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mirror of https://github.com/ppy/osu.git synced 2024-11-11 11:37:28 +08:00

Merge branch 'custom-data-directory' into migration-backend

This commit is contained in:
Dean Herbert 2020-05-09 19:32:29 +09:00
commit 1348bdaa15
71 changed files with 405 additions and 169 deletions

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@ -16,9 +16,9 @@
<EmbeddedResource Include="Resources\**\*.*" />
</ItemGroup>
<ItemGroup Label="Code Analysis">
<PackageReference Include="Microsoft.CodeAnalysis.BannedApiAnalyzers" Version="2.9.8" PrivateAssets="All" />
<PackageReference Include="Microsoft.CodeAnalysis.BannedApiAnalyzers" Version="3.0.0" PrivateAssets="All" />
<AdditionalFiles Include="$(MSBuildThisFileDirectory)CodeAnalysis\BannedSymbols.txt" />
<PackageReference Include="Microsoft.CodeAnalysis.FxCopAnalyzers" Version="2.9.8" PrivateAssets="All" />
<PackageReference Include="Microsoft.CodeAnalysis.FxCopAnalyzers" Version="3.0.0" PrivateAssets="All" />
</ItemGroup>
<PropertyGroup Label="Code Analysis">
<CodeAnalysisRuleSet>$(MSBuildThisFileDirectory)CodeAnalysis\osu.ruleset</CodeAnalysisRuleSet>

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@ -52,6 +52,6 @@
</ItemGroup>
<ItemGroup>
<PackageReference Include="ppy.osu.Game.Resources" Version="2020.427.0" />
<PackageReference Include="ppy.osu.Framework.Android" Version="2020.507.0" />
<PackageReference Include="ppy.osu.Framework.Android" Version="2020.508.1" />
</ItemGroup>
</Project>

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@ -18,7 +18,8 @@ namespace osu.Android
try
{
string versionName = packageInfo.VersionCode.ToString();
// todo: needs checking before play store redeploy.
string versionName = packageInfo.VersionName;
// undo play store version garbling
return new Version(int.Parse(versionName.Substring(0, 4)), int.Parse(versionName.Substring(4, 4)), int.Parse(versionName.Substring(8, 1)));
}

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@ -43,7 +43,7 @@ namespace osu.Desktop.Updater
private async void 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;
try
@ -52,7 +52,7 @@ namespace osu.Desktop.Updater
var info = await updateManager.CheckForUpdate(!useDeltaPatching);
if (info.ReleasesToApply.Count == 0)
//no updates available. bail and retry later.
// no updates available. bail and retry later.
return;
if (notification == null)
@ -81,8 +81,8 @@ namespace osu.Desktop.Updater
{
logger.Add(@"delta patching failed; will attempt full download!");
//could fail if deltas are unavailable for full update path (https://github.com/Squirrel/Squirrel.Windows/issues/959)
//try again without deltas.
// could fail if deltas are unavailable for full update path (https://github.com/Squirrel/Squirrel.Windows/issues/959)
// try again without deltas.
checkForUpdateAsync(false, notification);
scheduleRecheck = false;
}
@ -101,7 +101,7 @@ namespace osu.Desktop.Updater
{
if (scheduleRecheck)
{
//check again in 30 minutes.
// check again in 30 minutes.
Scheduler.AddDelayed(() => checkForUpdateAsync(), 60000 * 30);
}
}

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@ -13,7 +13,7 @@ namespace osu.Game.Rulesets.Catch.Tests
{
protected override string ResourceAssembly => "osu.Game.Rulesets.Catch";
[TestCase(4.2058561036909863d, "diffcalc-test")]
[TestCase(4.050601681491468d, "diffcalc-test")]
public void Test(double expected, string name)
=> base.Test(expected, name);

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@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
{
public class CatchDifficultyCalculator : DifficultyCalculator
{
private const double star_scaling_factor = 0.145;
private const double star_scaling_factor = 0.153;
protected override int SectionLength => 750;
@ -73,6 +73,9 @@ namespace osu.Game.Rulesets.Catch.Difficulty
{
halfCatcherWidth = Catcher.CalculateCatchWidth(beatmap.BeatmapInfo.BaseDifficulty) * 0.5f;
// For circle sizes above 5.5, reduce the catcher width further to simulate imperfect gameplay.
halfCatcherWidth *= 1 - (Math.Max(0, beatmap.BeatmapInfo.BaseDifficulty.CircleSize - 5.5f) * 0.0625f);
return new Skill[]
{
new Movement(halfCatcherWidth),

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@ -52,8 +52,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty
// Longer maps are worth more
double lengthBonus =
0.95 + 0.4 * Math.Min(1.0, numTotalHits / 3000.0) +
(numTotalHits > 3000 ? Math.Log10(numTotalHits / 3000.0) * 0.5 : 0.0);
0.95f + 0.3f * Math.Min(1.0f, numTotalHits / 2500.0f) +
(numTotalHits > 2500 ? (float)Math.Log10(numTotalHits / 2500.0f) * 0.475f : 0.0f);
// Longer maps are worth more
value *= lengthBonus;
@ -63,19 +63,28 @@ namespace osu.Game.Rulesets.Catch.Difficulty
// Combo scaling
if (Attributes.MaxCombo > 0)
value *= Math.Min(Math.Pow(Attributes.MaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
value *= Math.Min(Math.Pow(Score.MaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
double approachRateFactor = 1.0;
if (Attributes.ApproachRate > 9.0)
approachRateFactor += 0.1 * (Attributes.ApproachRate - 9.0); // 10% for each AR above 9
else if (Attributes.ApproachRate < 8.0)
approachRateFactor += 0.025 * (8.0 - Attributes.ApproachRate); // 2.5% for each AR below 8
float approachRate = (float)Attributes.ApproachRate;
float approachRateFactor = 1.0f;
if (approachRate > 9.0f)
approachRateFactor += 0.1f * (approachRate - 9.0f); // 10% for each AR above 9
if (approachRate > 10.0f)
approachRateFactor += 0.1f * (approachRate - 10.0f); // Additional 10% at AR 11, 30% total
else if (approachRate < 8.0f)
approachRateFactor += 0.025f * (8.0f - approachRate); // 2.5% for each AR below 8
value *= approachRateFactor;
if (mods.Any(m => m is ModHidden))
// Hiddens gives nothing on max approach rate, and more the lower it is
{
value *= 1.05 + 0.075 * (10.0 - Math.Min(10.0, Attributes.ApproachRate)); // 7.5% for each AR below 10
// Hiddens gives almost nothing on max approach rate, and more the lower it is
if (approachRate <= 10.0f)
value *= 1.05f + 0.075f * (10.0f - approachRate); // 7.5% for each AR below 10
else if (approachRate > 10.0f)
value *= 1.01f + 0.04f * (11.0f - Math.Min(11.0f, approachRate)); // 5% at AR 10, 1% at AR 11
}
if (mods.Any(m => m is ModFlashlight))
// Apply length bonus again if flashlight is on simply because it becomes a lot harder on longer maps.

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@ -21,10 +21,12 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
public readonly float LastNormalizedPosition;
/// <summary>
/// Milliseconds elapsed since the start time of the previous <see cref="CatchDifficultyHitObject"/>, with a minimum of 25ms.
/// Milliseconds elapsed since the start time of the previous <see cref="CatchDifficultyHitObject"/>, with a minimum of 40ms.
/// </summary>
public readonly double StrainTime;
public readonly double ClockRate;
public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, float halfCatcherWidth)
: base(hitObject, lastObject, clockRate)
{
@ -34,8 +36,9 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
NormalizedPosition = BaseObject.X * CatchPlayfield.BASE_WIDTH * scalingFactor;
LastNormalizedPosition = LastObject.X * CatchPlayfield.BASE_WIDTH * scalingFactor;
// Every strain interval is hard capped at the equivalent of 600 BPM streaming speed as a safety measure
StrainTime = Math.Max(25, DeltaTime);
// Every strain interval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure
StrainTime = Math.Max(40, DeltaTime);
ClockRate = clockRate;
}
}
}

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@ -13,9 +13,9 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
{
private const float absolute_player_positioning_error = 16f;
private const float normalized_hitobject_radius = 41.0f;
private const double direction_change_bonus = 12.5;
private const double direction_change_bonus = 21.0;
protected override double SkillMultiplier => 850;
protected override double SkillMultiplier => 900;
protected override double StrainDecayBase => 0.2;
protected override double DecayWeight => 0.94;
@ -24,6 +24,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
private float? lastPlayerPosition;
private float lastDistanceMoved;
private double lastStrainTime;
public Movement(float halfCatcherWidth)
{
@ -45,47 +46,47 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
float distanceMoved = playerPosition - lastPlayerPosition.Value;
double distanceAddition = Math.Pow(Math.Abs(distanceMoved), 1.3) / 500;
double sqrtStrain = Math.Sqrt(catchCurrent.StrainTime);
double weightedStrainTime = catchCurrent.StrainTime + 13 + (3 / catchCurrent.ClockRate);
double bonus = 0;
double distanceAddition = (Math.Pow(Math.Abs(distanceMoved), 1.3) / 510);
double sqrtStrain = Math.Sqrt(weightedStrainTime);
// Direction changes give an extra point!
double edgeDashBonus = 0;
// Direction change bonus.
if (Math.Abs(distanceMoved) > 0.1)
{
if (Math.Abs(lastDistanceMoved) > 0.1 && Math.Sign(distanceMoved) != Math.Sign(lastDistanceMoved))
{
double bonusFactor = Math.Min(absolute_player_positioning_error, Math.Abs(distanceMoved)) / absolute_player_positioning_error;
double bonusFactor = Math.Min(50, Math.Abs(distanceMoved)) / 50;
double antiflowFactor = Math.Max(Math.Min(70, Math.Abs(lastDistanceMoved)) / 70, 0.38);
distanceAddition += direction_change_bonus / sqrtStrain * bonusFactor;
// Bonus for tougher direction switches and "almost" hyperdashes at this point
if (catchCurrent.LastObject.DistanceToHyperDash <= 10 / CatchPlayfield.BASE_WIDTH)
bonus = 0.3 * bonusFactor;
distanceAddition += direction_change_bonus / Math.Sqrt(lastStrainTime + 16) * bonusFactor * antiflowFactor * Math.Max(1 - Math.Pow(weightedStrainTime / 1000, 3), 0);
}
// Base bonus for every movement, giving some weight to streams.
distanceAddition += 7.5 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
distanceAddition += 12.5 * Math.Min(Math.Abs(distanceMoved), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtStrain;
}
// Bonus for "almost" hyperdashes at corner points
if (catchCurrent.LastObject.DistanceToHyperDash <= 10.0f / CatchPlayfield.BASE_WIDTH)
// Bonus for edge dashes.
if (catchCurrent.LastObject.DistanceToHyperDash <= 20.0f / CatchPlayfield.BASE_WIDTH)
{
if (!catchCurrent.LastObject.HyperDash)
bonus += 1.0;
edgeDashBonus += 5.7;
else
{
// After a hyperdash we ARE in the correct position. Always!
playerPosition = catchCurrent.NormalizedPosition;
}
distanceAddition *= 1.0 + bonus * ((10 - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 10);
distanceAddition *= 1.0 + edgeDashBonus * ((20 - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 20) * Math.Pow((Math.Min(catchCurrent.StrainTime * catchCurrent.ClockRate, 265) / 265), 1.5); // Edge Dashes are easier at lower ms values
}
lastPlayerPosition = playerPosition;
lastDistanceMoved = distanceMoved;
lastStrainTime = catchCurrent.StrainTime;
return distanceAddition / catchCurrent.StrainTime;
return distanceAddition / weightedStrainTime;
}
}
}

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@ -43,7 +43,7 @@ namespace osu.Game.Rulesets.Catch.Mods
RelativeSizeAxes = Axes.Both;
}
//disable keyboard controls
// disable keyboard controls
public bool OnPressed(CatchAction action) => true;
public void OnReleased(CatchAction action)

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@ -55,7 +55,7 @@ namespace osu.Game.Rulesets.Catch.Replays
if (lastPosition - catcher_width_half < h.X && lastPosition + catcher_width_half > h.X)
{
//we are already in the correct range.
// we are already in the correct range.
lastTime = h.StartTime;
addFrame(h.StartTime, lastPosition);
return;
@ -72,14 +72,14 @@ namespace osu.Game.Rulesets.Catch.Replays
}
else if (dashRequired)
{
//we do a movement in two parts - the dash part then the normal part...
// we do a movement in two parts - the dash part then the normal part...
double timeAtNormalSpeed = positionChange / movement_speed;
double timeWeNeedToSave = timeAtNormalSpeed - timeAvailable;
double timeAtDashSpeed = timeWeNeedToSave / 2;
float midPosition = (float)Interpolation.Lerp(lastPosition, h.X, (float)timeAtDashSpeed / timeAvailable);
//dash movement
// dash movement
addFrame(h.StartTime - timeAvailable + 1, lastPosition, true);
addFrame(h.StartTime - timeAvailable + timeAtDashSpeed, midPosition);
addFrame(h.StartTime, h.X);

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@ -66,7 +66,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
double stackThreshold = objectN.TimePreempt * beatmap.BeatmapInfo.StackLeniency;
if (objectN.StartTime - endTime > stackThreshold)
//We are no longer within stacking range of the next object.
// We are no longer within stacking range of the next object.
break;
if (Vector2Extensions.Distance(stackBaseObject.Position, objectN.Position) < stack_distance
@ -88,7 +88,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
}
}
//Reverse pass for stack calculation.
// Reverse pass for stack calculation.
int extendedStartIndex = startIndex;
for (int i = extendedEndIndex; i > startIndex; i--)
@ -124,7 +124,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
double endTime = objectN.GetEndTime();
if (objectI.StartTime - endTime > stackThreshold)
//We are no longer within stacking range of the previous object.
// We are no longer within stacking range of the previous object.
break;
// HitObjects before the specified update range haven't been reset yet
@ -145,20 +145,20 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
for (int j = n + 1; j <= i; j++)
{
//For each object which was declared under this slider, we will offset it to appear *below* the slider end (rather than above).
// For each object which was declared under this slider, we will offset it to appear *below* the slider end (rather than above).
OsuHitObject objectJ = beatmap.HitObjects[j];
if (Vector2Extensions.Distance(objectN.EndPosition, objectJ.Position) < stack_distance)
objectJ.StackHeight -= offset;
}
//We have hit a slider. We should restart calculation using this as the new base.
//Breaking here will mean that the slider still has StackCount of 0, so will be handled in the i-outer-loop.
// We have hit a slider. We should restart calculation using this as the new base.
// Breaking here will mean that the slider still has StackCount of 0, so will be handled in the i-outer-loop.
break;
}
if (Vector2Extensions.Distance(objectN.Position, objectI.Position) < stack_distance)
{
//Keep processing as if there are no sliders. If we come across a slider, this gets cancelled out.
// Keep processing as if there are no sliders. If we come across a slider, this gets cancelled out.
//NOTE: Sliders with start positions stacking are a special case that is also handled here.
objectN.StackHeight = objectI.StackHeight + 1;
@ -177,7 +177,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
if (objectN is Spinner) continue;
if (objectI.StartTime - objectN.StartTime > stackThreshold)
//We are no longer within stacking range of the previous object.
// We are no longer within stacking range of the previous object.
break;
if (Vector2Extensions.Distance(objectN.EndPosition, objectI.Position) < stack_distance)
@ -221,7 +221,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
}
else if (Vector2Extensions.Distance(beatmap.HitObjects[j].Position, position2) < stack_distance)
{
//Case for sliders - bump notes down and right, rather than up and left.
// Case for sliders - bump notes down and right, rather than up and left.
sliderStack++;
beatmap.HitObjects[j].StackHeight -= sliderStack;
startTime = beatmap.HitObjects[j].GetEndTime();

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@ -49,7 +49,7 @@ namespace osu.Game.Rulesets.Osu.Mods
Vector2 originalPosition = drawable.Position;
Vector2 appearOffset = new Vector2(MathF.Cos(theta), MathF.Sin(theta)) * appearDistance;
//the - 1 and + 1 prevents the hit objects to appear in the wrong position.
// the - 1 and + 1 prevents the hit objects to appear in the wrong position.
double appearTime = hitObject.StartTime - hitObject.TimePreempt - 1;
double moveDuration = hitObject.TimePreempt + 1;

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@ -81,7 +81,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
using (BeginDelayedSequence(flash_in, true))
{
//after the flash, we can hide some elements that were behind it
// after the flash, we can hide some elements that were behind it
ring.FadeOut();
circle.FadeOut();
number.FadeOut();

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@ -31,7 +31,7 @@ namespace osu.Game.Tests.Beatmaps.IO
[Test]
public async Task TestImportWhenClosed()
{
//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
// unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
using (HeadlessGameHost host = new CleanRunHeadlessGameHost(nameof(TestImportWhenClosed)))
{
try
@ -48,7 +48,7 @@ namespace osu.Game.Tests.Beatmaps.IO
[Test]
public async Task TestImportThenDelete()
{
//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
// unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
using (HeadlessGameHost host = new CleanRunHeadlessGameHost(nameof(TestImportThenDelete)))
{
try
@ -69,7 +69,7 @@ namespace osu.Game.Tests.Beatmaps.IO
[Test]
public async Task TestImportThenImport()
{
//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
// unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
using (HeadlessGameHost host = new CleanRunHeadlessGameHost(nameof(TestImportThenImport)))
{
try
@ -96,7 +96,7 @@ namespace osu.Game.Tests.Beatmaps.IO
[Test]
public async Task TestImportCorruptThenImport()
{
//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
// unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
using (HeadlessGameHost host = new CleanRunHeadlessGameHost(nameof(TestImportCorruptThenImport)))
{
try
@ -138,7 +138,7 @@ namespace osu.Game.Tests.Beatmaps.IO
[Test]
public async Task TestRollbackOnFailure()
{
//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
// unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
using (HeadlessGameHost host = new CleanRunHeadlessGameHost(nameof(TestRollbackOnFailure)))
{
try
@ -215,7 +215,7 @@ namespace osu.Game.Tests.Beatmaps.IO
[Test]
public async Task TestImportThenImportDifferentHash()
{
//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
// unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
using (HeadlessGameHost host = new CleanRunHeadlessGameHost(nameof(TestImportThenImportDifferentHash)))
{
try
@ -246,7 +246,7 @@ namespace osu.Game.Tests.Beatmaps.IO
[Test]
public async Task TestImportThenDeleteThenImport()
{
//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
// unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
using (HeadlessGameHost host = new CleanRunHeadlessGameHost(nameof(TestImportThenDeleteThenImport)))
{
try
@ -274,7 +274,7 @@ namespace osu.Game.Tests.Beatmaps.IO
[TestCase(false)]
public async Task TestImportThenDeleteThenImportWithOnlineIDMismatch(bool set)
{
//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
// unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
using (HeadlessGameHost host = new CleanRunHeadlessGameHost($"{nameof(TestImportThenDeleteThenImportWithOnlineIDMismatch)}-{set}"))
{
try
@ -308,7 +308,7 @@ namespace osu.Game.Tests.Beatmaps.IO
[Test]
public async Task TestImportWithDuplicateBeatmapIDs()
{
//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
// unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
using (HeadlessGameHost host = new CleanRunHeadlessGameHost(nameof(TestImportWithDuplicateBeatmapIDs)))
{
try
@ -695,12 +695,12 @@ namespace osu.Game.Tests.Beatmaps.IO
waitForOrAssert(() => (resultSets = store.QueryBeatmapSets(s => s.OnlineBeatmapSetID == 241526)).Any(),
@"BeatmapSet did not import to the database in allocated time.", timeout);
//ensure we were stored to beatmap database backing...
// ensure we were stored to beatmap database backing...
Assert.IsTrue(resultSets.Count() == 1, $@"Incorrect result count found ({resultSets.Count()} but should be 1).");
IEnumerable<BeatmapInfo> queryBeatmaps() => store.QueryBeatmaps(s => s.BeatmapSet.OnlineBeatmapSetID == 241526 && s.BaseDifficultyID > 0);
IEnumerable<BeatmapSetInfo> queryBeatmapSets() => store.QueryBeatmapSets(s => s.OnlineBeatmapSetID == 241526);
//if we don't re-check here, the set will be inserted but the beatmaps won't be present yet.
// if we don't re-check here, the set will be inserted but the beatmaps won't be present yet.
waitForOrAssert(() => queryBeatmaps().Count() == 12,
@"Beatmaps did not import to the database in allocated time", timeout);
waitForOrAssert(() => queryBeatmapSets().Count() == 1,

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@ -35,7 +35,7 @@ namespace osu.Game.Tests.NonVisual
Assert.That(cpi.TimingPoints.Count, Is.EqualTo(2));
Assert.That(cpi.AllControlPoints.Count(), Is.EqualTo(2));
cpi.Add(1000, new TimingControlPoint()); //is redundant
cpi.Add(1000, new TimingControlPoint()); // is redundant
Assert.That(cpi.Groups.Count, Is.EqualTo(2));
Assert.That(cpi.TimingPoints.Count, Is.EqualTo(2));

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@ -46,12 +46,12 @@ namespace osu.Game.Tests.NonVisual
confirmCurrentFrame(0);
confirmNextFrame(1);
//if we hit the first frame perfectly, time should progress to it.
// if we hit the first frame perfectly, time should progress to it.
setTime(1000, 1000);
confirmCurrentFrame(1);
confirmNextFrame(2);
//in between non-important frames should progress based on input.
// in between non-important frames should progress based on input.
setTime(1200, 1200);
confirmCurrentFrame(1);
@ -144,7 +144,7 @@ namespace osu.Game.Tests.NonVisual
confirmCurrentFrame(2);
confirmNextFrame(1);
//ensure each frame plays out until start
// ensure each frame plays out until start
setTime(-500, 1000);
confirmCurrentFrame(1);
confirmNextFrame(0);

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@ -24,10 +24,12 @@ using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Taiko;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Carousel;
using osu.Game.Screens.Select.Filter;
using osu.Game.Users;
using osuTK.Input;
namespace osu.Game.Tests.Visual.SongSelect
@ -769,6 +771,70 @@ namespace osu.Game.Tests.Visual.SongSelect
AddAssert("Check first item in group selected", () => Beatmap.Value.BeatmapInfo == groupIcon.Items.First().Beatmap);
}
[Test]
public void TestChangeRulesetWhilePresentingScore()
{
BeatmapInfo getPresentBeatmap() => manager.QueryBeatmap(b => !b.BeatmapSet.DeletePending && b.RulesetID == 0);
BeatmapInfo getSwitchBeatmap() => manager.QueryBeatmap(b => !b.BeatmapSet.DeletePending && b.RulesetID == 1);
changeRuleset(0);
createSongSelect();
addRulesetImportStep(0);
addRulesetImportStep(1);
AddStep("present score", () =>
{
// this ruleset change should be overridden by the present.
Ruleset.Value = getSwitchBeatmap().Ruleset;
songSelect.PresentScore(new ScoreInfo
{
User = new User { Username = "woo" },
Beatmap = getPresentBeatmap(),
Ruleset = getPresentBeatmap().Ruleset
});
});
AddUntilStep("wait for results screen presented", () => !songSelect.IsCurrentScreen());
AddAssert("check beatmap is correct for score", () => Beatmap.Value.BeatmapInfo.Equals(getPresentBeatmap()));
AddAssert("check ruleset is correct for score", () => Ruleset.Value.ID == 0);
}
[Test]
public void TestChangeBeatmapWhilePresentingScore()
{
BeatmapInfo getPresentBeatmap() => manager.QueryBeatmap(b => !b.BeatmapSet.DeletePending && b.RulesetID == 0);
BeatmapInfo getSwitchBeatmap() => manager.QueryBeatmap(b => !b.BeatmapSet.DeletePending && b.RulesetID == 1);
changeRuleset(0);
addRulesetImportStep(0);
addRulesetImportStep(1);
createSongSelect();
AddStep("present score", () =>
{
// this beatmap change should be overridden by the present.
Beatmap.Value = manager.GetWorkingBeatmap(getSwitchBeatmap());
songSelect.PresentScore(new ScoreInfo
{
User = new User { Username = "woo" },
Beatmap = getPresentBeatmap(),
Ruleset = getPresentBeatmap().Ruleset
});
});
AddUntilStep("wait for results screen presented", () => !songSelect.IsCurrentScreen());
AddAssert("check beatmap is correct for score", () => Beatmap.Value.BeatmapInfo.Equals(getPresentBeatmap()));
AddAssert("check ruleset is correct for score", () => Ruleset.Value.ID == 0);
}
private void waitForInitialSelection()
{
AddUntilStep("wait for initial selection", () => !Beatmap.IsDefault);
@ -882,6 +948,8 @@ namespace osu.Game.Tests.Visual.SongSelect
public WorkingBeatmap CurrentBeatmapDetailsBeatmap => BeatmapDetails.Beatmap;
public new BeatmapCarousel Carousel => base.Carousel;
public new void PresentScore(ScoreInfo score) => base.PresentScore(score);
protected override bool OnStart()
{
StartRequested?.Invoke();

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@ -32,5 +32,11 @@ namespace osu.Game.Tournament.Models
MinValue = 640,
MaxValue = 1366,
};
public Bindable<int> PlayersPerTeam = new BindableInt(4)
{
MinValue = 3,
MaxValue = 4,
};
}
}

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@ -36,7 +36,7 @@ namespace osu.Game.Tournament.Screens.Gameplay
[Resolved]
private TournamentMatchChatDisplay chat { get; set; }
private Box chroma;
private Drawable chroma;
[BackgroundDependencyLoader]
private void load(LadderInfo ladder, MatchIPCInfo ipc, Storage storage)
@ -61,16 +61,30 @@ namespace osu.Game.Tournament.Screens.Gameplay
Y = 110,
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
Children = new Drawable[]
Children = new[]
{
chroma = new Box
chroma = new Container
{
// chroma key area for stable gameplay
Name = "chroma",
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
Height = 512,
Colour = new Color4(0, 255, 0, 255),
Children = new Drawable[]
{
new ChromaArea
{
Name = "Left chroma",
RelativeSizeAxes = Axes.Both,
Width = 0.5f,
},
new ChromaArea
{
Name = "Right chroma",
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Width = 0.5f,
}
}
},
}
},
@ -98,9 +112,15 @@ namespace osu.Game.Tournament.Screens.Gameplay
},
new SettingsSlider<int>
{
LabelText = "Chroma Width",
LabelText = "Chroma width",
Bindable = LadderInfo.ChromaKeyWidth,
KeyboardStep = 1,
},
new SettingsSlider<int>
{
LabelText = "Players per team",
Bindable = LadderInfo.PlayersPerTeam,
KeyboardStep = 1,
}
}
}
@ -201,5 +221,54 @@ namespace osu.Game.Tournament.Screens.Gameplay
lastState = state.NewValue;
}
}
private class ChromaArea : CompositeDrawable
{
[Resolved]
private LadderInfo ladder { get; set; }
[BackgroundDependencyLoader]
private void load()
{
// chroma key area for stable gameplay
Colour = new Color4(0, 255, 0, 255);
ladder.PlayersPerTeam.BindValueChanged(performLayout, true);
}
private void performLayout(ValueChangedEvent<int> playerCount)
{
switch (playerCount.NewValue)
{
case 3:
InternalChildren = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Width = 0.5f,
Height = 0.5f,
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
},
new Box
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
Height = 0.5f,
},
};
break;
default:
InternalChild = new Box
{
RelativeSizeAxes = Axes.Both,
};
break;
}
}
}
}
}

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@ -149,6 +149,11 @@ namespace osu.Game.Beatmaps
}
}
public string[] SearchableTerms => new[]
{
Version
}.Concat(Metadata?.SearchableTerms ?? Enumerable.Empty<string>()).Where(s => !string.IsNullOrEmpty(s)).ToArray();
public override string ToString()
{
string version = string.IsNullOrEmpty(Version) ? string.Empty : $"[{Version}]";

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@ -381,7 +381,7 @@ namespace osu.Game.Beatmaps
foreach (var file in files.Where(f => f.Filename.EndsWith(".osu")))
{
using (var raw = Files.Store.GetStream(file.FileInfo.StoragePath))
using (var ms = new MemoryStream()) //we need a memory stream so we can seek
using (var ms = new MemoryStream()) // we need a memory stream so we can seek
using (var sr = new LineBufferedReader(ms))
{
raw.CopyTo(ms);

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@ -193,8 +193,8 @@ namespace osu.Game.Graphics.Backgrounds
float u1 = 1 - RNG.NextSingle(); //uniform(0,1] random floats
float u2 = 1 - RNG.NextSingle();
float randStdNormal = (float)(Math.Sqrt(-2.0 * Math.Log(u1)) * Math.Sin(2.0 * Math.PI * u2)); //random normal(0,1)
var scale = Math.Max(triangleScale * (mean + std_dev * randStdNormal), 0.1f); //random normal(mean,stdDev^2)
float randStdNormal = (float)(Math.Sqrt(-2.0 * Math.Log(u1)) * Math.Sin(2.0 * Math.PI * u2)); // random normal(0,1)
var scale = Math.Max(triangleScale * (mean + std_dev * randStdNormal), 0.1f); // random normal(mean,stdDev^2)
return new TriangleParticle { Scale = scale };
}

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@ -158,7 +158,7 @@ namespace osu.Game.Graphics.Containers
{
if (!base.OnMouseDown(e)) return false;
//note that we are changing the colour of the box here as to not interfere with the hover effect.
// note that we are changing the colour of the box here as to not interfere with the hover effect.
box.FadeColour(highlightColour, 100);
return true;
}

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@ -139,7 +139,7 @@ namespace osu.Game.Graphics
return false;
dateText.Text = $"{date:d MMMM yyyy} ";
timeText.Text = $"{date:hh:mm:ss \"UTC\"z}";
timeText.Text = $"{date:HH:mm:ss \"UTC\"z}";
return true;
}

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@ -32,7 +32,7 @@ namespace osu.Game.IPC
{
if (importer == null)
{
//we want to contact a remote osu! to handle the import.
// we want to contact a remote osu! to handle the import.
await SendMessageAsync(new ArchiveImportMessage { Path = path });
return;
}

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@ -127,7 +127,7 @@ namespace osu.Game.Online.API
case APIState.Offline:
case APIState.Connecting:
//work to restore a connection...
// work to restore a connection...
if (!HasLogin)
{
State = APIState.Offline;
@ -180,7 +180,7 @@ namespace osu.Game.Online.API
break;
}
//hard bail if we can't get a valid access token.
// hard bail if we can't get a valid access token.
if (authentication.RequestAccessToken() == null)
{
Logout();
@ -274,7 +274,7 @@ namespace osu.Game.Online.API
{
req.Perform(this);
//we could still be in initialisation, at which point we don't want to say we're Online yet.
// we could still be in initialisation, at which point we don't want to say we're Online yet.
if (IsLoggedIn) State = APIState.Online;
failureCount = 0;
@ -339,7 +339,7 @@ namespace osu.Game.Online.API
log.Add($@"API failure count is now {failureCount}");
if (failureCount < 3)
//we might try again at an api level.
// we might try again at an api level.
return false;
if (State == APIState.Online)

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@ -98,7 +98,7 @@ namespace osu.Game.Online.API
if (checkAndScheduleFailure())
return;
if (!WebRequest.Aborted) //could have been aborted by a Cancel() call
if (!WebRequest.Aborted) // could have been aborted by a Cancel() call
{
Logger.Log($@"Performing request {this}", LoggingTarget.Network);
WebRequest.Perform();

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@ -61,7 +61,7 @@ namespace osu.Game.Online.Chat
/// </summary>
public event Action<Message> MessageRemoved;
public bool ReadOnly => false; //todo not yet used.
public bool ReadOnly => false; // todo: not yet used.
public override string ToString() => Name;

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@ -78,13 +78,13 @@ namespace osu.Game.Online.Chat
{
result.Text = result.Text.Remove(index, m.Length).Insert(index, displayText);
//since we just changed the line display text, offset any already processed links.
// since we just changed the line display text, offset any already processed links.
result.Links.ForEach(l => l.Index -= l.Index > index ? m.Length - displayText.Length : 0);
var details = GetLinkDetails(linkText);
result.Links.Add(new Link(linkText, index, displayText.Length, linkActionOverride ?? details.Action, details.Argument));
//adjust the offset for processing the current matches group.
// adjust the offset for processing the current matches group.
captureOffset += m.Length - displayText.Length;
}
}

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@ -609,7 +609,7 @@ namespace osu.Game
loadComponentSingleFile(screenshotManager, Add);
//overlay elements
// overlay elements
loadComponentSingleFile(beatmapListing = new BeatmapListingOverlay(), overlayContent.Add, true);
loadComponentSingleFile(dashboard = new DashboardOverlay(), overlayContent.Add, true);
var rankingsOverlay = loadComponentSingleFile(new RankingsOverlay(), overlayContent.Add, true);
@ -781,7 +781,7 @@ namespace osu.Game
{
var previousLoadStream = asyncLoadStream;
//chain with existing load stream
// chain with existing load stream
asyncLoadStream = Task.Run(async () =>
{
if (previousLoadStream != null)

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@ -302,7 +302,8 @@ namespace osu.Game
{
base.SetHost(host);
Storage = new OsuStorage(host);
if (Storage == null) // may be non-null for certain tests
Storage = new OsuStorage(host);
if (LocalConfig == null)
LocalConfig = new OsuConfigManager(Storage);

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@ -35,7 +35,7 @@ namespace osu.Game.Overlays.BeatmapListing.Panels
: base(beatmap)
{
Width = 380;
Height = 140 + vertical_padding; //full height of all the elements plus vertical padding (autosize uses the image)
Height = 140 + vertical_padding; // full height of all the elements plus vertical padding (autosize uses the image)
}
protected override void LoadComplete()

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@ -140,7 +140,7 @@ namespace osu.Game.Overlays.BeatmapSet
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
Margin = new MarginPadding { Left = 3, Bottom = 4 }, //To better lineup with the font
Margin = new MarginPadding { Left = 3, Bottom = 4 }, // To better lineup with the font
},
}
},

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@ -358,7 +358,7 @@ namespace osu.Game.Overlays
protected override void OnFocus(FocusEvent e)
{
//this is necessary as textbox is masked away and therefore can't get focus :(
// this is necessary as textbox is masked away and therefore can't get focus :(
textbox.TakeFocus();
base.OnFocus(e);
}

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@ -50,7 +50,7 @@ namespace osu.Game.Overlays
{
if (v != Visibility.Hidden) return;
//handle the dialog being dismissed.
// handle the dialog being dismissed.
dialog.Delay(PopupDialog.EXIT_DURATION).Expire();
if (dialog == CurrentDialog)

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@ -78,7 +78,7 @@ namespace osu.Game.Overlays.Music
{
text.Clear();
//space after the title to put a space between the title and artist
// space after the title to put a space between the title and artist
titleSprites = text.AddText(title.Value + @" ", sprite => sprite.Font = OsuFont.GetFont(weight: FontWeight.Regular)).OfType<SpriteText>();
text.AddText(artist.Value, sprite =>

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@ -250,7 +250,7 @@ namespace osu.Game.Overlays
}
else
{
//figure out the best direction based on order in playlist.
// figure out the best direction based on order in playlist.
var last = BeatmapSets.TakeWhile(b => b.ID != current.BeatmapSetInfo?.ID).Count();
var next = beatmap.NewValue == null ? -1 : BeatmapSets.TakeWhile(b => b.ID != beatmap.NewValue.BeatmapSetInfo?.ID).Count();

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@ -162,7 +162,7 @@ namespace osu.Game.Overlays.News
public string TooltipText => date.ToString("dddd dd MMMM yyyy hh:mm:ss UTCz").ToUpper();
}
//fake API data struct to use for now as a skeleton for data, as there is no API struct for news article info for now
// fake API data struct to use for now as a skeleton for data, as there is no API struct for news article info for now
public class ArticleInfo
{
public string Title { get; set; }

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@ -39,7 +39,7 @@ namespace osu.Game.Overlays.Notifications
{
base.LoadComplete();
//we may have received changes before we were displayed.
// we may have received changes before we were displayed.
updateState();
}

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@ -261,7 +261,7 @@ namespace osu.Game.Overlays
// todo: this can likely be replaced with WorkingBeatmap.GetBeatmapAsync()
Task.Run(() =>
{
if (beatmap?.Beatmap == null) //this is not needed if a placeholder exists
if (beatmap?.Beatmap == null) // this is not needed if a placeholder exists
{
title.Text = @"Nothing to play";
artist.Text = @"Nothing to play";

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@ -31,7 +31,7 @@ namespace osu.Game.Overlays.OSD
InternalChildren = new Drawable[]
{
new Container //this container exists just to set a minimum width for the toast
new Container // this container exists just to set a minimum width for the toast
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,

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@ -54,7 +54,7 @@ namespace osu.Game.Overlays.Profile.Header.Components
{
Font = OsuFont.GetFont(size: big ? 40 : 18, weight: FontWeight.Light)
},
new Container //Add a minimum size to the FillFlowContainer
new Container // Add a minimum size to the FillFlowContainer
{
Width = minimumWidth,
}

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@ -35,7 +35,7 @@ namespace osu.Game.Overlays.Profile.Header
RelativeSizeAxes = Axes.Both,
Colour = colourProvider.Background5,
},
new Container //artificial shadow
new Container // artificial shadow
{
RelativeSizeAxes = Axes.X,
Height = 3,

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@ -91,6 +91,8 @@ namespace osu.Game.Overlays.SearchableList
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
bindable.ValueChanged -= Bindable_ValueChanged;
}
}

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@ -94,7 +94,7 @@ namespace osu.Game.Overlays.SearchableList
RelativeSizeAxes = Axes.X,
},
},
new Box //keep the tab strip part of autosize, but don't put it in the flow container
new Box // keep the tab strip part of autosize, but don't put it in the flow container
{
RelativeSizeAxes = Axes.X,
Height = 1,

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@ -110,7 +110,7 @@ namespace osu.Game.Overlays.Toolbar
tooltipContainer = new FillFlowContainer
{
Direction = FillDirection.Vertical,
RelativeSizeAxes = Axes.Both, //stops us being considered in parent's autosize
RelativeSizeAxes = Axes.Both, // stops us being considered in parent's autosize
Anchor = TooltipAnchor.HasFlag(Anchor.x0) ? Anchor.BottomLeft : Anchor.BottomRight,
Origin = TooltipAnchor,
Position = new Vector2(TooltipAnchor.HasFlag(Anchor.x0) ? 5 : -5, 5),

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@ -58,7 +58,7 @@ namespace osu.Game.Overlays
{
volumeMeterEffect = new VolumeMeter("EFFECTS", 125, colours.BlueDarker)
{
Margin = new MarginPadding { Top = 100 + MuteButton.HEIGHT } //to counter the mute button and re-center the volume meters
Margin = new MarginPadding { Top = 100 + MuteButton.HEIGHT } // to counter the mute button and re-center the volume meters
},
volumeMeterMaster = new VolumeMeter("MASTER", 150, colours.PinkDarker),
volumeMeterMusic = new VolumeMeter("MUSIC", 125, colours.BlueDarker),

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@ -62,7 +62,7 @@ namespace osu.Game.Rulesets.Replays
{
int newFrame = nextFrameIndex;
//ensure we aren't at an extent.
// ensure we aren't at an extent.
if (newFrame == currentFrameIndex) return false;
currentFrameIndex = newFrame;
@ -99,8 +99,8 @@ namespace osu.Game.Rulesets.Replays
if (frame == null)
return false;
return IsImportant(frame) && //a button is in a pressed state
Math.Abs(CurrentTime - NextFrame?.Time ?? 0) <= AllowedImportantTimeSpan; //the next frame is within an allowable time span
return IsImportant(frame) && // a button is in a pressed state
Math.Abs(CurrentTime - NextFrame?.Time ?? 0) <= AllowedImportantTimeSpan; // the next frame is within an allowable time span
}
}

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@ -3,6 +3,7 @@
using System;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Newtonsoft.Json;
namespace osu.Game.Rulesets
@ -15,7 +16,20 @@ namespace osu.Game.Rulesets
public string ShortName { get; set; }
public string InstantiationInfo { get; set; }
private string instantiationInfo;
public string InstantiationInfo
{
get => instantiationInfo;
set => instantiationInfo = abbreviateInstantiationInfo(value);
}
private string abbreviateInstantiationInfo(string value)
{
// exclude version onwards, matching only on namespace and type.
// this is mainly to allow for new versions of already loaded rulesets to "upgrade" from old.
return string.Join(',', value.Split(',').Take(2));
}
[JsonIgnore]
public bool Available { get; set; }

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@ -81,7 +81,7 @@ namespace osu.Game.Rulesets
var instances = loadedAssemblies.Values.Select(r => (Ruleset)Activator.CreateInstance(r)).ToList();
//add all legacy rulesets first to ensure they have exclusive choice of primary key.
// add all legacy rulesets first to ensure they have exclusive choice of primary key.
foreach (var r in instances.Where(r => r is ILegacyRuleset))
{
if (context.RulesetInfo.SingleOrDefault(dbRuleset => dbRuleset.ID == r.RulesetInfo.ID) == null)
@ -90,27 +90,23 @@ namespace osu.Game.Rulesets
context.SaveChanges();
//add any other modes
// add any other modes
foreach (var r in instances.Where(r => !(r is ILegacyRuleset)))
{
if (context.RulesetInfo.FirstOrDefault(ri => ri.InstantiationInfo == r.RulesetInfo.InstantiationInfo) == null)
// todo: StartsWith can be changed to Equals on 2020-11-08
// This is to give users enough time to have their database use new abbreviated info).
if (context.RulesetInfo.FirstOrDefault(ri => ri.InstantiationInfo.StartsWith(r.RulesetInfo.InstantiationInfo)) == null)
context.RulesetInfo.Add(r.RulesetInfo);
}
context.SaveChanges();
//perform a consistency check
// perform a consistency check
foreach (var r in context.RulesetInfo)
{
try
{
var instanceInfo = ((Ruleset)Activator.CreateInstance(Type.GetType(r.InstantiationInfo, asm =>
{
// for the time being, let's ignore the version being loaded.
// this allows for debug builds to successfully load rulesets (even though debug rulesets have a 0.0.0 version).
asm.Version = null;
return Assembly.Load(asm);
}, null))).RulesetInfo;
var instanceInfo = ((Ruleset)Activator.CreateInstance(Type.GetType(r.InstantiationInfo))).RulesetInfo;
r.Name = instanceInfo.Name;
r.ShortName = instanceInfo.ShortName;

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@ -43,5 +43,25 @@ namespace osu.Game.Rulesets.Scoring
/// </summary>
[Description(@"Perfect")]
Perfect,
/// <summary>
/// Indicates small tick miss.
/// </summary>
SmallTickMiss,
/// <summary>
/// Indicates a small tick hit.
/// </summary>
SmallTickHit,
/// <summary>
/// Indicates a large tick miss.
/// </summary>
LargeTickMiss,
/// <summary>
/// Indicates a large tick hit.
/// </summary>
LargeTickHit
}
}

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@ -12,7 +12,7 @@ namespace osu.Game.Scoring.Legacy
switch (scoreInfo.Ruleset?.ID ?? scoreInfo.RulesetID)
{
case 3:
return scoreInfo.Statistics[HitResult.Perfect];
return getCount(scoreInfo, HitResult.Perfect);
}
return null;
@ -35,10 +35,10 @@ namespace osu.Game.Scoring.Legacy
case 0:
case 1:
case 3:
return scoreInfo.Statistics[HitResult.Great];
return getCount(scoreInfo, HitResult.Great);
case 2:
return scoreInfo.Statistics[HitResult.Perfect];
return getCount(scoreInfo, HitResult.Perfect);
}
return null;
@ -65,7 +65,10 @@ namespace osu.Game.Scoring.Legacy
switch (scoreInfo.Ruleset?.ID ?? scoreInfo.RulesetID)
{
case 3:
return scoreInfo.Statistics[HitResult.Good];
return getCount(scoreInfo, HitResult.Good);
case 2:
return getCount(scoreInfo, HitResult.SmallTickMiss);
}
return null;
@ -78,6 +81,10 @@ namespace osu.Game.Scoring.Legacy
case 3:
scoreInfo.Statistics[HitResult.Good] = value;
break;
case 2:
scoreInfo.Statistics[HitResult.SmallTickMiss] = value;
break;
}
}
@ -87,10 +94,13 @@ namespace osu.Game.Scoring.Legacy
{
case 0:
case 1:
return scoreInfo.Statistics[HitResult.Good];
return getCount(scoreInfo, HitResult.Good);
case 3:
return scoreInfo.Statistics[HitResult.Ok];
return getCount(scoreInfo, HitResult.Ok);
case 2:
return getCount(scoreInfo, HitResult.LargeTickHit);
}
return null;
@ -108,6 +118,10 @@ namespace osu.Game.Scoring.Legacy
case 3:
scoreInfo.Statistics[HitResult.Ok] = value;
break;
case 2:
scoreInfo.Statistics[HitResult.LargeTickHit] = value;
break;
}
}
@ -117,7 +131,10 @@ namespace osu.Game.Scoring.Legacy
{
case 0:
case 3:
return scoreInfo.Statistics[HitResult.Meh];
return getCount(scoreInfo, HitResult.Meh);
case 2:
return getCount(scoreInfo, HitResult.SmallTickHit);
}
return null;
@ -131,13 +148,25 @@ namespace osu.Game.Scoring.Legacy
case 3:
scoreInfo.Statistics[HitResult.Meh] = value;
break;
case 2:
scoreInfo.Statistics[HitResult.SmallTickHit] = value;
break;
}
}
public static int? GetCountMiss(this ScoreInfo scoreInfo) =>
scoreInfo.Statistics[HitResult.Miss];
getCount(scoreInfo, HitResult.Miss);
public static void SetCountMiss(this ScoreInfo scoreInfo, int value) =>
scoreInfo.Statistics[HitResult.Miss] = value;
private static int? getCount(ScoreInfo scoreInfo, HitResult result)
{
if (scoreInfo.Statistics.TryGetValue(result, out var existing))
return existing;
return null;
}
}
}

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@ -30,7 +30,7 @@ namespace osu.Game.Screens
protected override bool OnKeyDown(KeyDownEvent e)
{
//we don't want to handle escape key.
// we don't want to handle escape key.
return false;
}

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@ -101,7 +101,7 @@ namespace osu.Game.Screens.Menu
this.FadeIn(300);
double fadeOutTime = exit_delay;
//we also handle the exit transition.
// we also handle the exit transition.
if (MenuVoice.Value)
seeya.Play();
else

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@ -162,7 +162,7 @@ namespace osu.Game.Screens.Menu
private IShader shader;
private Texture texture;
//Assuming the logo is a circle, we don't need a second dimension.
// Assuming the logo is a circle, we don't need a second dimension.
private float size;
private Color4 colour;
@ -209,13 +209,13 @@ namespace osu.Game.Screens.Menu
float rotation = MathUtils.DegreesToRadians(i / (float)bars_per_visualiser * 360 + j * 360 / visualiser_rounds);
float rotationCos = MathF.Cos(rotation);
float rotationSin = MathF.Sin(rotation);
//taking the cos and sin to the 0..1 range
// taking the cos and sin to the 0..1 range
var barPosition = new Vector2(rotationCos / 2 + 0.5f, rotationSin / 2 + 0.5f) * size;
var barSize = new Vector2(size * MathF.Sqrt(2 * (1 - MathF.Cos(MathUtils.DegreesToRadians(360f / bars_per_visualiser)))) / 2f, bar_length * audioData[i]);
//The distance between the position and the sides of the bar.
// The distance between the position and the sides of the bar.
var bottomOffset = new Vector2(-rotationSin * barSize.X / 2, rotationCos * barSize.X / 2);
//The distance between the bottom side of the bar and the top side.
// The distance between the bottom side of the bar and the top side.
var amplitudeOffset = new Vector2(rotationCos * barSize.Y, rotationSin * barSize.Y);
var rectangle = new Quad(
@ -231,7 +231,7 @@ namespace osu.Game.Screens.Menu
colourInfo,
null,
vertexBatch.AddAction,
//barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.
// barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.
Vector2.Divide(inflation, barSize.Yx));
}
}

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@ -250,7 +250,7 @@ namespace osu.Game.Screens.Menu
(Background as BackgroundScreenDefault)?.Next();
//we may have consumed our preloaded instance, so let's make another.
// we may have consumed our preloaded instance, so let's make another.
preloadSongSelect();
if (Beatmap.Value.Track != null && music?.IsUserPaused != true)

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@ -23,7 +23,7 @@ namespace osu.Game.Screens
{
/// <summary>
/// The amount of negative padding that should be applied to game background content which touches both the left and right sides of the screen.
/// This allows for the game content to be pushed byt he options/notification overlays without causing black areas to appear.
/// This allows for the game content to be pushed by the options/notification overlays without causing black areas to appear.
/// </summary>
public const float HORIZONTAL_OVERFLOW_PADDING = 50;

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@ -119,7 +119,7 @@ namespace osu.Game.Screens.Play
FinishTransforms(true);
Scheduler.CancelDelayedTasks();
if (breaks == null) return; //we need breaks.
if (breaks == null) return; // we need breaks.
foreach (var b in breaks)
{

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@ -50,7 +50,7 @@ namespace osu.Game.Screens.Play.HUD
protected override void PopIn() => this.FadeIn(fade_duration);
protected override void PopOut() => this.FadeOut(fade_duration);
//We want to handle keyboard inputs all the time in order to trigger ToggleVisibility() when not visible
// We want to handle keyboard inputs all the time in order to trigger ToggleVisibility() when not visible
public override bool PropagateNonPositionalInputSubTree => true;
protected override bool OnKeyDown(KeyDownEvent e)

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@ -124,8 +124,8 @@ namespace osu.Game.Screens.Play
}
}
};
//Set this manually because an element with Alpha=0 won't take it size to AutoSizeContainer,
//so the size can be changing between buttonSprite and glowSprite.
// Set this manually because an element with Alpha=0 won't take it size to AutoSizeContainer,
// so the size can be changing between buttonSprite and glowSprite.
Height = buttonSprite.DrawHeight;
Width = buttonSprite.DrawWidth;
}

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@ -314,8 +314,8 @@ namespace osu.Game.Screens.Play
LoadTask = null;
//By default, we want to load the player and never be returned to.
//Note that this may change if the player we load requested a re-run.
// By default, we want to load the player and never be returned to.
// Note that this may change if the player we load requested a re-run.
ValidForResume = false;
if (player.LoadedBeatmapSuccessfully)
@ -360,7 +360,7 @@ namespace osu.Game.Screens.Play
{
if (!muteWarningShownOnce.Value)
{
//Checks if the notification has not been shown yet and also if master volume is muted, track/music volume is muted or if the whole game is muted.
// Checks if the notification has not been shown yet and also if master volume is muted, track/music volume is muted or if the whole game is muted.
if (volumeOverlay?.IsMuted.Value == true || audioManager.Volume.Value <= audioManager.Volume.MinValue || audioManager.VolumeTrack.Value <= audioManager.VolumeTrack.MinValue)
{
notificationOverlay?.Post(new MutedNotification());

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@ -208,7 +208,7 @@ namespace osu.Game.Screens.Select
// without this, during a large beatmap import it is impossible to navigate the carousel.
applyActiveCriteria(false, alwaysResetScrollPosition: false);
//check if we can/need to maintain our current selection.
// check if we can/need to maintain our current selection.
if (previouslySelectedID != null)
select((CarouselItem)newSet.Beatmaps.FirstOrDefault(b => b.Beatmap.ID == previouslySelectedID) ?? newSet);

View File

@ -26,7 +26,7 @@ namespace osu.Game.Screens.Select
set => tabs.Current = value;
}
public Action<BeatmapDetailAreaTabItem, bool> OnFilter; //passed the selected tab and if mods is checked
public Action<BeatmapDetailAreaTabItem, bool> OnFilter; // passed the selected tab and if mods is checked
public IReadOnlyList<BeatmapDetailAreaTabItem> TabItems
{

View File

@ -201,7 +201,7 @@ namespace osu.Game.Screens.Select
Schedule(() =>
{
if (beatmap != requestedBeatmap)
//the beatmap has been changed since we started the lookup.
// the beatmap has been changed since we started the lookup.
return;
var b = res.ToBeatmap(rulesets);
@ -222,7 +222,7 @@ namespace osu.Game.Screens.Select
Schedule(() =>
{
if (beatmap != requestedBeatmap)
//the beatmap has been changed since we started the lookup.
// the beatmap has been changed since we started the lookup.
return;
updateMetrics();

View File

@ -2,7 +2,6 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Screens.Select.Filter;
@ -55,10 +54,7 @@ namespace osu.Game.Screens.Select.Carousel
if (match)
{
var terms = new List<string>();
terms.AddRange(Beatmap.Metadata.SearchableTerms);
terms.Add(Beatmap.Version);
var terms = Beatmap.SearchableTerms;
foreach (var criteriaTerm in criteria.SearchTerms)
match &= terms.Any(term => term.IndexOf(criteriaTerm, StringComparison.InvariantCultureIgnoreCase) >= 0);

View File

@ -52,7 +52,7 @@ namespace osu.Game.Screens.Select.Details
AutoSizeAxes = Axes.Y,
Children = new[]
{
FirstValue = new StatisticRow(), //circle size/key amount
FirstValue = new StatisticRow(), // circle size/key amount
HpDrain = new StatisticRow { Title = "HP Drain" },
Accuracy = new StatisticRow { Title = "Accuracy" },
ApproachRate = new StatisticRow { Title = "Approach Rate" },

View File

@ -7,6 +7,7 @@ using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.Events;
using osu.Framework.Screens;
using osu.Game.Graphics;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Screens.Ranking;
using osu.Game.Users;
@ -32,9 +33,12 @@ namespace osu.Game.Screens.Select
Edit();
}, Key.Number4);
((PlayBeatmapDetailArea)BeatmapDetails).Leaderboard.ScoreSelected += score => this.Push(new ResultsScreen(score));
((PlayBeatmapDetailArea)BeatmapDetails).Leaderboard.ScoreSelected += PresentScore;
}
protected void PresentScore(ScoreInfo score) =>
FinaliseSelection(score.Beatmap, score.Ruleset, () => this.Push(new ResultsScreen(score)));
protected override BeatmapDetailArea CreateBeatmapDetailArea() => new PlayBeatmapDetailArea();
public override void OnResuming(IScreen last)

View File

@ -342,13 +342,17 @@ namespace osu.Game.Screens.Select
/// Call to make a selection and perform the default action for this SongSelect.
/// </summary>
/// <param name="beatmap">An optional beatmap to override the current carousel selection.</param>
/// <param name="performStartAction">Whether to trigger <see cref="OnStart"/>.</param>
public void FinaliseSelection(BeatmapInfo beatmap = null, bool performStartAction = true)
/// <param name="ruleset">An optional ruleset to override the current carousel selection.</param>
/// <param name="customStartAction">An optional custom action to perform instead of <see cref="OnStart"/>.</param>
public void FinaliseSelection(BeatmapInfo beatmap = null, RulesetInfo ruleset = null, Action customStartAction = null)
{
// This is very important as we have not yet bound to screen-level bindables before the carousel load is completed.
if (!Carousel.BeatmapSetsLoaded)
return;
if (ruleset != null)
Ruleset.Value = ruleset;
transferRulesetValue();
// while transferRulesetValue will flush, it only does so if the ruleset changes.
@ -369,7 +373,12 @@ namespace osu.Game.Screens.Select
selectionChangedDebounce = null;
}
if (performStartAction && OnStart())
if (customStartAction != null)
{
customStartAction();
Carousel.AllowSelection = false;
}
else if (OnStart())
Carousel.AllowSelection = false;
}
@ -798,7 +807,7 @@ namespace osu.Game.Screens.Select
Masking = true;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
Width = panel_overflow; //avoid horizontal masking so the panels don't clip when screen stack is pushed.
Width = panel_overflow; // avoid horizontal masking so the panels don't clip when screen stack is pushed.
InternalChild = Content = new Container
{
RelativeSizeAxes = Axes.Both,

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@ -20,11 +20,11 @@
<ItemGroup Label="Package References">
<PackageReference Include="Dapper" Version="2.0.35" />
<PackageReference Include="DiffPlex" Version="1.6.1" />
<PackageReference Include="Humanizer" Version="2.8.2" />
<PackageReference Include="Humanizer" Version="2.8.11" />
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="2.2.6" />
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="2.2.6" />
<PackageReference Include="Newtonsoft.Json" Version="12.0.3" />
<PackageReference Include="ppy.osu.Framework" Version="2020.507.0" />
<PackageReference Include="ppy.osu.Framework" Version="2020.508.1" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2020.427.0" />
<PackageReference Include="Sentry" Version="2.1.1" />
<PackageReference Include="SharpCompress" Version="0.25.0" />

View File

@ -70,17 +70,17 @@
<Reference Include="System.Net.Http" />
</ItemGroup>
<ItemGroup Label="Package References">
<PackageReference Include="ppy.osu.Framework.iOS" Version="2020.507.0" />
<PackageReference Include="ppy.osu.Framework.iOS" Version="2020.508.1" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2020.427.0" />
</ItemGroup>
<!-- Xamarin.iOS does not automatically handle transitive dependencies from NuGet packages. -->
<ItemGroup Label="Transitive Dependencies">
<PackageReference Include="DiffPlex" Version="1.6.1" />
<PackageReference Include="Humanizer" Version="2.8.2" />
<PackageReference Include="Humanizer" Version="2.8.11" />
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="2.2.6" />
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="2.2.6" />
<PackageReference Include="Newtonsoft.Json" Version="12.0.3" />
<PackageReference Include="ppy.osu.Framework" Version="2020.507.0" />
<PackageReference Include="ppy.osu.Framework" Version="2020.508.1" />
<PackageReference Include="SharpCompress" Version="0.25.0" />
<PackageReference Include="NUnit" Version="3.12.0" />
<PackageReference Include="SharpRaven" Version="2.4.0" />