow,
MouseDisableButtons, MouseDisableButtons,
MouseDisableWheel, MouseDisableWheel,
ConfineMouseMode,
AudioOffset, AudioOffset,
VolumeInactive, VolumeInactive,
MenuMusic, MenuMusic,

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@ -0,0 +1,61 @@
// 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.
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Game.Configuration;
namespace osu.Game.Input
{
/// <summary>
/// Connects <see cref="OsuSetting.ConfineMouseMode"/> with <see cref="FrameworkSetting.ConfineMouseMode"/>.
/// If <see cref="OsuGame.LocalUserPlaying"/> is true, we should also confine the mouse cursor if it has been
/// requested with <see cref="OsuConfineMouseMode.DuringGameplay"/>.
/// </summary>
public class ConfineMouseTracker : Component
{
private Bindable<ConfineMouseMode> frameworkConfineMode;
private Bindable<OsuConfineMouseMode> osuConfineMode;
private IBindable<bool> localUserPlaying;
[BackgroundDependencyLoader]
private void load(OsuGame game, FrameworkConfigManager frameworkConfigManager, OsuConfigManager osuConfigManager)
{
frameworkConfineMode = frameworkConfigManager.GetBindable<ConfineMouseMode>(FrameworkSetting.ConfineMouseMode);
osuConfineMode = osuConfigManager.GetBindable<OsuConfineMouseMode>(OsuSetting.ConfineMouseMode);
localUserPlaying = game.LocalUserPlaying.GetBoundCopy();
osuConfineMode.ValueChanged += _ => updateConfineMode();
localUserPlaying.BindValueChanged(_ => updateConfineMode(), true);
}
private void updateConfineMode()
{
// confine mode is unavailable on some platforms
if (frameworkConfineMode.Disabled)
return;
switch (osuConfineMode.Value)
{
case OsuConfineMouseMode.Never:
frameworkConfineMode.Value = ConfineMouseMode.Never;
break;
case OsuConfineMouseMode.Fullscreen:
frameworkConfineMode.Value = ConfineMouseMode.Fullscreen;
break;
case OsuConfineMouseMode.DuringGameplay:
frameworkConfineMode.Value = localUserPlaying.Value ? ConfineMouseMode.Always : ConfineMouseMode.Never;
break;
case OsuConfineMouseMode.Always:
frameworkConfineMode.Value = ConfineMouseMode.Always;
break;
}
}
}
}

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@ -0,0 +1,37 @@
// 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.
using System.ComponentModel;
using osu.Framework.Input;
namespace osu.Game.Input
{
/// <summary>
/// Determines the situations in which the mouse cursor should be confined to the window.
/// Expands upon <see cref="ConfineMouseMode"/> by providing the option to confine during gameplay.
/// </summary>
public enum OsuConfineMouseMode
{
/// <summary>
/// The mouse cursor will be free to move outside the game window.
/// </summary>
Never,
/// <summary>
/// The mouse cursor will be locked to the window bounds while in fullscreen mode.
/// </summary>
Fullscreen,
/// <summary>
/// The mouse cursor will be locked to the window bounds during gameplay,
/// but may otherwise move freely.
/// </summary>
[Description("During Gameplay")]
DuringGameplay,
/// <summary>
/// The mouse cursor will always be locked to the window bounds while the game has focus.
/// </summary>
Always
}
}

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@ -95,6 +95,15 @@ namespace osu.Game
/// </summary> /// </summary>
public readonly IBindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>(); public readonly IBindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
/// <summary>
/// Whether the local user is currently interacting with the game in a way that should not be interrupted.
/// </summary>
/// <remarks>
/// This is exclusively managed by <see cref="Player"/>. If other components are mutating this state, a more
/// resilient method should be used to ensure correct state.
/// </remarks>
public Bindable<bool> LocalUserPlaying = new BindableBool();
protected OsuScreenStack ScreenStack; protected OsuScreenStack ScreenStack;
protected BackButton BackButton; protected BackButton BackButton;
@ -577,7 +586,8 @@ namespace osu.Game
rightFloatingOverlayContent = new Container { RelativeSizeAxes = Axes.Both }, rightFloatingOverlayContent = new Container { RelativeSizeAxes = Axes.Both },
leftFloatingOverlayContent = new Container { RelativeSizeAxes = Axes.Both }, leftFloatingOverlayContent = new Container { RelativeSizeAxes = Axes.Both },
topMostOverlayContent = new Container { RelativeSizeAxes = Axes.Both }, topMostOverlayContent = new Container { RelativeSizeAxes = Axes.Both },
idleTracker idleTracker,
new ConfineMouseTracker()
}); });
ScreenStack.ScreenPushed += screenPushed; ScreenStack.ScreenPushed += screenPushed;
@ -947,6 +957,9 @@ namespace osu.Game
break; break;
} }
// reset on screen change for sanity.
LocalUserPlaying.Value = false;
if (current is IOsuScreen currentOsuScreen) if (current is IOsuScreen currentOsuScreen)
OverlayActivationMode.UnbindFrom(currentOsuScreen.OverlayActivationMode); OverlayActivationMode.UnbindFrom(currentOsuScreen.OverlayActivationMode);

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@ -4,9 +4,11 @@
using System.Threading.Tasks; using System.Threading.Tasks;
using osu.Framework; using osu.Framework;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Platform; using osu.Framework.Platform;
using osu.Framework.Screens; using osu.Framework.Screens;
using osu.Game.Configuration; using osu.Game.Configuration;
using osu.Game.Overlays.Notifications;
using osu.Game.Overlays.Settings.Sections.Maintenance; using osu.Game.Overlays.Settings.Sections.Maintenance;
using osu.Game.Updater; using osu.Game.Updater;
@ -21,6 +23,9 @@ namespace osu.Game.Overlays.Settings.Sections.General
private SettingsButton checkForUpdatesButton; private SettingsButton checkForUpdatesButton;
[Resolved(CanBeNull = true)]
private NotificationOverlay notifications { get; set; }
[BackgroundDependencyLoader(true)] [BackgroundDependencyLoader(true)]
private void load(Storage storage, OsuConfigManager config, OsuGame game) private void load(Storage storage, OsuConfigManager config, OsuGame game)
{ {
@ -38,7 +43,19 @@ namespace osu.Game.Overlays.Settings.Sections.General
Action = () => Action = () =>
{ {
checkForUpdatesButton.Enabled.Value = false; checkForUpdatesButton.Enabled.Value = false;
Task.Run(updateManager.CheckForUpdateAsync).ContinueWith(t => Schedule(() => checkForUpdatesButton.Enabled.Value = true)); Task.Run(updateManager.CheckForUpdateAsync).ContinueWith(t => Schedule(() =>
{
if (!t.Result)
{
notifications?.Post(new SimpleNotification
{
Text = $"You are running the latest release ({game.Version})",
Icon = FontAwesome.Solid.CheckCircle,
});
}
checkForUpdatesButton.Enabled.Value = true;
}));
} }
}); });
} }

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@ -6,9 +6,9 @@ using osu.Framework.Allocation;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Configuration; using osu.Framework.Configuration;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Game.Configuration; using osu.Game.Configuration;
using osu.Game.Graphics.UserInterface; using osu.Game.Graphics.UserInterface;
using osu.Game.Input;
namespace osu.Game.Overlays.Settings.Sections.Input namespace osu.Game.Overlays.Settings.Sections.Input
{ {
@ -47,10 +47,10 @@ namespace osu.Game.Overlays.Settings.Sections.Input
LabelText = "Map absolute input to window", LabelText = "Map absolute input to window",
Current = config.GetBindable<bool>(FrameworkSetting.MapAbsoluteInputToWindow) Current = config.GetBindable<bool>(FrameworkSetting.MapAbsoluteInputToWindow)
}, },
new SettingsEnumDropdown<ConfineMouseMode> new SettingsEnumDropdown<OsuConfineMouseMode>
{ {
LabelText = "Confine mouse cursor to window", LabelText = "Confine mouse cursor to window",
Current = config.GetBindable<ConfineMouseMode>(FrameworkSetting.ConfineMouseMode), Current = osuConfig.GetBindable<OsuConfineMouseMode>(OsuSetting.ConfineMouseMode)
}, },
new SettingsCheckbox new SettingsCheckbox
{ {

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@ -1,11 +1,11 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Audio.Track; using osu.Framework.Audio.Track;
using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Scoring; using osu.Game.Scoring;
@ -16,19 +16,16 @@ namespace osu.Game.Rulesets.Difficulty
protected readonly DifficultyAttributes Attributes; protected readonly DifficultyAttributes Attributes;
protected readonly Ruleset Ruleset; protected readonly Ruleset Ruleset;
protected readonly IBeatmap Beatmap;
protected readonly ScoreInfo Score; protected readonly ScoreInfo Score;
protected double TimeRate { get; private set; } = 1; protected double TimeRate { get; private set; } = 1;
protected PerformanceCalculator(Ruleset ruleset, WorkingBeatmap beatmap, ScoreInfo score) protected PerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
{ {
Ruleset = ruleset; Ruleset = ruleset;
Score = score; Score = score;
Beatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo, score.Mods); Attributes = attributes ?? throw new ArgumentNullException(nameof(attributes));
Attributes = ruleset.CreateDifficultyCalculator(beatmap).Calculate(score.Mods);
ApplyMods(score.Mods); ApplyMods(score.Mods);
} }

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@ -273,7 +273,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
// apply any custom state overrides // apply any custom state overrides
ApplyCustomUpdateState?.Invoke(this, newState); ApplyCustomUpdateState?.Invoke(this, newState);
if (newState == ArmedState.Hit) if (!force && newState == ArmedState.Hit)
PlaySamples(); PlaySamples();
} }

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@ -160,7 +160,28 @@ namespace osu.Game.Rulesets
public abstract DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap); public abstract DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap);
public virtual PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score) => null; /// <summary>
/// Optionally creates a <see cref="PerformanceCalculator"/> to generate performance data from the provided score.
/// </summary>
/// <param name="attributes">Difficulty attributes for the beatmap related to the provided score.</param>
/// <param name="score">The score to be processed.</param>
/// <returns>A performance calculator instance for the provided score.</returns>
[CanBeNull]
public virtual PerformanceCalculator CreatePerformanceCalculator(DifficultyAttributes attributes, ScoreInfo score) => null;
/// <summary>
/// Optionally creates a <see cref="PerformanceCalculator"/> to generate performance data from the provided score.
/// </summary>
/// <param name="beatmap">The beatmap to use as a source for generating <see cref="DifficultyAttributes"/>.</param>
/// <param name="score">The score to be processed.</param>
/// <returns>A performance calculator instance for the provided score.</returns>
[CanBeNull]
public PerformanceCalculator CreatePerformanceCalculator(WorkingBeatmap beatmap, ScoreInfo score)
{
var difficultyCalculator = CreateDifficultyCalculator(beatmap);
var difficultyAttributes = difficultyCalculator.Calculate(score.Mods);
return CreatePerformanceCalculator(difficultyAttributes, score);
}
public virtual HitObjectComposer CreateHitObjectComposer() => null; public virtual HitObjectComposer CreateHitObjectComposer() => null;

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@ -113,7 +113,6 @@ namespace osu.Game.Screens.Edit.Timing
}; };
controlPoints = group.ControlPoints.GetBoundCopy(); controlPoints = group.ControlPoints.GetBoundCopy();
controlPoints.CollectionChanged += (_, __) => createChildren();
} }
[Resolved] [Resolved]
@ -125,6 +124,12 @@ namespace osu.Game.Screens.Edit.Timing
createChildren(); createChildren();
} }
protected override void LoadComplete()
{
base.LoadComplete();
controlPoints.CollectionChanged += (_, __) => createChildren();
}
private void createChildren() private void createChildren()
{ {
fill.ChildrenEnumerable = controlPoints.Select(createAttribute).Where(c => c != null); fill.ChildrenEnumerable = controlPoints.Select(createAttribute).Where(c => c != null);

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@ -111,7 +111,8 @@ namespace osu.Game.Screens.Edit.Timing
foreach (var cp in currentGroupItems) foreach (var cp in currentGroupItems)
Beatmap.Value.Beatmap.ControlPointInfo.Add(time, cp); Beatmap.Value.Beatmap.ControlPointInfo.Add(time, cp);
SelectedGroup.Value = Beatmap.Value.Beatmap.ControlPointInfo.GroupAt(time); // the control point might not necessarily exist yet, if currentGroupItems was empty.
SelectedGroup.Value = Beatmap.Value.Beatmap.ControlPointInfo.GroupAt(time, true);
changeHandler?.EndChange(); changeHandler?.EndChange();
} }

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@ -68,6 +68,8 @@ namespace osu.Game.Screens.Play
private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>(); private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>();
protected readonly Bindable<bool> LocalUserPlaying = new Bindable<bool>();
public int RestartCount; public int RestartCount;
[Resolved] [Resolved]
@ -155,8 +157,8 @@ namespace osu.Game.Screens.Play
DrawableRuleset.SetRecordTarget(recordingReplay = new Replay()); DrawableRuleset.SetRecordTarget(recordingReplay = new Replay());
} }
[BackgroundDependencyLoader] [BackgroundDependencyLoader(true)]
private void load(AudioManager audio, OsuConfigManager config) private void load(AudioManager audio, OsuConfigManager config, OsuGame game)
{ {
Mods.Value = base.Mods.Value.Select(m => m.CreateCopy()).ToArray(); Mods.Value = base.Mods.Value.Select(m => m.CreateCopy()).ToArray();
@ -172,6 +174,9 @@ namespace osu.Game.Screens.Play
mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel); mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
if (game != null)
LocalUserPlaying.BindTo(game.LocalUserPlaying);
DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value); DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value);
ScoreProcessor = ruleset.CreateScoreProcessor(); ScoreProcessor = ruleset.CreateScoreProcessor();
@ -219,9 +224,9 @@ namespace osu.Game.Screens.Play
skipOverlay.Hide(); skipOverlay.Hide();
} }
DrawableRuleset.IsPaused.BindValueChanged(_ => updateOverlayActivationMode()); DrawableRuleset.IsPaused.BindValueChanged(_ => updateGameplayState());
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateOverlayActivationMode()); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState());
breakTracker.IsBreakTime.BindValueChanged(_ => updateOverlayActivationMode()); breakTracker.IsBreakTime.BindValueChanged(_ => updateGameplayState());
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
@ -353,14 +358,11 @@ namespace osu.Game.Screens.Play
HUDOverlay.KeyCounter.IsCounting = !isBreakTime.NewValue; HUDOverlay.KeyCounter.IsCounting = !isBreakTime.NewValue;
} }
private void updateOverlayActivationMode() private void updateGameplayState()
{ {
bool canTriggerOverlays = DrawableRuleset.IsPaused.Value || breakTracker.IsBreakTime.Value; bool inGameplay = !DrawableRuleset.HasReplayLoaded.Value && !DrawableRuleset.IsPaused.Value && !breakTracker.IsBreakTime.Value;
OverlayActivationMode.Value = inGameplay ? OverlayActivation.Disabled : OverlayActivation.UserTriggered;
if (DrawableRuleset.HasReplayLoaded.Value || canTriggerOverlays) LocalUserPlaying.Value = inGameplay;
OverlayActivationMode.Value = OverlayActivation.UserTriggered;
else
OverlayActivationMode.Value = OverlayActivation.Disabled;
} }
private void updatePauseOnFocusLostState() => private void updatePauseOnFocusLostState() =>
@ -441,6 +443,10 @@ namespace osu.Game.Screens.Play
/// </summary> /// </summary>
public void Restart() public void Restart()
{ {
// 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();
sampleRestart?.Play(); sampleRestart?.Play();
RestartRequested?.Invoke(); RestartRequested?.Invoke();
@ -657,7 +663,7 @@ namespace osu.Game.Screens.Play
foreach (var mod in Mods.Value.OfType<IApplicableToTrack>()) foreach (var mod in Mods.Value.OfType<IApplicableToTrack>())
mod.ApplyToTrack(musicController.CurrentTrack); mod.ApplyToTrack(musicController.CurrentTrack);
updateOverlayActivationMode(); updateGameplayState();
} }
public override void OnSuspending(IScreen next) public override void OnSuspending(IScreen next)

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@ -30,7 +30,7 @@ namespace osu.Game.Updater
version = game.Version; version = game.Version;
} }
protected override async Task PerformUpdateCheck() protected override async Task<bool> PerformUpdateCheck()
{ {
try try
{ {
@ -53,12 +53,17 @@ namespace osu.Game.Updater
return true; return true;
} }
}); });
return true;
} }
} }
catch catch
{ {
// we shouldn't crash on a web failure. or any failure for the matter. // we shouldn't crash on a web failure. or any failure for the matter.
return true;
} }
return false;
} }
private string getBestUrl(GitHubRelease release) private string getBestUrl(GitHubRelease release)

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@ -57,25 +57,31 @@ namespace osu.Game.Updater
private readonly object updateTaskLock = new object(); private readonly object updateTaskLock = new object();
private Task updateCheckTask; private Task<bool> updateCheckTask;
public async Task CheckForUpdateAsync() public async Task<bool> CheckForUpdateAsync()
{ {
if (!CanCheckForUpdate) if (!CanCheckForUpdate)
return; return false;
Task waitTask; Task<bool> waitTask;
lock (updateTaskLock) lock (updateTaskLock)
waitTask = (updateCheckTask ??= PerformUpdateCheck()); waitTask = (updateCheckTask ??= PerformUpdateCheck());
await waitTask; bool hasUpdates = await waitTask;
lock (updateTaskLock) lock (updateTaskLock)
updateCheckTask = null; updateCheckTask = null;
return hasUpdates;
} }
protected virtual Task PerformUpdateCheck() => Task.CompletedTask; /// <summary>
/// Performs an asynchronous check for application updates.
/// </summary>
/// <returns>Whether any update is waiting. May return true if an error occured (there is potentially an update available).</returns>
protected virtual Task<bool> PerformUpdateCheck() => Task.FromResult(false);
private class UpdateCompleteNotification : SimpleNotification private class UpdateCompleteNotification : SimpleNotification
{ {