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Revert "Block input to objects lying under already-hit hitcircles when classic note lock is active"
This reverts commit 03c61a573e
.
The goal here was to handle an edge case discovered during work on note
lock, wherein it was determined that on stable hit circles would block
input from reaching objects underneath them. However, the change
mentioned above did that _too_ hard and caused overlaps to also be
blocked even long past a hit circle has been faded out.
Revert the change pending further (and more careful) investigation.
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@ -506,6 +506,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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}
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[Test]
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[Ignore("Currently broken, first attempt at fixing broke even harder. See https://github.com/ppy/osu/issues/24743.")]
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public void TestInputDoesNotFallThroughOverlappingSliders()
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{
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const double time_first_slider = 1000;
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@ -549,8 +550,6 @@ namespace osu.Game.Rulesets.Osu.Tests
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addJudgementOffsetAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, 0);
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addJudgementAssert(hitObjects[1], HitResult.Miss);
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// the slider head of the first slider prevents the second slider's head from being hit, so the judgement offset should be very late.
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// this is not strictly done by the hit policy implementation itself (see `OsuModClassic.blockInputToUnderlyingObjects()`),
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// but we're testing this here anyways to just keep everything related to input handling and note lock in one place.
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addJudgementOffsetAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, referenceHitWindows.WindowFor(HitResult.Meh));
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addClickActionAssert(0, ClickAction.Hit);
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}
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@ -74,10 +74,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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head.TrackFollowCircle = !NoSliderHeadMovement.Value;
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if (FadeHitCircleEarly.Value && !usingHiddenFading)
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applyEarlyFading(head);
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if (ClassicNoteLock.Value)
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blockInputToUnderlyingObjects(head);
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break;
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case DrawableSliderTail tail:
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@ -87,29 +83,10 @@ namespace osu.Game.Rulesets.Osu.Mods
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case DrawableHitCircle circle:
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if (FadeHitCircleEarly.Value && !usingHiddenFading)
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applyEarlyFading(circle);
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if (ClassicNoteLock.Value)
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blockInputToUnderlyingObjects(circle);
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break;
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}
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}
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/// <summary>
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/// On stable, hitcircles that have already been hit block input from reaching objects that may be underneath them.
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/// The purpose of this method is to restore that behaviour.
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/// In order to avoid introducing yet another confusing config option, this behaviour is roped into the general notion of "note lock".
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/// </summary>
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private static void blockInputToUnderlyingObjects(DrawableHitCircle circle)
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{
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var oldHitAction = circle.HitArea.Hit;
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circle.HitArea.Hit = () =>
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{
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oldHitAction?.Invoke();
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return true;
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};
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}
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private void applyEarlyFading(DrawableHitCircle circle)
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{
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circle.ApplyCustomUpdateState += (dho, state) =>
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@ -261,7 +261,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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case OsuAction.RightButton:
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if (IsHovered && (Hit?.Invoke() ?? false))
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{
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HitAction ??= e.Action;
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HitAction = e.Action;
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return true;
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}
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