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Merge branch 'master' into ruleset-localization

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Nao 2022-08-20 21:39:10 -04:00 committed by GitHub
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93 changed files with 1412 additions and 655 deletions

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@ -21,7 +21,7 @@
]
},
"ppy.localisationanalyser.tools": {
"version": "2022.607.0",
"version": "2022.809.0",
"commands": [
"localisation"
]

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@ -53,3 +53,7 @@ dotnet_diagnostic.CA2225.severity = none
# Banned APIs
dotnet_diagnostic.RS0030.severity = error
# Temporarily disable analysing CanBeNull = true in NRT contexts due to mobile issues.
# See: https://github.com/ppy/osu/pull/19677
dotnet_diagnostic.OSUF001.severity = none

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@ -51,11 +51,11 @@
<Reference Include="Java.Interop" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="ppy.osu.Game.Resources" Version="2022.810.0" />
<PackageReference Include="ppy.osu.Framework.Android" Version="2022.810.2" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2022.819.0" />
<PackageReference Include="ppy.osu.Framework.Android" Version="2022.819.0" />
</ItemGroup>
<ItemGroup Label="Transitive Dependencies">
<!-- Realm needs to be directly referenced in all Xamarin projects, as it will not pull in its transitive dependencies otherwise. -->
<PackageReference Include="Realm" Version="10.14.0" />
<PackageReference Include="Realm" Version="10.15.1" />
</ItemGroup>
</Project>

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@ -16,11 +16,11 @@ namespace osu.Game.Rulesets.Mania.Tests
{
protected override string ResourceAssembly => "osu.Game.Rulesets.Mania";
[TestCase(2.3449735700206298d, 242, "diffcalc-test")]
[TestCase(2.3493769750220914d, 242, "diffcalc-test")]
public void Test(double expectedStarRating, int expectedMaxCombo, string name)
=> base.Test(expectedStarRating, expectedMaxCombo, name);
[TestCase(2.7879104989252959d, 242, "diffcalc-test")]
[TestCase(2.797245912537965d, 242, "diffcalc-test")]
public void TestClockRateAdjusted(double expectedStarRating, int expectedMaxCombo, string name)
=> Test(expectedStarRating, expectedMaxCombo, name, new ManiaModDoubleTime());

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@ -21,7 +21,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
protected override double SkillMultiplier => 1;
protected override double StrainDecayBase => 1;
private readonly double[] holdEndTimes;
private readonly double[] startTimes;
private readonly double[] endTimes;
private readonly double[] individualStrains;
private double individualStrain;
@ -30,7 +31,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
public Strain(Mod[] mods, int totalColumns)
: base(mods)
{
holdEndTimes = new double[totalColumns];
startTimes = new double[totalColumns];
endTimes = new double[totalColumns];
individualStrains = new double[totalColumns];
overallStrain = 1;
}
@ -38,32 +40,27 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
protected override double StrainValueOf(DifficultyHitObject current)
{
var maniaCurrent = (ManiaDifficultyHitObject)current;
double startTime = maniaCurrent.StartTime;
double endTime = maniaCurrent.EndTime;
int column = maniaCurrent.BaseObject.Column;
double closestEndTime = Math.Abs(endTime - maniaCurrent.LastObject.StartTime); // Lowest value we can assume with the current information
double holdFactor = 1.0; // Factor to all additional strains in case something else is held
double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
bool isOverlapping = false;
// Fill up the holdEndTimes array
for (int i = 0; i < holdEndTimes.Length; ++i)
double closestEndTime = Math.Abs(endTime - startTime); // Lowest value we can assume with the current information
double holdFactor = 1.0; // Factor to all additional strains in case something else is held
double holdAddition = 0; // Addition to the current note in case it's a hold and has to be released awkwardly
for (int i = 0; i < endTimes.Length; ++i)
{
// The current note is overlapped if a previous note or end is overlapping the current note body
isOverlapping |= Precision.DefinitelyBigger(holdEndTimes[i], maniaCurrent.StartTime, 1) && Precision.DefinitelyBigger(endTime, holdEndTimes[i], 1);
isOverlapping |= Precision.DefinitelyBigger(endTimes[i], startTime, 1) && Precision.DefinitelyBigger(endTime, endTimes[i], 1);
// We give a slight bonus to everything if something is held meanwhile
if (Precision.DefinitelyBigger(holdEndTimes[i], endTime, 1))
if (Precision.DefinitelyBigger(endTimes[i], endTime, 1))
holdFactor = 1.25;
closestEndTime = Math.Min(closestEndTime, Math.Abs(endTime - holdEndTimes[i]));
// Decay individual strains
individualStrains[i] = applyDecay(individualStrains[i], current.DeltaTime, individual_decay_base);
closestEndTime = Math.Min(closestEndTime, Math.Abs(endTime - endTimes[i]));
}
holdEndTimes[column] = endTime;
// The hold addition is given if there was an overlap, however it is only valid if there are no other note with a similar ending.
// Releasing multiple notes is just as easy as releasing 1. Nerfs the hold addition by half if the closest release is release_threshold away.
// holdAddition
@ -77,12 +74,22 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
if (isOverlapping)
holdAddition = 1 / (1 + Math.Exp(0.5 * (release_threshold - closestEndTime)));
// Increase individual strain in own column
// Decay and increase individualStrains in own column
individualStrains[column] = applyDecay(individualStrains[column], startTime - startTimes[column], individual_decay_base);
individualStrains[column] += 2.0 * holdFactor;
individualStrain = individualStrains[column];
overallStrain = applyDecay(overallStrain, current.DeltaTime, overall_decay_base) + (1 + holdAddition) * holdFactor;
// For notes at the same time (in a chord), the individualStrain should be the hardest individualStrain out of those columns
individualStrain = maniaCurrent.DeltaTime <= 1 ? Math.Max(individualStrain, individualStrains[column]) : individualStrains[column];
// Decay and increase overallStrain
overallStrain = applyDecay(overallStrain, current.DeltaTime, overall_decay_base);
overallStrain += (1 + holdAddition) * holdFactor;
// Update startTimes and endTimes arrays
startTimes[column] = startTime;
endTimes[column] = endTime;
// By subtracting CurrentStrain, this skill effectively only considers the maximum strain of any one hitobject within each strain section.
return individualStrain + overallStrain - CurrentStrain;
}

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@ -43,6 +43,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Setup
private void updateBeatmap()
{
Beatmap.BeatmapInfo.SpecialStyle = specialStyle.Current.Value;
Beatmap.SaveState();
}
}
}

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@ -0,0 +1,213 @@
// 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.Linq;
using NUnit.Framework;
using osu.Framework.Utils;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects;
using osuTK;
using osuTK.Input;
namespace osu.Game.Rulesets.Osu.Tests.Editor
{
public class TestSceneObjectMerging : TestSceneOsuEditor
{
[Test]
public void TestSimpleMerge()
{
HitCircle? circle1 = null;
HitCircle? circle2 = null;
AddStep("select first two circles", () =>
{
circle1 = (HitCircle)EditorBeatmap.HitObjects.First(h => h is HitCircle);
circle2 = (HitCircle)EditorBeatmap.HitObjects.First(h => h is HitCircle && h != circle1);
EditorClock.Seek(circle1.StartTime);
EditorBeatmap.SelectedHitObjects.Add(circle1);
EditorBeatmap.SelectedHitObjects.Add(circle2);
});
mergeSelection();
AddAssert("slider created", () => circle1 is not null && circle2 is not null && sliderCreatedFor(
(pos: circle1.Position, pathType: PathType.Linear),
(pos: circle2.Position, pathType: null)));
AddStep("undo", () => Editor.Undo());
AddAssert("merged objects restored", () => circle1 is not null && circle2 is not null && objectsRestored(circle1, circle2));
}
[Test]
public void TestMergeCircleSlider()
{
HitCircle? circle1 = null;
Slider? slider = null;
HitCircle? circle2 = null;
AddStep("select a circle, slider, circle", () =>
{
circle1 = (HitCircle)EditorBeatmap.HitObjects.First(h => h is HitCircle);
slider = (Slider)EditorBeatmap.HitObjects.First(h => h is Slider && h.StartTime > circle1.StartTime);
circle2 = (HitCircle)EditorBeatmap.HitObjects.First(h => h is HitCircle && h.StartTime > slider.StartTime);
EditorClock.Seek(circle1.StartTime);
EditorBeatmap.SelectedHitObjects.Add(circle1);
EditorBeatmap.SelectedHitObjects.Add(slider);
EditorBeatmap.SelectedHitObjects.Add(circle2);
});
mergeSelection();
AddAssert("slider created", () =>
{
if (circle1 is null || circle2 is null || slider is null)
return false;
var controlPoints = slider.Path.ControlPoints;
(Vector2, PathType?)[] args = new (Vector2, PathType?)[controlPoints.Count + 2];
args[0] = (circle1.Position, PathType.Linear);
for (int i = 0; i < controlPoints.Count; i++)
{
args[i + 1] = (controlPoints[i].Position + slider.Position, i == controlPoints.Count - 1 ? PathType.Linear : controlPoints[i].Type);
}
args[^1] = (circle2.Position, null);
return sliderCreatedFor(args);
});
AddStep("undo", () => Editor.Undo());
AddAssert("merged objects restored", () => circle1 is not null && circle2 is not null && slider is not null && objectsRestored(circle1, slider, circle2));
}
[Test]
public void TestMergeSliderSlider()
{
Slider? slider1 = null;
SliderPath? slider1Path = null;
Slider? slider2 = null;
AddStep("select two sliders", () =>
{
slider1 = (Slider)EditorBeatmap.HitObjects.First(h => h is Slider);
slider1Path = new SliderPath(slider1.Path.ControlPoints.Select(p => new PathControlPoint(p.Position, p.Type)).ToArray(), slider1.Path.ExpectedDistance.Value);
slider2 = (Slider)EditorBeatmap.HitObjects.First(h => h is Slider && h.StartTime > slider1.StartTime);
EditorClock.Seek(slider1.StartTime);
EditorBeatmap.SelectedHitObjects.Add(slider1);
EditorBeatmap.SelectedHitObjects.Add(slider2);
});
mergeSelection();
AddAssert("slider created", () =>
{
if (slider1 is null || slider2 is null || slider1Path is null)
return false;
var controlPoints1 = slider1Path.ControlPoints;
var controlPoints2 = slider2.Path.ControlPoints;
(Vector2, PathType?)[] args = new (Vector2, PathType?)[controlPoints1.Count + controlPoints2.Count - 1];
for (int i = 0; i < controlPoints1.Count - 1; i++)
{
args[i] = (controlPoints1[i].Position + slider1.Position, controlPoints1[i].Type);
}
for (int i = 0; i < controlPoints2.Count; i++)
{
args[i + controlPoints1.Count - 1] = (controlPoints2[i].Position + controlPoints1[^1].Position + slider1.Position, controlPoints2[i].Type);
}
return sliderCreatedFor(args);
});
AddAssert("merged slider matches first slider", () =>
{
var mergedSlider = (Slider)EditorBeatmap.SelectedHitObjects.First();
return slider1 is not null && mergedSlider.HeadCircle.Samples.SequenceEqual(slider1.HeadCircle.Samples)
&& mergedSlider.TailCircle.Samples.SequenceEqual(slider1.TailCircle.Samples)
&& mergedSlider.Samples.SequenceEqual(slider1.Samples)
&& mergedSlider.SampleControlPoint.IsRedundant(slider1.SampleControlPoint);
});
AddAssert("slider end is at same completion for last slider", () =>
{
if (slider1Path is null || slider2 is null)
return false;
var mergedSlider = (Slider)EditorBeatmap.SelectedHitObjects.First();
return Precision.AlmostEquals(mergedSlider.Path.Distance, slider1Path.CalculatedDistance + slider2.Path.Distance);
});
}
[Test]
public void TestNonMerge()
{
HitCircle? circle1 = null;
HitCircle? circle2 = null;
Spinner? spinner = null;
AddStep("select first two circles and spinner", () =>
{
circle1 = (HitCircle)EditorBeatmap.HitObjects.First(h => h is HitCircle);
circle2 = (HitCircle)EditorBeatmap.HitObjects.First(h => h is HitCircle && h != circle1);
spinner = (Spinner)EditorBeatmap.HitObjects.First(h => h is Spinner);
EditorClock.Seek(spinner.StartTime);
EditorBeatmap.SelectedHitObjects.Add(circle1);
EditorBeatmap.SelectedHitObjects.Add(circle2);
EditorBeatmap.SelectedHitObjects.Add(spinner);
});
mergeSelection();
AddAssert("slider created", () => circle1 is not null && circle2 is not null && sliderCreatedFor(
(pos: circle1.Position, pathType: PathType.Linear),
(pos: circle2.Position, pathType: null)));
AddAssert("spinner not merged", () => EditorBeatmap.HitObjects.Contains(spinner));
}
private void mergeSelection()
{
AddStep("merge selection", () =>
{
InputManager.PressKey(Key.LControl);
InputManager.PressKey(Key.LShift);
InputManager.Key(Key.M);
InputManager.ReleaseKey(Key.LShift);
InputManager.ReleaseKey(Key.LControl);
});
}
private bool sliderCreatedFor(params (Vector2 pos, PathType? pathType)[] expectedControlPoints)
{
if (EditorBeatmap.SelectedHitObjects.Count != 1)
return false;
var mergedSlider = (Slider)EditorBeatmap.SelectedHitObjects.First();
int i = 0;
foreach ((Vector2 pos, PathType? pathType) in expectedControlPoints)
{
var controlPoint = mergedSlider.Path.ControlPoints[i++];
if (!Precision.AlmostEquals(controlPoint.Position + mergedSlider.Position, pos) || controlPoint.Type != pathType)
return false;
}
return true;
}
private bool objectsRestored(params HitObject[] objects)
{
foreach (var hitObject in objects)
{
if (EditorBeatmap.HitObjects.Contains(hitObject))
return false;
}
return true;
}
}
}

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@ -12,6 +12,7 @@ using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Input.Bindings;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Edit;
using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components;
using osu.Game.Rulesets.Osu.Objects;
@ -55,9 +56,9 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
{
ControlPoints =
{
new PathControlPoint(Vector2.Zero),
new PathControlPoint(OsuPlayfield.BASE_SIZE * 2 / 5),
new PathControlPoint(OsuPlayfield.BASE_SIZE * 3 / 5)
new PathControlPoint(Vector2.Zero, PathType.PerfectCurve),
new PathControlPoint(new Vector2(136, 205)),
new PathControlPoint(new Vector2(-4, 226))
}
}
}));
@ -99,8 +100,8 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
AddStep("move mouse to new point location", () =>
{
var firstPiece = this.ChildrenOfType<PathControlPointPiece>().Single(piece => piece.ControlPoint == slider.Path.ControlPoints[0]);
var secondPiece = this.ChildrenOfType<PathControlPointPiece>().Single(piece => piece.ControlPoint == slider.Path.ControlPoints[1]);
InputManager.MoveMouseTo((firstPiece.ScreenSpaceDrawQuad.Centre + secondPiece.ScreenSpaceDrawQuad.Centre) / 2);
var pos = slider.Path.PositionAt(0.25d) + slider.Position;
InputManager.MoveMouseTo(firstPiece.Parent.ToScreenSpace(pos));
});
AddStep("move slider end", () =>
{
@ -175,6 +176,23 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
assertSliderSnapped(false);
}
[Test]
public void TestRotatingSliderRetainsPerfectControlPointType()
{
OsuSelectionHandler selectionHandler;
AddAssert("first control point perfect", () => slider.Path.ControlPoints[0].Type == PathType.PerfectCurve);
AddStep("select slider", () => EditorBeatmap.SelectedHitObjects.Add(slider));
AddStep("rotate 90 degrees ccw", () =>
{
selectionHandler = this.ChildrenOfType<OsuSelectionHandler>().Single();
selectionHandler.HandleRotation(-90);
});
AddAssert("first control point still perfect", () => slider.Path.ControlPoints[0].Type == PathType.PerfectCurve);
}
[Test]
public void TestFlippingSliderDoesNotSnap()
{
@ -200,6 +218,23 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
assertSliderSnapped(false);
}
[Test]
public void TestFlippingSliderRetainsPerfectControlPointType()
{
OsuSelectionHandler selectionHandler;
AddAssert("first control point perfect", () => slider.Path.ControlPoints[0].Type == PathType.PerfectCurve);
AddStep("select slider", () => EditorBeatmap.SelectedHitObjects.Add(slider));
AddStep("flip slider horizontally", () =>
{
selectionHandler = this.ChildrenOfType<OsuSelectionHandler>().Single();
selectionHandler.OnPressed(new KeyBindingPressEvent<GlobalAction>(InputManager.CurrentState, GlobalAction.EditorFlipVertically));
});
AddAssert("first control point still perfect", () => slider.Path.ControlPoints[0].Type == PathType.PerfectCurve);
}
[Test]
public void TestReversingSliderDoesNotSnap()
{

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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Mods
{
Mod = mod,
PassCondition = () => Player.ScoreProcessor.JudgedHits >= 2 &&
Precision.AlmostEquals(Player.GameplayClockContainer.GameplayClock.Rate, mod.SpeedChange.Value)
Precision.AlmostEquals(Player.GameplayClockContainer.Rate, mod.SpeedChange.Value)
});
}
}

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@ -1,8 +1,6 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
@ -12,7 +10,6 @@ using osu.Framework.Audio;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Replays;
using osu.Game.Rulesets.Objects;
@ -36,16 +33,16 @@ namespace osu.Game.Rulesets.Osu.Tests
private const double spinner_duration = 6000;
[Resolved]
private AudioManager audioManager { get; set; }
private AudioManager audioManager { get; set; } = null!;
protected override bool Autoplay => true;
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new ScoreExposedPlayer();
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
=> new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
private DrawableSpinner drawableSpinner;
private DrawableSpinner drawableSpinner = null!;
private SpriteIcon spinnerSymbol => drawableSpinner.ChildrenOfType<SpriteIcon>().Single();
[SetUpSteps]
@ -67,12 +64,12 @@ namespace osu.Game.Rulesets.Osu.Tests
{
trackerRotationTolerance = Math.Abs(drawableSpinner.RotationTracker.Rotation * 0.1f);
});
AddAssert("is disc rotation not almost 0", () => !Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, 0, 100));
AddAssert("is disc rotation absolute not almost 0", () => !Precision.AlmostEquals(drawableSpinner.Result.RateAdjustedRotation, 0, 100));
AddAssert("is disc rotation not almost 0", () => drawableSpinner.RotationTracker.Rotation, () => Is.Not.EqualTo(0).Within(100));
AddAssert("is disc rotation absolute not almost 0", () => drawableSpinner.Result.RateAdjustedRotation, () => Is.Not.EqualTo(0).Within(100));
addSeekStep(0);
AddAssert("is disc rotation almost 0", () => Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, 0, trackerRotationTolerance));
AddAssert("is disc rotation absolute almost 0", () => Precision.AlmostEquals(drawableSpinner.Result.RateAdjustedRotation, 0, 100));
AddAssert("is disc rotation almost 0", () => drawableSpinner.RotationTracker.Rotation, () => Is.EqualTo(0).Within(trackerRotationTolerance));
AddAssert("is disc rotation absolute almost 0", () => drawableSpinner.Result.RateAdjustedRotation, () => Is.EqualTo(0).Within(100));
}
[Test]
@ -100,20 +97,20 @@ namespace osu.Game.Rulesets.Osu.Tests
// we want to make sure that the rotation at time 2500 is in the same direction as at time 5000, but about half-way in.
// due to the exponential damping applied we're allowing a larger margin of error of about 10%
// (5% relative to the final rotation value, but we're half-way through the spin).
() => Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, finalTrackerRotation / 2, trackerRotationTolerance));
() => drawableSpinner.RotationTracker.Rotation, () => Is.EqualTo(finalTrackerRotation / 2).Within(trackerRotationTolerance));
AddAssert("symbol rotation rewound",
() => Precision.AlmostEquals(spinnerSymbol.Rotation, finalSpinnerSymbolRotation / 2, spinnerSymbolRotationTolerance));
() => spinnerSymbol.Rotation, () => Is.EqualTo(finalSpinnerSymbolRotation / 2).Within(spinnerSymbolRotationTolerance));
AddAssert("is cumulative rotation rewound",
// cumulative rotation is not damped, so we're treating it as the "ground truth" and allowing a comparatively smaller margin of error.
() => Precision.AlmostEquals(drawableSpinner.Result.RateAdjustedRotation, finalCumulativeTrackerRotation / 2, 100));
() => drawableSpinner.Result.RateAdjustedRotation, () => Is.EqualTo(finalCumulativeTrackerRotation / 2).Within(100));
addSeekStep(spinner_start_time + 5000);
AddAssert("is disc rotation almost same",
() => Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, finalTrackerRotation, trackerRotationTolerance));
() => drawableSpinner.RotationTracker.Rotation, () => Is.EqualTo(finalTrackerRotation).Within(trackerRotationTolerance));
AddAssert("is symbol rotation almost same",
() => Precision.AlmostEquals(spinnerSymbol.Rotation, finalSpinnerSymbolRotation, spinnerSymbolRotationTolerance));
() => spinnerSymbol.Rotation, () => Is.EqualTo(finalSpinnerSymbolRotation).Within(spinnerSymbolRotationTolerance));
AddAssert("is cumulative rotation almost same",
() => Precision.AlmostEquals(drawableSpinner.Result.RateAdjustedRotation, finalCumulativeTrackerRotation, 100));
() => drawableSpinner.Result.RateAdjustedRotation, () => Is.EqualTo(finalCumulativeTrackerRotation).Within(100));
}
[Test]
@ -177,10 +174,10 @@ namespace osu.Game.Rulesets.Osu.Tests
AddStep("retrieve spm", () => estimatedSpm = drawableSpinner.SpinsPerMinute.Value);
addSeekStep(2000);
AddAssert("spm still valid", () => Precision.AlmostEquals(drawableSpinner.SpinsPerMinute.Value, estimatedSpm, 1.0));
AddAssert("spm still valid", () => drawableSpinner.SpinsPerMinute.Value, () => Is.EqualTo(estimatedSpm).Within(1.0));
addSeekStep(1000);
AddAssert("spm still valid", () => Precision.AlmostEquals(drawableSpinner.SpinsPerMinute.Value, estimatedSpm, 1.0));
AddAssert("spm still valid", () => drawableSpinner.SpinsPerMinute.Value, () => Is.EqualTo(estimatedSpm).Within(1.0));
}
[TestCase(0.5)]
@ -202,14 +199,14 @@ namespace osu.Game.Rulesets.Osu.Tests
AddStep("adjust track rate", () => ((MasterGameplayClockContainer)Player.GameplayClockContainer).UserPlaybackRate.Value = rate);
addSeekStep(1000);
AddAssert("progress almost same", () => Precision.AlmostEquals(expectedProgress, drawableSpinner.Progress, 0.05));
AddAssert("spm almost same", () => Precision.AlmostEquals(expectedSpm, drawableSpinner.SpinsPerMinute.Value, 2.0));
AddAssert("progress almost same", () => drawableSpinner.Progress, () => Is.EqualTo(expectedProgress).Within(0.05));
AddAssert("spm almost same", () => drawableSpinner.SpinsPerMinute.Value, () => Is.EqualTo(expectedSpm).Within(2.0));
}
private void addSeekStep(double time)
{
AddStep($"seek to {time}", () => Player.GameplayClockContainer.Seek(time));
AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time, Player.DrawableRuleset.FrameStableClock.CurrentTime, 100));
AddUntilStep("wait for seek to finish", () => Player.DrawableRuleset.FrameStableClock.CurrentTime, () => Is.EqualTo(time).Within(100));
}
private void transformReplay(Func<Replay, Replay> replayTransformation) => AddStep("set replay", () =>

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@ -2,7 +2,7 @@
<Import Project="..\osu.TestProject.props" />
<ItemGroup Label="Package References">
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.0.0" />
<PackageReference Include="Moq" Version="4.18.1" />
<PackageReference Include="Moq" Version="4.18.2" />
<PackageReference Include="NUnit" Version="3.13.3" />
<PackageReference Include="NUnit3TestAdapter" Version="4.1.0" />
<PackageReference Update="Microsoft.EntityFrameworkCore.Sqlite" Version="2.1.4" />

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@ -270,8 +270,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
comboBasedMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
}
// Clamp miss count since it's derived from combo and can be higher than total hits and that breaks some calculations
comboBasedMissCount = Math.Min(comboBasedMissCount, totalHits);
// Clamp miss count to maximum amount of possible breaks
comboBasedMissCount = Math.Min(comboBasedMissCount, countOk + countMeh + countMiss);
return Math.Max(countMiss, comboBasedMissCount);
}

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@ -251,13 +251,13 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
private void convertToStream()
{
if (editorBeatmap == null || changeHandler == null || beatDivisor == null)
if (editorBeatmap == null || beatDivisor == null)
return;
var timingPoint = editorBeatmap.ControlPointInfo.TimingPointAt(HitObject.StartTime);
double streamSpacing = timingPoint.BeatLength / beatDivisor.Value;
changeHandler.BeginChange();
changeHandler?.BeginChange();
int i = 0;
double time = HitObject.StartTime;
@ -292,7 +292,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
editorBeatmap.Remove(HitObject);
changeHandler.EndChange();
changeHandler?.EndChange();
}
public override MenuItem[] ContextMenuItems => new MenuItem[]

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@ -6,8 +6,11 @@ using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input.Events;
using osu.Framework.Utils;
using osu.Game.Extensions;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
@ -15,6 +18,7 @@ using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Screens.Edit.Compose.Components;
using osuTK;
using osuTK.Input;
namespace osu.Game.Rulesets.Osu.Edit
{
@ -53,6 +57,17 @@ namespace osu.Game.Rulesets.Osu.Edit
referencePathTypes = null;
}
protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.Key == Key.M && e.ControlPressed && e.ShiftPressed)
{
mergeSelection();
return true;
}
return false;
}
public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent)
{
var hitObjects = selectedMovableObjects;
@ -112,13 +127,16 @@ namespace osu.Game.Rulesets.Osu.Edit
{
didFlip = true;
foreach (var point in slider.Path.ControlPoints)
{
point.Position = new Vector2(
(direction == Direction.Horizontal ? -1 : 1) * point.Position.X,
(direction == Direction.Vertical ? -1 : 1) * point.Position.Y
);
}
var controlPoints = slider.Path.ControlPoints.Select(p =>
new PathControlPoint(new Vector2(
(direction == Direction.Horizontal ? -1 : 1) * p.Position.X,
(direction == Direction.Vertical ? -1 : 1) * p.Position.Y
), p.Type)).ToArray();
// Importantly, update as a single operation so automatic adjustment of control points to different
// curve types does not unexpectedly trigger and change the slider's shape.
slider.Path.ControlPoints.Clear();
slider.Path.ControlPoints.AddRange(controlPoints);
}
}
@ -168,8 +186,13 @@ namespace osu.Game.Rulesets.Osu.Edit
if (h is IHasPath path)
{
foreach (var point in path.Path.ControlPoints)
point.Position = RotatePointAroundOrigin(point.Position, Vector2.Zero, delta);
var controlPoints = path.Path.ControlPoints.Select(p =>
new PathControlPoint(RotatePointAroundOrigin(p.Position, Vector2.Zero, delta), p.Type)).ToArray();
// Importantly, update as a single operation so automatic adjustment of control points to different
// curve types does not unexpectedly trigger and change the slider's shape.
path.Path.ControlPoints.Clear();
path.Path.ControlPoints.AddRange(controlPoints);
}
}
@ -320,7 +343,109 @@ namespace osu.Game.Rulesets.Osu.Edit
/// All osu! hitobjects which can be moved/rotated/scaled.
/// </summary>
private OsuHitObject[] selectedMovableObjects => SelectedItems.OfType<OsuHitObject>()
.Where(h => !(h is Spinner))
.Where(h => h is not Spinner)
.ToArray();
/// <summary>
/// All osu! hitobjects which can be merged.
/// </summary>
private OsuHitObject[] selectedMergeableObjects => SelectedItems.OfType<OsuHitObject>()
.Where(h => h is HitCircle or Slider)
.OrderBy(h => h.StartTime)
.ToArray();
private void mergeSelection()
{
var mergeableObjects = selectedMergeableObjects;
if (mergeableObjects.Length < 2)
return;
ChangeHandler?.BeginChange();
// Have an initial slider object.
var firstHitObject = mergeableObjects[0];
var mergedHitObject = firstHitObject as Slider ?? new Slider
{
StartTime = firstHitObject.StartTime,
Position = firstHitObject.Position,
NewCombo = firstHitObject.NewCombo,
SampleControlPoint = firstHitObject.SampleControlPoint,
};
if (mergedHitObject.Path.ControlPoints.Count == 0)
{
mergedHitObject.Path.ControlPoints.Add(new PathControlPoint(Vector2.Zero, PathType.Linear));
}
// Merge all the selected hit objects into one slider path.
bool lastCircle = firstHitObject is HitCircle;
foreach (var selectedMergeableObject in mergeableObjects.Skip(1))
{
if (selectedMergeableObject is IHasPath hasPath)
{
var offset = lastCircle ? selectedMergeableObject.Position - mergedHitObject.Position : mergedHitObject.Path.ControlPoints[^1].Position;
float distanceToLastControlPoint = Vector2.Distance(mergedHitObject.Path.ControlPoints[^1].Position, offset);
// Calculate the distance required to travel to the expected distance of the merging slider.
mergedHitObject.Path.ExpectedDistance.Value = mergedHitObject.Path.CalculatedDistance + distanceToLastControlPoint + hasPath.Path.Distance;
// Remove the last control point if it sits exactly on the start of the next control point.
if (Precision.AlmostEquals(distanceToLastControlPoint, 0))
{
mergedHitObject.Path.ControlPoints.RemoveAt(mergedHitObject.Path.ControlPoints.Count - 1);
}
mergedHitObject.Path.ControlPoints.AddRange(hasPath.Path.ControlPoints.Select(o => new PathControlPoint(o.Position + offset, o.Type)));
lastCircle = false;
}
else
{
// Turn the last control point into a linear type if this is the first merging circle in a sequence, so the subsequent control points can be inherited path type.
if (!lastCircle)
{
mergedHitObject.Path.ControlPoints.Last().Type = PathType.Linear;
}
mergedHitObject.Path.ControlPoints.Add(new PathControlPoint(selectedMergeableObject.Position - mergedHitObject.Position));
mergedHitObject.Path.ExpectedDistance.Value = null;
lastCircle = true;
}
}
// Make sure only the merged hit object is in the beatmap.
if (firstHitObject is Slider)
{
foreach (var selectedMergeableObject in mergeableObjects.Skip(1))
{
EditorBeatmap.Remove(selectedMergeableObject);
}
}
else
{
foreach (var selectedMergeableObject in mergeableObjects)
{
EditorBeatmap.Remove(selectedMergeableObject);
}
EditorBeatmap.Add(mergedHitObject);
}
// Make sure the merged hitobject is selected.
SelectedItems.Clear();
SelectedItems.Add(mergedHitObject);
ChangeHandler?.EndChange();
}
protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint<HitObject>> selection)
{
foreach (var item in base.GetContextMenuItemsForSelection(selection))
yield return item;
if (selectedMergeableObjects.Length > 1)
yield return new OsuMenuItem("Merge selection", MenuItemType.Destructive, mergeSelection);
}
}
}

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@ -49,6 +49,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Setup
private void updateBeatmap()
{
Beatmap.BeatmapInfo.StackLeniency = stackLeniency.Current.Value;
Beatmap.SaveState();
}
}
}

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@ -59,7 +59,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
private bool rotationTransferred;
[Resolved(canBeNull: true)]
private GameplayClock gameplayClock { get; set; }
private IGameplayClock gameplayClock { get; set; }
protected override void Update()
{

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@ -1,8 +1,6 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System.Collections.Generic;
using System.Linq;
using Humanizer;
@ -36,7 +34,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
TimeRange = { Value = 5000 },
};
private TaikoScoreProcessor scoreProcessor;
private TaikoScoreProcessor scoreProcessor = null!;
private IEnumerable<DrawableTaikoMascot> mascots => this.ChildrenOfType<DrawableTaikoMascot>();
@ -65,6 +63,8 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[Test]
public void TestInitialState()
{
AddStep("set beatmap", () => setBeatmap());
AddStep("create mascot", () => SetContents(_ => new DrawableTaikoMascot { RelativeSizeAxes = Axes.Both }));
AddAssert("mascot initially idle", () => allMascotsIn(TaikoMascotAnimationState.Idle));
@ -89,9 +89,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[Test]
public void TestIdleState()
{
AddStep("set beatmap", () => setBeatmap());
createDrawableRuleset();
prepareDrawableRulesetAndBeatmap(false);
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
assertStateAfterResult(new JudgementResult(new Hit.StrongNestedHit(), new TaikoStrongJudgement()) { Type = HitResult.IgnoreMiss }, TaikoMascotAnimationState.Idle);
@ -100,9 +98,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[Test]
public void TestKiaiState()
{
AddStep("set beatmap", () => setBeatmap(true));
createDrawableRuleset();
prepareDrawableRulesetAndBeatmap(true);
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Ok }, TaikoMascotAnimationState.Kiai);
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoStrongJudgement()) { Type = HitResult.IgnoreMiss }, TaikoMascotAnimationState.Kiai);
@ -112,9 +108,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[Test]
public void TestMissState()
{
AddStep("set beatmap", () => setBeatmap());
createDrawableRuleset();
prepareDrawableRulesetAndBeatmap(false);
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Fail);
@ -126,9 +120,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[TestCase(false)]
public void TestClearStateOnComboMilestone(bool kiai)
{
AddStep("set beatmap", () => setBeatmap(kiai));
createDrawableRuleset();
prepareDrawableRulesetAndBeatmap(kiai);
AddRepeatStep("reach 49 combo", () => applyNewResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }), 49);
@ -139,9 +131,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[TestCase(false, TaikoMascotAnimationState.Idle)]
public void TestClearStateOnClearedSwell(bool kiai, TaikoMascotAnimationState expectedStateAfterClear)
{
AddStep("set beatmap", () => setBeatmap(kiai));
createDrawableRuleset();
prepareDrawableRulesetAndBeatmap(kiai);
assertStateAfterResult(new JudgementResult(new Swell(), new TaikoSwellJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Clear);
AddUntilStep($"state reverts to {expectedStateAfterClear.ToString().ToLowerInvariant()}", () => allMascotsIn(expectedStateAfterClear));
@ -175,25 +165,27 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
scoreProcessor.ApplyBeatmap(Beatmap.Value.Beatmap);
}
private void createDrawableRuleset()
private void prepareDrawableRulesetAndBeatmap(bool kiai)
{
AddUntilStep("wait for beatmap to be loaded", () => Beatmap.Value.Track.IsLoaded);
AddStep("set beatmap", () => setBeatmap(kiai));
AddStep("create drawable ruleset", () =>
{
Beatmap.Value.Track.Start();
SetContents(_ =>
{
var ruleset = new TaikoRuleset();
return new DrawableTaikoRuleset(ruleset, Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
});
});
AddUntilStep("wait for track to be loaded", () => MusicController.TrackLoaded);
AddStep("start track", () => MusicController.CurrentTrack.Restart());
AddUntilStep("wait for track started", () => MusicController.IsPlaying);
}
private void assertStateAfterResult(JudgementResult judgementResult, TaikoMascotAnimationState expectedState)
{
TaikoMascotAnimationState[] mascotStates = null;
TaikoMascotAnimationState[] mascotStates = null!;
AddStep($"{judgementResult.Type.ToString().ToLowerInvariant()} result for {judgementResult.Judgement.GetType().Name.Humanize(LetterCasing.LowerCase)}",
() =>
@ -204,7 +196,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
Schedule(() => mascotStates = animatedMascots.Select(mascot => mascot.State.Value).ToArray());
});
AddAssert($"state is {expectedState.ToString().ToLowerInvariant()}", () => mascotStates.All(state => state == expectedState));
AddAssert($"state is {expectedState.ToString().ToLowerInvariant()}", () => mascotStates.Distinct(), () => Is.EquivalentTo(new[] { expectedState }));
}
private void applyNewResult(JudgementResult judgementResult)

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@ -67,7 +67,7 @@ namespace osu.Game.Rulesets.Taiko.Edit.Blueprints
return;
base.OnMouseUp(e);
EndPlacement(true);
EndPlacement(spanPlacementObject.Duration > 0);
}
public override void UpdateTimeAndPosition(SnapResult result)

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@ -13,6 +13,7 @@ using osu.Game.Rulesets.Objects.Drawables;
using osuTK.Graphics;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
@ -30,6 +31,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
/// </summary>
private const int rolling_hits_for_engaged_colour = 5;
public override Quad ScreenSpaceDrawQuad => MainPiece.Drawable.ScreenSpaceDrawQuad;
/// <summary>
/// Rolling number of tick hits. This increases for hits and decreases for misses.
/// </summary>

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@ -7,6 +7,7 @@ using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Animations;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Objects;
@ -20,6 +21,9 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{
private Drawable backgroundLayer;
// required for editor blueprints (not sure why these circle pieces are zero size).
public override Quad ScreenSpaceDrawQuad => backgroundLayer.ScreenSpaceDrawQuad;
public LegacyCirclePiece()
{
RelativeSizeAxes = Axes.Both;

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@ -6,6 +6,7 @@
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Game.Graphics;
@ -16,11 +17,22 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{
public class LegacyDrumRoll : CompositeDrawable, IHasAccentColour
{
public override Quad ScreenSpaceDrawQuad
{
get
{
var headDrawQuad = headCircle.ScreenSpaceDrawQuad;
var tailDrawQuad = tailCircle.ScreenSpaceDrawQuad;
return new Quad(headDrawQuad.TopLeft, tailDrawQuad.TopRight, headDrawQuad.BottomLeft, tailDrawQuad.BottomRight);
}
}
private LegacyCirclePiece headCircle;
private Sprite body;
private Sprite end;
private Sprite tailCircle;
public LegacyDrumRoll()
{
@ -32,7 +44,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{
InternalChildren = new Drawable[]
{
end = new Sprite
tailCircle = new Sprite
{
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreLeft,
@ -82,7 +94,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
headCircle.AccentColour = colour;
body.Colour = colour;
end.Colour = colour;
tailCircle.Colour = colour;
}
}
}

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@ -45,7 +45,7 @@ namespace osu.Game.Tests.Gameplay
});
AddStep("start clock", () => gameplayClockContainer.Start());
AddUntilStep("elapsed greater than zero", () => gameplayClockContainer.GameplayClock.ElapsedFrameTime > 0);
AddUntilStep("elapsed greater than zero", () => gameplayClockContainer.ElapsedFrameTime > 0);
}
[Test]
@ -60,16 +60,16 @@ namespace osu.Game.Tests.Gameplay
});
AddStep("start clock", () => gameplayClockContainer.Start());
AddUntilStep("current time greater 2000", () => gameplayClockContainer.GameplayClock.CurrentTime > 2000);
AddUntilStep("current time greater 2000", () => gameplayClockContainer.CurrentTime > 2000);
double timeAtReset = 0;
AddStep("reset clock", () =>
{
timeAtReset = gameplayClockContainer.GameplayClock.CurrentTime;
timeAtReset = gameplayClockContainer.CurrentTime;
gameplayClockContainer.Reset();
});
AddAssert("current time < time at reset", () => gameplayClockContainer.GameplayClock.CurrentTime < timeAtReset);
AddAssert("current time < time at reset", () => gameplayClockContainer.CurrentTime < timeAtReset);
}
[Test]

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@ -77,7 +77,6 @@ namespace osu.Game.Tests.Gameplay
Add(gameplayContainer = new MasterGameplayClockContainer(working, 0)
{
IsPaused = { Value = true },
Child = new FrameStabilityContainer
{
Child = sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
@ -106,7 +105,6 @@ namespace osu.Game.Tests.Gameplay
Add(gameplayContainer = new MasterGameplayClockContainer(working, start_time)
{
StartTime = start_time,
IsPaused = { Value = true },
Child = new FrameStabilityContainer
{
Child = sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
@ -141,7 +139,7 @@ namespace osu.Game.Tests.Gameplay
beatmapSkinSourceContainer.Add(sample = new TestDrawableStoryboardSample(new StoryboardSampleInfo("test-sample", 1, 1))
{
Clock = gameplayContainer.GameplayClock
Clock = gameplayContainer
});
});

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@ -1,38 +1,31 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System.Collections.Generic;
using NUnit.Framework;
using osu.Framework.Bindables;
using osu.Framework.Timing;
using osu.Game.Screens.Play;
namespace osu.Game.Tests.NonVisual
{
[TestFixture]
public class GameplayClockTest
public class GameplayClockContainerTest
{
[TestCase(0)]
[TestCase(1)]
public void TestTrueGameplayRateWithZeroAdjustment(double underlyingClockRate)
{
var framedClock = new FramedClock(new ManualClock { Rate = underlyingClockRate });
var gameplayClock = new TestGameplayClock(framedClock);
gameplayClock.MutableNonGameplayAdjustments.Add(new BindableDouble());
var gameplayClock = new TestGameplayClockContainer(framedClock);
Assert.That(gameplayClock.TrueGameplayRate, Is.EqualTo(0));
}
private class TestGameplayClock : GameplayClock
private class TestGameplayClockContainer : GameplayClockContainer
{
public List<Bindable<double>> MutableNonGameplayAdjustments { get; } = new List<Bindable<double>>();
public override IEnumerable<double> NonGameplayAdjustments => new[] { 0.0 };
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments;
public TestGameplayClock(IFrameBasedClock underlyingClock)
public TestGameplayClockContainer(IFrameBasedClock underlyingClock)
: base(underlyingClock)
{
}

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@ -1,8 +1,6 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
@ -65,7 +63,7 @@ namespace osu.Game.Tests.Visual.Editing
AddStep("seek near end", () => Clock.Seek(Clock.TrackLength - 250));
AddUntilStep("clock stops", () => !Clock.IsRunning);
AddAssert("clock stopped at end", () => Clock.CurrentTime == Clock.TrackLength);
AddUntilStep("clock stopped at end", () => Clock.CurrentTime, () => Is.EqualTo(Clock.TrackLength));
AddStep("start clock again", () => Clock.Start());
AddAssert("clock looped to start", () => Clock.IsRunning && Clock.CurrentTime < 500);
@ -80,7 +78,7 @@ namespace osu.Game.Tests.Visual.Editing
AddAssert("clock stopped", () => !Clock.IsRunning);
AddStep("seek exactly to end", () => Clock.Seek(Clock.TrackLength));
AddAssert("clock stopped at end", () => Clock.CurrentTime == Clock.TrackLength);
AddAssert("clock stopped at end", () => Clock.CurrentTime, () => Is.EqualTo(Clock.TrackLength));
AddStep("start clock again", () => Clock.Start());
AddAssert("clock looped to start", () => Clock.IsRunning && Clock.CurrentTime < 500);
@ -92,16 +90,16 @@ namespace osu.Game.Tests.Visual.Editing
AddStep("stop clock", () => Clock.Stop());
AddStep("seek before start time", () => Clock.Seek(-1000));
AddAssert("time is clamped to 0", () => Clock.CurrentTime == 0);
AddAssert("time is clamped to 0", () => Clock.CurrentTime, () => Is.EqualTo(0));
AddStep("seek beyond track length", () => Clock.Seek(Clock.TrackLength + 1000));
AddAssert("time is clamped to track length", () => Clock.CurrentTime == Clock.TrackLength);
AddAssert("time is clamped to track length", () => Clock.CurrentTime, () => Is.EqualTo(Clock.TrackLength));
AddStep("seek smoothly before start time", () => Clock.SeekSmoothlyTo(-1000));
AddAssert("time is clamped to 0", () => Clock.CurrentTime == 0);
AddUntilStep("time is clamped to 0", () => Clock.CurrentTime, () => Is.EqualTo(0));
AddStep("seek smoothly beyond track length", () => Clock.SeekSmoothlyTo(Clock.TrackLength + 1000));
AddAssert("time is clamped to track length", () => Clock.CurrentTime == Clock.TrackLength);
AddUntilStep("time is clamped to track length", () => Clock.CurrentTime, () => Is.EqualTo(Clock.TrackLength));
}
protected override void Dispose(bool isDisposing)

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@ -173,6 +173,7 @@ namespace osu.Game.Tests.Visual.Editing
reset();
AddStep("Seek(49)", () => Clock.Seek(49));
checkTime(49);
AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
checkTime(50);
AddStep("Seek(49.999)", () => Clock.Seek(49.999));
@ -207,6 +208,7 @@ namespace osu.Game.Tests.Visual.Editing
reset();
AddStep("Seek(450)", () => Clock.Seek(450));
checkTime(450);
AddStep("SeekBackward", () => Clock.SeekBackward());
checkTime(400);
AddStep("SeekBackward", () => Clock.SeekBackward());
@ -228,6 +230,7 @@ namespace osu.Game.Tests.Visual.Editing
reset();
AddStep("Seek(450)", () => Clock.Seek(450));
checkTime(450);
AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true));
checkTime(400);
AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true));
@ -252,6 +255,7 @@ namespace osu.Game.Tests.Visual.Editing
reset();
AddStep("Seek(451)", () => Clock.Seek(451));
checkTime(451);
AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true));
checkTime(450);
AddStep("Seek(450.999)", () => Clock.Seek(450.999));
@ -276,6 +280,7 @@ namespace osu.Game.Tests.Visual.Editing
double lastTime = 0;
AddStep("Seek(0)", () => Clock.Seek(0));
checkTime(0);
for (int i = 0; i < 9; i++)
{

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@ -1,13 +1,9 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Components;
using osuTK;
@ -19,19 +15,12 @@ namespace osu.Game.Tests.Visual.Editing
[BackgroundDependencyLoader]
private void load()
{
var clock = new EditorClock { IsCoupled = false };
Dependencies.CacheAs(clock);
var playback = new PlaybackControl
Child = new PlaybackControl
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(200, 100)
};
Beatmap.Value = CreateWorkingBeatmap(new Beatmap());
Child = playback;
}
}
}

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@ -80,7 +80,7 @@ namespace osu.Game.Tests.Visual.Gameplay
(typeof(ScoreProcessor), actualComponentsContainer.Dependencies.Get<ScoreProcessor>()),
(typeof(HealthProcessor), actualComponentsContainer.Dependencies.Get<HealthProcessor>()),
(typeof(GameplayState), actualComponentsContainer.Dependencies.Get<GameplayState>()),
(typeof(GameplayClock), actualComponentsContainer.Dependencies.Get<GameplayClock>())
(typeof(IGameplayClock), actualComponentsContainer.Dependencies.Get<IGameplayClock>())
},
};

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@ -137,13 +137,13 @@ namespace osu.Game.Tests.Visual.Gameplay
private void seekManualTo(double time) => AddStep($"seek manual clock to {time}", () => manualClock.CurrentTime = time);
private void confirmSeek(double time) => AddUntilStep($"wait for seek to {time}", () => consumer.Clock.CurrentTime == time);
private void confirmSeek(double time) => AddUntilStep($"wait for seek to {time}", () => consumer.Clock.CurrentTime, () => Is.EqualTo(time));
private void checkFrameCount(int frames) =>
AddAssert($"elapsed frames is {frames}", () => consumer.ElapsedFrames == frames);
AddAssert($"elapsed frames is {frames}", () => consumer.ElapsedFrames, () => Is.EqualTo(frames));
private void checkRate(double rate) =>
AddAssert($"clock rate is {rate}", () => consumer.Clock.Rate == rate);
AddAssert($"clock rate is {rate}", () => consumer.Clock.Rate, () => Is.EqualTo(rate));
public class ClockConsumingChild : CompositeDrawable
{

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@ -1,8 +1,6 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
@ -21,22 +19,22 @@ namespace osu.Game.Tests.Visual.Gameplay
[Test]
public void TestAllSamplesStopDuringSeek()
{
DrawableSlider slider = null;
PoolableSkinnableSample[] samples = null;
ISamplePlaybackDisabler sampleDisabler = null;
DrawableSlider? slider = null;
PoolableSkinnableSample[] samples = null!;
ISamplePlaybackDisabler sampleDisabler = null!;
AddUntilStep("get variables", () =>
{
sampleDisabler = Player;
slider = Player.ChildrenOfType<DrawableSlider>().MinBy(s => s.HitObject.StartTime);
samples = slider?.ChildrenOfType<PoolableSkinnableSample>().ToArray();
samples = slider.ChildrenOfType<PoolableSkinnableSample>().ToArray();
return slider != null;
});
AddUntilStep("wait for slider sliding then seek", () =>
{
if (!slider.Tracking.Value)
if (slider?.Tracking.Value != true)
return false;
if (!samples.Any(s => s.Playing))

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@ -38,8 +38,8 @@ namespace osu.Game.Tests.Visual.Gameplay
[Cached]
private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
[Cached]
private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock());
[Cached(typeof(IGameplayClock))]
private readonly IGameplayClock gameplayClock = new GameplayClockContainer(new FramedClock());
// best way to check without exposing.
private Drawable hideTarget => hudOverlay.KeyCounter;

View File

@ -1,8 +1,6 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System.Linq;
using NUnit.Framework;
using osu.Framework.Graphics;
@ -19,7 +17,7 @@ namespace osu.Game.Tests.Visual.Gameplay
{
public class TestSceneLeadIn : RateAdjustedBeatmapTestScene
{
private LeadInPlayer player;
private LeadInPlayer player = null!;
private const double lenience_ms = 10;
@ -36,11 +34,7 @@ namespace osu.Game.Tests.Visual.Gameplay
BeatmapInfo = { AudioLeadIn = leadIn }
});
AddStep("check first frame time", () =>
{
Assert.That(player.FirstFrameClockTime, Is.Not.Null);
Assert.That(player.FirstFrameClockTime.Value, Is.EqualTo(expectedStartTime).Within(lenience_ms));
});
checkFirstFrameTime(expectedStartTime);
}
[TestCase(1000, 0)]
@ -59,11 +53,7 @@ namespace osu.Game.Tests.Visual.Gameplay
loadPlayerWithBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo), storyboard);
AddStep("check first frame time", () =>
{
Assert.That(player.FirstFrameClockTime, Is.Not.Null);
Assert.That(player.FirstFrameClockTime.Value, Is.EqualTo(expectedStartTime).Within(lenience_ms));
});
checkFirstFrameTime(expectedStartTime);
}
[TestCase(1000, 0, false)]
@ -97,14 +87,13 @@ namespace osu.Game.Tests.Visual.Gameplay
loadPlayerWithBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo), storyboard);
AddStep("check first frame time", () =>
{
Assert.That(player.FirstFrameClockTime, Is.Not.Null);
Assert.That(player.FirstFrameClockTime.Value, Is.EqualTo(expectedStartTime).Within(lenience_ms));
});
checkFirstFrameTime(expectedStartTime);
}
private void loadPlayerWithBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
private void checkFirstFrameTime(double expectedStartTime) =>
AddAssert("check first frame time", () => player.FirstFrameClockTime, () => Is.EqualTo(expectedStartTime).Within(lenience_ms));
private void loadPlayerWithBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
{
AddStep("create player", () =>
{
@ -126,19 +115,15 @@ namespace osu.Game.Tests.Visual.Gameplay
public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
public double GameplayStartTime => DrawableRuleset.GameplayStartTime;
public double FirstHitObjectTime => DrawableRuleset.Objects.First().StartTime;
public double GameplayClockTime => GameplayClockContainer.GameplayClock.CurrentTime;
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
if (!FirstFrameClockTime.HasValue)
{
FirstFrameClockTime = GameplayClockContainer.GameplayClock.CurrentTime;
FirstFrameClockTime = GameplayClockContainer.CurrentTime;
AddInternal(new OsuSpriteText
{
Text = $"GameplayStartTime: {DrawableRuleset.GameplayStartTime} "

View File

@ -19,7 +19,7 @@ namespace osu.Game.Tests.Visual.Gameplay
base.SetUpSteps();
AddUntilStep("gameplay has started",
() => Player.GameplayClockContainer.GameplayClock.CurrentTime > Player.DrawableRuleset.GameplayStartTime);
() => Player.GameplayClockContainer.CurrentTime > Player.DrawableRuleset.GameplayStartTime);
}
[Test]

View File

@ -313,7 +313,7 @@ namespace osu.Game.Tests.Visual.Gameplay
AddUntilStep("pause again", () =>
{
Player.Pause();
return !Player.GameplayClockContainer.GameplayClock.IsRunning;
return !Player.GameplayClockContainer.IsRunning;
});
AddAssert("loop is playing", () => getLoop().IsPlaying);
@ -378,7 +378,7 @@ namespace osu.Game.Tests.Visual.Gameplay
AddAssert("pause overlay " + (isShown ? "shown" : "hidden"), () => Player.PauseOverlayVisible == isShown);
private void confirmClockRunning(bool isRunning) =>
AddUntilStep("clock " + (isRunning ? "running" : "stopped"), () => Player.GameplayClockContainer.GameplayClock.IsRunning == isRunning);
AddUntilStep("clock " + (isRunning ? "running" : "stopped"), () => Player.GameplayClockContainer.IsRunning == isRunning);
protected override bool AllowFail => true;

View File

@ -30,6 +30,7 @@ using osu.Game.Screens.Play;
using osu.Game.Screens.Play.PlayerSettings;
using osu.Game.Utils;
using osuTK.Input;
using SkipOverlay = osu.Game.Screens.Play.SkipOverlay;
namespace osu.Game.Tests.Visual.Gameplay
{
@ -57,6 +58,10 @@ namespace osu.Game.Tests.Visual.Gameplay
private readonly ChangelogOverlay changelogOverlay;
private double savedTrackVolume;
private double savedMasterVolume;
private bool savedMutedState;
public TestScenePlayerLoader()
{
AddRange(new Drawable[]
@ -76,11 +81,7 @@ namespace osu.Game.Tests.Visual.Gameplay
}
[SetUp]
public void Setup() => Schedule(() =>
{
player = null;
audioManager.Volume.SetDefault();
});
public void Setup() => Schedule(() => player = null);
/// <summary>
/// Sets the input manager child to a new test player loader container instance.
@ -99,7 +100,13 @@ namespace osu.Game.Tests.Visual.Gameplay
private void prepareBeatmap()
{
var workingBeatmap = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
// Add intro time to test quick retry skipping (TestQuickRetry).
workingBeatmap.BeatmapInfo.AudioLeadIn = 60000;
// Turn on epilepsy warning to test warning display (TestEpilepsyWarning).
workingBeatmap.BeatmapInfo.EpilepsyWarning = epilepsyWarning;
Beatmap.Value = workingBeatmap;
foreach (var mod in SelectedMods.Value.OfType<IApplicableToTrack>())
@ -148,6 +155,7 @@ namespace osu.Game.Tests.Visual.Gameplay
moveMouse();
return player?.LoadState == LoadState.Ready;
});
AddRepeatStep("move mouse", moveMouse, 20);
AddAssert("loader still active", () => loader.IsCurrentScreen());
@ -155,6 +163,8 @@ namespace osu.Game.Tests.Visual.Gameplay
void moveMouse()
{
notificationOverlay.State.Value = Visibility.Hidden;
InputManager.MoveMouseTo(
loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft
+ (loader.VisualSettings.ScreenSpaceDrawQuad.BottomRight - loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft)
@ -275,6 +285,8 @@ namespace osu.Game.Tests.Visual.Gameplay
AddStep("load player", () => resetPlayer(false, beforeLoad));
AddUntilStep("wait for player", () => player?.LoadState == LoadState.Ready);
saveVolumes();
AddAssert("check for notification", () => notificationOverlay.UnreadCount.Value == 1);
AddStep("click notification", () =>
{
@ -288,6 +300,8 @@ namespace osu.Game.Tests.Visual.Gameplay
AddAssert("check " + volumeName, assert);
restoreVolumes();
AddUntilStep("wait for player load", () => player.IsLoaded);
}
@ -295,6 +309,9 @@ namespace osu.Game.Tests.Visual.Gameplay
[TestCase(false)]
public void TestEpilepsyWarning(bool warning)
{
saveVolumes();
setFullVolume();
AddStep("change epilepsy warning", () => epilepsyWarning = warning);
AddStep("load dummy beatmap", () => resetPlayer(false));
@ -307,6 +324,30 @@ namespace osu.Game.Tests.Visual.Gameplay
AddUntilStep("sound volume decreased", () => Beatmap.Value.Track.AggregateVolume.Value == 0.25);
AddUntilStep("sound volume restored", () => Beatmap.Value.Track.AggregateVolume.Value == 1);
}
restoreVolumes();
}
[Test]
public void TestEpilepsyWarningEarlyExit()
{
saveVolumes();
setFullVolume();
AddStep("set epilepsy warning", () => epilepsyWarning = true);
AddStep("load dummy beatmap", () => resetPlayer(false));
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddUntilStep("wait for epilepsy warning", () => getWarning().Alpha > 0);
AddUntilStep("warning is shown", () => getWarning().State.Value == Visibility.Visible);
AddStep("exit early", () => loader.Exit());
AddUntilStep("warning is hidden", () => getWarning().State.Value == Visibility.Hidden);
AddUntilStep("sound volume restored", () => Beatmap.Value.Track.AggregateVolume.Value == 1);
restoreVolumes();
}
[TestCase(true, 1.0, false)] // on battery, above cutoff --> no warning
@ -337,21 +378,65 @@ namespace osu.Game.Tests.Visual.Gameplay
AddUntilStep("wait for player load", () => player.IsLoaded);
}
[Test]
public void TestEpilepsyWarningEarlyExit()
private void restoreVolumes()
{
AddStep("set epilepsy warning", () => epilepsyWarning = true);
AddStep("restore previous volumes", () =>
{
audioManager.VolumeTrack.Value = savedTrackVolume;
audioManager.Volume.Value = savedMasterVolume;
volumeOverlay.IsMuted.Value = savedMutedState;
});
}
private void setFullVolume()
{
AddStep("set volumes to 100%", () =>
{
audioManager.VolumeTrack.Value = 1;
audioManager.Volume.Value = 1;
volumeOverlay.IsMuted.Value = false;
});
}
private void saveVolumes()
{
AddStep("save previous volumes", () =>
{
savedTrackVolume = audioManager.VolumeTrack.Value;
savedMasterVolume = audioManager.Volume.Value;
savedMutedState = volumeOverlay.IsMuted.Value;
});
}
[Test]
public void TestQuickRetry()
{
TestPlayer getCurrentPlayer() => loader.CurrentPlayer as TestPlayer;
bool checkSkipButtonVisible() => player.ChildrenOfType<SkipOverlay>().FirstOrDefault()?.IsButtonVisible == true;
TestPlayer previousPlayer = null;
AddStep("load dummy beatmap", () => resetPlayer(false));
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddUntilStep("wait for current", () => getCurrentPlayer()?.IsCurrentScreen() == true);
AddStep("store previous player", () => previousPlayer = getCurrentPlayer());
AddUntilStep("wait for epilepsy warning", () => getWarning().Alpha > 0);
AddUntilStep("warning is shown", () => getWarning().State.Value == Visibility.Visible);
AddStep("Restart map normally", () => getCurrentPlayer().Restart());
AddUntilStep("wait for load", () => getCurrentPlayer()?.LoadedBeatmapSuccessfully == true);
AddStep("exit early", () => loader.Exit());
AddUntilStep("restart completed", () => getCurrentPlayer() != null && getCurrentPlayer() != previousPlayer);
AddStep("store previous player", () => previousPlayer = getCurrentPlayer());
AddUntilStep("warning is hidden", () => getWarning().State.Value == Visibility.Hidden);
AddUntilStep("sound volume restored", () => Beatmap.Value.Track.AggregateVolume.Value == 1);
AddUntilStep("skip button visible", checkSkipButtonVisible);
AddStep("press quick retry key", () => InputManager.PressKey(Key.Tilde));
AddUntilStep("restart completed", () => getCurrentPlayer() != null && getCurrentPlayer() != previousPlayer);
AddStep("release quick retry key", () => InputManager.ReleaseKey(Key.Tilde));
AddUntilStep("wait for player", () => getCurrentPlayer()?.LoadState == LoadState.Ready);
AddUntilStep("time reached zero", () => getCurrentPlayer()?.GameplayClockContainer.CurrentTime > 0);
AddUntilStep("skip button not visible", () => !checkSkipButtonVisible());
}
private EpilepsyWarning getWarning() => loader.ChildrenOfType<EpilepsyWarning>().SingleOrDefault();

View File

@ -29,8 +29,8 @@ namespace osu.Game.Tests.Visual.Gameplay
[Cached]
private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
[Cached]
private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock());
[Cached(typeof(IGameplayClock))]
private readonly IGameplayClock gameplayClock = new GameplayClockContainer(new FramedClock());
[SetUpSteps]
public void SetUpSteps()

View File

@ -36,8 +36,8 @@ namespace osu.Game.Tests.Visual.Gameplay
[Cached]
private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
[Cached]
private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock());
[Cached(typeof(IGameplayClock))]
private readonly IGameplayClock gameplayClock = new GameplayClockContainer(new FramedClock());
private IEnumerable<HUDOverlay> hudOverlays => CreatedDrawables.OfType<HUDOverlay>();

View File

@ -6,6 +6,7 @@
using NUnit.Framework;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Play;
using osuTK;
@ -22,7 +23,7 @@ namespace osu.Game.Tests.Visual.Gameplay
private double increment;
private GameplayClockContainer gameplayClockContainer;
private GameplayClock gameplayClock;
private IFrameBasedClock gameplayClock;
private const double skip_time = 6000;
@ -51,7 +52,7 @@ namespace osu.Game.Tests.Visual.Gameplay
};
gameplayClockContainer.Start();
gameplayClock = gameplayClockContainer.GameplayClock;
gameplayClock = gameplayClockContainer;
});
[Test]

View File

@ -30,7 +30,7 @@ namespace osu.Game.Tests.Visual.Gameplay
Add(gameplayClockContainer = new MasterGameplayClockContainer(Beatmap.Value, skip_target_time));
Dependencies.CacheAs(gameplayClockContainer.GameplayClock);
Dependencies.CacheAs<IGameplayClock>(gameplayClockContainer);
}
[SetUpSteps]

View File

@ -363,7 +363,7 @@ namespace osu.Game.Tests.Visual.Gameplay
private Player player => Stack.CurrentScreen as Player;
private double currentFrameStableTime
=> player.ChildrenOfType<FrameStabilityContainer>().First().FrameStableClock.CurrentTime;
=> player.ChildrenOfType<FrameStabilityContainer>().First().CurrentTime;
private void waitForPlayer() => AddUntilStep("wait for player", () => (Stack.CurrentScreen as Player)?.IsLoaded == true);

View File

@ -64,7 +64,7 @@ namespace osu.Game.Tests.Visual.Gameplay
public void TestStoryboardNoSkipOutro()
{
CreateTest();
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
AddUntilStep("wait for score shown", () => Player.IsScoreShown);
}
@ -100,7 +100,7 @@ namespace osu.Game.Tests.Visual.Gameplay
});
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
}
@ -111,7 +111,7 @@ namespace osu.Game.Tests.Visual.Gameplay
{
AddStep("set ShowResults = false", () => showResults = false);
});
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
AddWaitStep("wait", 10);
AddAssert("no score shown", () => !Player.IsScoreShown);
}
@ -120,7 +120,7 @@ namespace osu.Game.Tests.Visual.Gameplay
public void TestStoryboardEndsBeforeCompletion()
{
CreateTest(() => AddStep("set storyboard duration to .1s", () => currentStoryboardDuration = 100));
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
AddUntilStep("wait for score shown", () => Player.IsScoreShown);
}
@ -138,7 +138,7 @@ namespace osu.Game.Tests.Visual.Gameplay
AddUntilStep("skip overlay content not visible", () => fadeContainer().State == Visibility.Hidden);
AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible);
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
}
[Test]

View File

@ -23,7 +23,7 @@ namespace osu.Game.Tests.Visual.Mods
protected override TestPlayer CreateModPlayer(Ruleset ruleset)
{
var player = base.CreateModPlayer(ruleset);
player.RestartRequested = () => restartRequested = true;
player.RestartRequested = _ => restartRequested = true;
return player;
}

View File

@ -451,7 +451,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
}
private void checkPaused(int userId, bool state)
=> AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
=> AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().IsRunning != state);
private void checkPausedInstant(int userId, bool state)
{

View File

@ -671,7 +671,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
for (double i = 1000; i < TestResources.QUICK_BEATMAP_LENGTH; i += 1000)
{
double time = i;
AddUntilStep($"wait for time > {i}", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.GameplayClock.CurrentTime > time);
AddUntilStep($"wait for time > {i}", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.CurrentTime > time);
}
AddUntilStep("wait for results", () => multiplayerComponents.CurrentScreen is ResultsScreen);

View File

@ -7,7 +7,7 @@
<PackageReference Include="NUnit" Version="3.13.3" />
<PackageReference Include="NUnit3TestAdapter" Version="4.1.0" />
<PackageReference Update="Microsoft.EntityFrameworkCore.Sqlite" Version="2.1.4" />
<PackageReference Include="Moq" Version="4.18.1" />
<PackageReference Include="Moq" Version="4.18.2" />
</ItemGroup>
<PropertyGroup Label="Project">
<OutputType>WinExe</OutputType>

View File

@ -102,6 +102,14 @@ namespace osu.Game.Beatmaps
public string OnlineMD5Hash { get; set; } = string.Empty;
/// <summary>
/// The last time of a local modification (via the editor).
/// </summary>
public DateTimeOffset? LastLocalUpdate { get; set; }
/// <summary>
/// The last time online metadata was applied to this beatmap.
/// </summary>
public DateTimeOffset? LastOnlineUpdate { get; set; }
/// <summary>

View File

@ -94,6 +94,7 @@ namespace osu.Game.Beatmaps
var beatmapSet = new BeatmapSetInfo
{
DateAdded = DateTimeOffset.UtcNow,
Beatmaps =
{
new BeatmapInfo(ruleset, new BeatmapDifficulty(), metadata)
@ -313,6 +314,7 @@ namespace osu.Game.Beatmaps
beatmapInfo.MD5Hash = stream.ComputeMD5Hash();
beatmapInfo.Hash = stream.ComputeSHA2Hash();
beatmapInfo.LastLocalUpdate = DateTimeOffset.Now;
beatmapInfo.Status = BeatmapOnlineStatus.LocallyModified;
AddFile(setInfo, stream, createBeatmapFilenameFromMetadata(beatmapInfo));

View File

@ -134,6 +134,6 @@ namespace osu.Game.Beatmaps
/// <summary>
/// Reads the correct track restart point from beatmap metadata and sets looping to enabled.
/// </summary>
void PrepareTrackForPreviewLooping();
void PrepareTrackForPreview(bool looping);
}
}

View File

@ -110,9 +110,9 @@ namespace osu.Game.Beatmaps
public Track LoadTrack() => track = GetBeatmapTrack() ?? GetVirtualTrack(1000);
public void PrepareTrackForPreviewLooping()
public void PrepareTrackForPreview(bool looping)
{
Track.Looping = true;
Track.Looping = looping;
Track.RestartPoint = Metadata.PreviewTime;
if (Track.RestartPoint == -1)

View File

@ -89,7 +89,7 @@ namespace osu.Game.Database
if (existing != null)
{
foreach (string newBeatmap in existing.BeatmapMD5Hashes)
foreach (string newBeatmap in collection.BeatmapMD5Hashes)
{
if (!existing.BeatmapMD5Hashes.Contains(newBeatmap))
existing.BeatmapMD5Hashes.Add(newBeatmap);

View File

@ -68,8 +68,9 @@ namespace osu.Game.Database
/// 20 2022-07-21 Added LastAppliedDifficultyVersion to RulesetInfo, changed default value of BeatmapInfo.StarRating to -1.
/// 21 2022-07-27 Migrate collections to realm (BeatmapCollection).
/// 22 2022-07-31 Added ModPreset.
/// 23 2022-08-01 Added LastLocalUpdate to BeatmapInfo.
/// </summary>
private const int schema_version = 22;
private const int schema_version = 23;
/// <summary>
/// Lock object which is held during <see cref="BlockAllOperations"/> sections, blocking realm retrieval during blocking periods.
@ -900,8 +901,15 @@ namespace osu.Game.Database
try
{
using (var source = storage.GetStream(Filename, mode: FileMode.Open))
using (var destination = storage.GetStream(backupFilename, FileAccess.Write, FileMode.CreateNew))
source.CopyTo(destination);
{
// source may not exist.
if (source == null)
return;
using (var destination = storage.GetStream(backupFilename, FileAccess.Write, FileMode.CreateNew))
source.CopyTo(destination);
}
return;
}
catch (IOException)

View File

@ -13,6 +13,7 @@ using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Sprites;
using osuTK;
@ -26,9 +27,9 @@ namespace osu.Game.Graphics.UserInterfaceV2
{
public BindableList<Colour4> Colours { get; } = new BindableList<Colour4>();
private string colourNamePrefix = "Colour";
private LocalisableString colourNamePrefix = "Colour";
public string ColourNamePrefix
public LocalisableString ColourNamePrefix
{
get => colourNamePrefix;
set

View File

@ -5,6 +5,7 @@
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Localisation;
namespace osu.Game.Graphics.UserInterfaceV2
{
@ -17,7 +18,7 @@ namespace osu.Game.Graphics.UserInterfaceV2
public BindableList<Colour4> Colours => Component.Colours;
public string ColourNamePrefix
public LocalisableString ColourNamePrefix
{
get => Component.ColourNamePrefix;
set => Component.ColourNamePrefix = value;

View File

@ -0,0 +1,204 @@
// 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.Localisation;
namespace osu.Game.Localisation
{
public static class EditorSetupStrings
{
private const string prefix = @"osu.Game.Resources.Localisation.EditorSetup";
/// <summary>
/// "Beatmap Setup"
/// </summary>
public static LocalisableString BeatmapSetup => new TranslatableString(getKey(@"beatmap_setup"), @"Beatmap Setup");
/// <summary>
/// "change general settings of your beatmap"
/// </summary>
public static LocalisableString BeatmapSetupDescription => new TranslatableString(getKey(@"beatmap_setup_description"), @"change general settings of your beatmap");
/// <summary>
/// "Colours"
/// </summary>
public static LocalisableString ColoursHeader => new TranslatableString(getKey(@"colours_header"), @"Colours");
/// <summary>
/// "Hit circle / Slider Combos"
/// </summary>
public static LocalisableString HitCircleSliderCombos => new TranslatableString(getKey(@"hit_circle_slider_combos"), @"Hit circle / Slider Combos");
/// <summary>
/// "Design"
/// </summary>
public static LocalisableString DesignHeader => new TranslatableString(getKey(@"design_header"), @"Design");
/// <summary>
/// "Enable countdown"
/// </summary>
public static LocalisableString EnableCountdown => new TranslatableString(getKey(@"enable_countdown"), @"Enable countdown");
/// <summary>
/// "If enabled, an &quot;Are you ready? 3, 2, 1, GO!&quot; countdown will be inserted at the beginning of the beatmap, assuming there is enough time to do so."
/// </summary>
public static LocalisableString CountdownDescription => new TranslatableString(getKey(@"countdown_description"), @"If enabled, an ""Are you ready? 3, 2, 1, GO!"" countdown will be inserted at the beginning of the beatmap, assuming there is enough time to do so.");
/// <summary>
/// "Countdown speed"
/// </summary>
public static LocalisableString CountdownSpeed => new TranslatableString(getKey(@"countdown_speed"), @"Countdown speed");
/// <summary>
/// "If the countdown sounds off-time, use this to make it appear one or more beats early."
/// </summary>
public static LocalisableString CountdownOffsetDescription => new TranslatableString(getKey(@"countdown_offset_description"), @"If the countdown sounds off-time, use this to make it appear one or more beats early.");
/// <summary>
/// "Countdown offset"
/// </summary>
public static LocalisableString CountdownOffset => new TranslatableString(getKey(@"countdown_offset"), @"Countdown offset");
/// <summary>
/// "Widescreen support"
/// </summary>
public static LocalisableString WidescreenSupport => new TranslatableString(getKey(@"widescreen_support"), @"Widescreen support");
/// <summary>
/// "Allows storyboards to use the full screen space, rather than be confined to a 4:3 area."
/// </summary>
public static LocalisableString WidescreenSupportDescription => new TranslatableString(getKey(@"widescreen_support_description"), @"Allows storyboards to use the full screen space, rather than be confined to a 4:3 area.");
/// <summary>
/// "Epilepsy warning"
/// </summary>
public static LocalisableString EpilepsyWarning => new TranslatableString(getKey(@"epilepsy_warning"), @"Epilepsy warning");
/// <summary>
/// "Recommended if the storyboard or video contain scenes with rapidly flashing colours."
/// </summary>
public static LocalisableString EpilepsyWarningDescription => new TranslatableString(getKey(@"epilepsy_warning_description"), @"Recommended if the storyboard or video contain scenes with rapidly flashing colours.");
/// <summary>
/// "Letterbox during breaks"
/// </summary>
public static LocalisableString LetterboxDuringBreaks => new TranslatableString(getKey(@"letterbox_during_breaks"), @"Letterbox during breaks");
/// <summary>
/// "Adds horizontal letterboxing to give a cinematic look during breaks."
/// </summary>
public static LocalisableString LetterboxDuringBreaksDescription => new TranslatableString(getKey(@"letterbox_during_breaks_description"), @"Adds horizontal letterboxing to give a cinematic look during breaks.");
/// <summary>
/// "Samples match playback rate"
/// </summary>
public static LocalisableString SamplesMatchPlaybackRate => new TranslatableString(getKey(@"samples_match_playback_rate"), @"Samples match playback rate");
/// <summary>
/// "When enabled, all samples will speed up or slow down when rate-changing mods are enabled."
/// </summary>
public static LocalisableString SamplesMatchPlaybackRateDescription => new TranslatableString(getKey(@"samples_match_playback_rate_description"), @"When enabled, all samples will speed up or slow down when rate-changing mods are enabled.");
/// <summary>
/// "The size of all hit objects"
/// </summary>
public static LocalisableString CircleSizeDescription => new TranslatableString(getKey(@"circle_size_description"), @"The size of all hit objects");
/// <summary>
/// "The rate of passive health drain throughout playable time"
/// </summary>
public static LocalisableString DrainRateDescription => new TranslatableString(getKey(@"drain_rate_description"), @"The rate of passive health drain throughout playable time");
/// <summary>
/// "The speed at which objects are presented to the player"
/// </summary>
public static LocalisableString ApproachRateDescription => new TranslatableString(getKey(@"approach_rate_description"), @"The speed at which objects are presented to the player");
/// <summary>
/// "The harshness of hit windows and difficulty of special objects (ie. spinners)"
/// </summary>
public static LocalisableString OverallDifficultyDescription => new TranslatableString(getKey(@"overall_difficulty_description"), @"The harshness of hit windows and difficulty of special objects (ie. spinners)");
/// <summary>
/// "Metadata"
/// </summary>
public static LocalisableString MetadataHeader => new TranslatableString(getKey(@"metadata_header"), @"Metadata");
/// <summary>
/// "Romanised Artist"
/// </summary>
public static LocalisableString RomanisedArtist => new TranslatableString(getKey(@"romanised_artist"), @"Romanised Artist");
/// <summary>
/// "Romanised Title"
/// </summary>
public static LocalisableString RomanisedTitle => new TranslatableString(getKey(@"romanised_title"), @"Romanised Title");
/// <summary>
/// "Creator"
/// </summary>
public static LocalisableString Creator => new TranslatableString(getKey(@"creator"), @"Creator");
/// <summary>
/// "Difficulty Name"
/// </summary>
public static LocalisableString DifficultyName => new TranslatableString(getKey(@"difficulty_name"), @"Difficulty Name");
/// <summary>
/// "Resources"
/// </summary>
public static LocalisableString ResourcesHeader => new TranslatableString(getKey(@"resources_header"), @"Resources");
/// <summary>
/// "Audio Track"
/// </summary>
public static LocalisableString AudioTrack => new TranslatableString(getKey(@"audio_track"), @"Audio Track");
/// <summary>
/// "Click to select a track"
/// </summary>
public static LocalisableString ClickToSelectTrack => new TranslatableString(getKey(@"click_to_select_track"), @"Click to select a track");
/// <summary>
/// "Click to replace the track"
/// </summary>
public static LocalisableString ClickToReplaceTrack => new TranslatableString(getKey(@"click_to_replace_track"), @"Click to replace the track");
/// <summary>
/// "Click to select a background image"
/// </summary>
public static LocalisableString ClickToSelectBackground => new TranslatableString(getKey(@"click_to_select_background"), @"Click to select a background image");
/// <summary>
/// "Click to replace the background image"
/// </summary>
public static LocalisableString ClickToReplaceBackground => new TranslatableString(getKey(@"click_to_replace_background"), @"Click to replace the background image");
/// <summary>
/// "Ruleset ({0})"
/// </summary>
public static LocalisableString RulesetHeader(string arg0) => new TranslatableString(getKey(@"ruleset"), @"Ruleset ({0})", arg0);
/// <summary>
/// "Combo"
/// </summary>
public static LocalisableString ComboColourPrefix => new TranslatableString(getKey(@"combo_colour_prefix"), @"Combo");
/// <summary>
/// "Artist"
/// </summary>
public static LocalisableString Artist => new TranslatableString(getKey(@"artist"), @"Artist");
/// <summary>
/// "Title"
/// </summary>
public static LocalisableString Title => new TranslatableString(getKey(@"title"), @"Title");
/// <summary>
/// "Difficulty"
/// </summary>
public static LocalisableString DifficultyHeader => new TranslatableString(getKey(@"difficulty_header"), @"Difficulty");
private static string getKey(string key) => $@"{prefix}:{key}";
}
}

View File

@ -16,7 +16,7 @@ namespace osu.Game.Online
/// <summary>
/// A component which requires a constant polling process.
/// </summary>
public abstract class PollingComponent : CompositeDrawable // switch away from Component because InternalChildren are used in usages.
public abstract class PollingComponent : CompositeComponent
{
private double? lastTimePolled;

View File

@ -27,13 +27,10 @@ namespace osu.Game.Online.Rooms
/// This differs from a regular download tracking composite as this accounts for the
/// databased beatmap set's checksum, to disallow from playing with an altered version of the beatmap.
/// </summary>
public class OnlinePlayBeatmapAvailabilityTracker : CompositeDrawable
public class OnlinePlayBeatmapAvailabilityTracker : CompositeComponent
{
public readonly IBindable<PlaylistItem> SelectedItem = new Bindable<PlaylistItem>();
// Required to allow child components to update. Can potentially be replaced with a `CompositeComponent` class if or when we make one.
protected override bool RequiresChildrenUpdate => true;
[Resolved]
private RealmAccess realm { get; set; } = null!;

View File

@ -67,7 +67,7 @@ namespace osu.Game.Rulesets.UI
public override Container FrameStableComponents { get; } = new Container { RelativeSizeAxes = Axes.Both };
public override IFrameStableClock FrameStableClock => frameStabilityContainer.FrameStableClock;
public override IFrameStableClock FrameStableClock => frameStabilityContainer;
private bool frameStablePlayback = true;

View File

@ -1,16 +1,16 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Framework.Utils;
using osu.Game.Input.Handlers;
using osu.Game.Screens.Play;
@ -20,9 +20,11 @@ namespace osu.Game.Rulesets.UI
/// A container which consumes a parent gameplay clock and standardises frame counts for children.
/// Will ensure a minimum of 50 frames per clock second is maintained, regardless of any system lag or seeks.
/// </summary>
public class FrameStabilityContainer : Container, IHasReplayHandler
[Cached(typeof(IGameplayClock))]
[Cached(typeof(IFrameStableClock))]
public sealed class FrameStabilityContainer : Container, IHasReplayHandler, IFrameStableClock, IGameplayClock
{
private readonly double gameplayStartTime;
public ReplayInputHandler? ReplayInputHandler { get; set; }
/// <summary>
/// The number of frames (per parent frame) which can be run in an attempt to catch-up to real-time.
@ -32,28 +34,35 @@ namespace osu.Game.Rulesets.UI
/// <summary>
/// Whether to enable frame-stable playback.
/// </summary>
internal bool FrameStablePlayback = true;
internal bool FrameStablePlayback { get; set; } = true;
public IFrameStableClock FrameStableClock => frameStableClock;
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && state != PlaybackState.NotValid;
[Cached(typeof(GameplayClock))]
private readonly FrameStabilityClock frameStableClock;
private readonly Bindable<bool> isCatchingUp = new Bindable<bool>();
public FrameStabilityContainer(double gameplayStartTime = double.MinValue)
{
RelativeSizeAxes = Axes.Both;
private readonly Bindable<bool> waitingOnFrames = new Bindable<bool>();
frameStableClock = new FrameStabilityClock(framedClock = new FramedClock(manualClock = new ManualClock()));
private readonly double gameplayStartTime;
this.gameplayStartTime = gameplayStartTime;
}
private IGameplayClock? parentGameplayClock;
/// <summary>
/// A clock which is used as reference for time, rate and running state.
/// </summary>
private IClock referenceClock = null!;
/// <summary>
/// A local manual clock which tracks the reference clock.
/// Values are transferred from <see cref="referenceClock"/> each update call.
/// </summary>
private readonly ManualClock manualClock;
/// <summary>
/// The main framed clock which has stability applied to it.
/// This gets exposed to children as an <see cref="IGameplayClock"/>.
/// </summary>
private readonly FramedClock framedClock;
private IFrameBasedClock parentGameplayClock;
/// <summary>
/// The current direction of playback to be exposed to frame stable children.
/// </summary>
@ -62,32 +71,34 @@ namespace osu.Game.Rulesets.UI
/// </remarks>
private int direction = 1;
[BackgroundDependencyLoader(true)]
private void load(GameplayClock clock)
{
if (clock != null)
{
parentGameplayClock = frameStableClock.ParentGameplayClock = clock;
frameStableClock.IsPaused.BindTo(clock.IsPaused);
}
}
protected override void LoadComplete()
{
base.LoadComplete();
setClock();
}
private PlaybackState state;
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && state != PlaybackState.NotValid;
private bool hasReplayAttached => ReplayInputHandler != null;
private const double sixty_frame_time = 1000.0 / 60;
private bool firstConsumption = true;
public FrameStabilityContainer(double gameplayStartTime = double.MinValue)
{
RelativeSizeAxes = Axes.Both;
framedClock = new FramedClock(manualClock = new ManualClock());
this.gameplayStartTime = gameplayStartTime;
}
[BackgroundDependencyLoader]
private void load(IGameplayClock? gameplayClock)
{
if (gameplayClock != null)
{
parentGameplayClock = gameplayClock;
IsPaused.BindTo(parentGameplayClock.IsPaused);
}
referenceClock = gameplayClock ?? Clock;
Clock = this;
}
public override bool UpdateSubTree()
{
int loops = MaxCatchUpFrames;
@ -110,12 +121,12 @@ namespace osu.Game.Rulesets.UI
private void updateClock()
{
if (frameStableClock.WaitingOnFrames.Value)
if (waitingOnFrames.Value)
{
// if waiting on frames, run one update loop to determine if frames have arrived.
state = PlaybackState.Valid;
}
else if (frameStableClock.IsPaused.Value)
else if (IsPaused.Value)
{
// time should not advance while paused, nor should anything run.
state = PlaybackState.NotValid;
@ -126,10 +137,7 @@ namespace osu.Game.Rulesets.UI
state = PlaybackState.Valid;
}
if (parentGameplayClock == null)
setClock(); // LoadComplete may not be run yet, but we still want the clock.
double proposedTime = parentGameplayClock.CurrentTime;
double proposedTime = referenceClock.CurrentTime;
if (FrameStablePlayback)
// if we require frame stability, the proposed time will be adjusted to move at most one known
@ -149,14 +157,14 @@ namespace osu.Game.Rulesets.UI
if (state == PlaybackState.Valid && proposedTime != manualClock.CurrentTime)
direction = proposedTime >= manualClock.CurrentTime ? 1 : -1;
double timeBehind = Math.Abs(proposedTime - parentGameplayClock.CurrentTime);
double timeBehind = Math.Abs(proposedTime - referenceClock.CurrentTime);
frameStableClock.IsCatchingUp.Value = timeBehind > 200;
frameStableClock.WaitingOnFrames.Value = state == PlaybackState.NotValid;
isCatchingUp.Value = timeBehind > 200;
waitingOnFrames.Value = state == PlaybackState.NotValid;
manualClock.CurrentTime = proposedTime;
manualClock.Rate = Math.Abs(parentGameplayClock.Rate) * direction;
manualClock.IsRunning = parentGameplayClock.IsRunning;
manualClock.Rate = Math.Abs(referenceClock.Rate) * direction;
manualClock.IsRunning = referenceClock.IsRunning;
// determine whether catch-up is required.
if (state == PlaybackState.Valid && timeBehind > 0)
@ -174,6 +182,8 @@ namespace osu.Game.Rulesets.UI
/// <returns>Whether playback is still valid.</returns>
private bool updateReplay(ref double proposedTime)
{
Debug.Assert(ReplayInputHandler != null);
double? newTime;
if (FrameStablePlayback)
@ -210,6 +220,8 @@ namespace osu.Game.Rulesets.UI
/// <param name="proposedTime">The time which is to be displayed.</param>
private void applyFrameStability(ref double proposedTime)
{
const double sixty_frame_time = 1000.0 / 60;
if (firstConsumption)
{
// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
@ -233,20 +245,54 @@ namespace osu.Game.Rulesets.UI
}
}
private void setClock()
#region Delegation of IGameplayClock
public IBindable<bool> IsPaused { get; } = new BindableBool();
public double CurrentTime => framedClock.CurrentTime;
public double Rate => framedClock.Rate;
public bool IsRunning => framedClock.IsRunning;
public void ProcessFrame() { }
public double ElapsedFrameTime => framedClock.ElapsedFrameTime;
public double FramesPerSecond => framedClock.FramesPerSecond;
public FrameTimeInfo TimeInfo => framedClock.TimeInfo;
public double TrueGameplayRate
{
if (parentGameplayClock == null)
get
{
// in case a parent gameplay clock isn't available, just use the parent clock.
parentGameplayClock ??= Clock;
}
else
{
Clock = frameStableClock;
double baseRate = Rate;
foreach (double adjustment in NonGameplayAdjustments)
{
if (Precision.AlmostEquals(adjustment, 0))
return 0;
baseRate /= adjustment;
}
return baseRate;
}
}
public ReplayInputHandler ReplayInputHandler { get; set; }
public double? StartTime => parentGameplayClock?.StartTime;
public IEnumerable<double> NonGameplayAdjustments => parentGameplayClock?.NonGameplayAdjustments ?? Enumerable.Empty<double>();
#endregion
#region Delegation of IFrameStableClock
IBindable<bool> IFrameStableClock.IsCatchingUp => isCatchingUp;
IBindable<bool> IFrameStableClock.WaitingOnFrames => waitingOnFrames;
#endregion
private enum PlaybackState
{
@ -266,25 +312,5 @@ namespace osu.Game.Rulesets.UI
/// </summary>
Valid
}
private class FrameStabilityClock : GameplayClock, IFrameStableClock
{
public GameplayClock ParentGameplayClock;
public readonly Bindable<bool> IsCatchingUp = new Bindable<bool>();
public readonly Bindable<bool> WaitingOnFrames = new Bindable<bool>();
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => ParentGameplayClock?.NonGameplayAdjustments ?? Enumerable.Empty<Bindable<double>>();
public FrameStabilityClock(FramedClock underlyingClock)
: base(underlyingClock)
{
}
IBindable<bool> IFrameStableClock.IsCatchingUp => IsCatchingUp;
IBindable<bool> IFrameStableClock.WaitingOnFrames => WaitingOnFrames;
}
}
}

View File

@ -1,8 +1,6 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using osu.Framework.Bindables;
using osu.Framework.Timing;

View File

@ -24,6 +24,7 @@ using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Framework.Threading;
using osu.Framework.Timing;
using osu.Game.Audio;
using osu.Game.Beatmaps;
@ -233,6 +234,8 @@ namespace osu.Game.Screens.Edit
AddInternal(editorBeatmap = new EditorBeatmap(playableBeatmap, loadableBeatmap.GetSkin(), loadableBeatmap.BeatmapInfo));
dependencies.CacheAs(editorBeatmap);
editorBeatmap.UpdateInProgress.BindValueChanged(updateInProgress);
canSave = editorBeatmap.BeatmapInfo.Ruleset.CreateInstance() is ILegacyRuleset;
if (canSave)
@ -714,6 +717,27 @@ namespace osu.Game.Screens.Edit
this.Exit();
}
#region Mute from update application
private ScheduledDelegate temporaryMuteRestorationDelegate;
private bool temporaryMuteFromUpdateInProgress;
private void updateInProgress(ValueChangedEvent<bool> obj)
{
temporaryMuteFromUpdateInProgress = true;
updateSampleDisabledState();
// Debounce is arbitrarily high enough to avoid flip-flopping the value each other frame.
temporaryMuteRestorationDelegate?.Cancel();
temporaryMuteRestorationDelegate = Scheduler.AddDelayed(() =>
{
temporaryMuteFromUpdateInProgress = false;
updateSampleDisabledState();
}, 50);
}
#endregion
#region Clipboard support
private EditorMenuItem cutMenuItem;
@ -829,7 +853,9 @@ namespace osu.Game.Screens.Edit
private void updateSampleDisabledState()
{
samplePlaybackDisabled.Value = clock.SeekingOrStopped.Value || !(currentScreen is ComposeScreen);
samplePlaybackDisabled.Value = clock.SeekingOrStopped.Value
|| currentScreen is not ComposeScreen
|| temporaryMuteFromUpdateInProgress;
}
private void seek(UIEvent e, int direction)

View File

@ -22,6 +22,17 @@ namespace osu.Game.Screens.Edit
{
public class EditorBeatmap : TransactionalCommitComponent, IBeatmap, IBeatSnapProvider
{
/// <summary>
/// Will become <c>true</c> when a new update is queued, and <c>false</c> when all updates have been applied.
/// </summary>
/// <remarks>
/// This is intended to be used to avoid performing operations (like playback of samples)
/// while mutating hitobjects.
/// </remarks>
public IBindable<bool> UpdateInProgress => updateInProgress;
private readonly BindableBool updateInProgress = new BindableBool();
/// <summary>
/// Invoked when a <see cref="HitObject"/> is added to this <see cref="EditorBeatmap"/>.
/// </summary>
@ -78,7 +89,10 @@ namespace osu.Game.Screens.Edit
this.beatmapInfo = beatmapInfo ?? playableBeatmap.BeatmapInfo;
if (beatmapSkin is Skin skin)
{
BeatmapSkin = new EditorBeatmapSkin(skin);
BeatmapSkin.BeatmapSkinChanged += SaveState;
}
beatmapProcessor = playableBeatmap.BeatmapInfo.Ruleset.CreateInstance().CreateBeatmapProcessor(PlayableBeatmap);
@ -225,6 +239,8 @@ namespace osu.Game.Screens.Edit
{
// updates are debounced regardless of whether a batch is active.
batchPendingUpdates.Add(hitObject);
updateInProgress.Value = true;
}
/// <summary>
@ -234,6 +250,8 @@ namespace osu.Game.Screens.Edit
{
foreach (var h in HitObjects)
batchPendingUpdates.Add(h);
updateInProgress.Value = true;
}
/// <summary>
@ -326,6 +344,8 @@ namespace osu.Game.Screens.Edit
foreach (var h in deletes) HitObjectRemoved?.Invoke(h);
foreach (var h in inserts) HitObjectAdded?.Invoke(h);
foreach (var h in updates) HitObjectUpdated?.Invoke(h);
updateInProgress.Value = false;
}
/// <summary>

View File

@ -7,12 +7,13 @@ using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Localisation;
using osu.Game.Graphics.UserInterfaceV2;
using osu.Game.Localisation;
namespace osu.Game.Screens.Edit.Setup
{
internal class ColoursSection : SetupSection
{
public override LocalisableString Title => "Colours";
public override LocalisableString Title => EditorSetupStrings.ColoursHeader;
private LabelledColourPalette comboColours;
@ -23,9 +24,9 @@ namespace osu.Game.Screens.Edit.Setup
{
comboColours = new LabelledColourPalette
{
Label = "Hitcircle / Slider Combos",
Label = EditorSetupStrings.HitCircleSliderCombos,
FixedLabelWidth = LABEL_WIDTH,
ColourNamePrefix = "Combo"
ColourNamePrefix = EditorSetupStrings.ComboColourPrefix
}
};

View File

@ -13,6 +13,7 @@ using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterfaceV2;
using osuTK;
using osu.Game.Localisation;
namespace osu.Game.Screens.Edit.Setup
{
@ -29,7 +30,7 @@ namespace osu.Game.Screens.Edit.Setup
private LabelledSwitchButton letterboxDuringBreaks;
private LabelledSwitchButton samplesMatchPlaybackRate;
public override LocalisableString Title => "Design";
public override LocalisableString Title => EditorSetupStrings.DesignHeader;
[BackgroundDependencyLoader]
private void load()
@ -38,9 +39,9 @@ namespace osu.Game.Screens.Edit.Setup
{
EnableCountdown = new LabelledSwitchButton
{
Label = "Enable countdown",
Label = EditorSetupStrings.EnableCountdown,
Current = { Value = Beatmap.BeatmapInfo.Countdown != CountdownType.None },
Description = "If enabled, an \"Are you ready? 3, 2, 1, GO!\" countdown will be inserted at the beginning of the beatmap, assuming there is enough time to do so."
Description = EditorSetupStrings.CountdownDescription
},
CountdownSettings = new FillFlowContainer
{
@ -52,41 +53,41 @@ namespace osu.Game.Screens.Edit.Setup
{
CountdownSpeed = new LabelledEnumDropdown<CountdownType>
{
Label = "Countdown speed",
Label = EditorSetupStrings.CountdownSpeed,
Current = { Value = Beatmap.BeatmapInfo.Countdown != CountdownType.None ? Beatmap.BeatmapInfo.Countdown : CountdownType.Normal },
Items = Enum.GetValues(typeof(CountdownType)).Cast<CountdownType>().Where(type => type != CountdownType.None)
},
CountdownOffset = new LabelledNumberBox
{
Label = "Countdown offset",
Label = EditorSetupStrings.CountdownOffset,
Current = { Value = Beatmap.BeatmapInfo.CountdownOffset.ToString() },
Description = "If the countdown sounds off-time, use this to make it appear one or more beats early.",
Description = EditorSetupStrings.CountdownOffsetDescription,
}
}
},
Empty(),
widescreenSupport = new LabelledSwitchButton
{
Label = "Widescreen support",
Description = "Allows storyboards to use the full screen space, rather than be confined to a 4:3 area.",
Label = EditorSetupStrings.WidescreenSupport,
Description = EditorSetupStrings.WidescreenSupportDescription,
Current = { Value = Beatmap.BeatmapInfo.WidescreenStoryboard }
},
epilepsyWarning = new LabelledSwitchButton
{
Label = "Epilepsy warning",
Description = "Recommended if the storyboard or video contain scenes with rapidly flashing colours.",
Label = EditorSetupStrings.EpilepsyWarning,
Description = EditorSetupStrings.EpilepsyWarningDescription,
Current = { Value = Beatmap.BeatmapInfo.EpilepsyWarning }
},
letterboxDuringBreaks = new LabelledSwitchButton
{
Label = "Letterbox during breaks",
Description = "Adds horizontal letterboxing to give a cinematic look during breaks.",
Label = EditorSetupStrings.LetterboxDuringBreaks,
Description = EditorSetupStrings.LetterboxDuringBreaksDescription,
Current = { Value = Beatmap.BeatmapInfo.LetterboxInBreaks }
},
samplesMatchPlaybackRate = new LabelledSwitchButton
{
Label = "Samples match playback rate",
Description = "When enabled, all samples will speed up or slow down when rate-changing mods are enabled.",
Label = EditorSetupStrings.SamplesMatchPlaybackRate,
Description = EditorSetupStrings.SamplesMatchPlaybackRateDescription,
Current = { Value = Beatmap.BeatmapInfo.SamplesMatchPlaybackRate }
}
};
@ -126,6 +127,8 @@ namespace osu.Game.Screens.Edit.Setup
Beatmap.BeatmapInfo.EpilepsyWarning = epilepsyWarning.Current.Value;
Beatmap.BeatmapInfo.LetterboxInBreaks = letterboxDuringBreaks.Current.Value;
Beatmap.BeatmapInfo.SamplesMatchPlaybackRate = samplesMatchPlaybackRate.Current.Value;
Beatmap.SaveState();
}
}
}

View File

@ -11,6 +11,7 @@ using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterfaceV2;
using osu.Game.Resources.Localisation.Web;
using osu.Game.Localisation;
namespace osu.Game.Screens.Edit.Setup
{
@ -21,7 +22,7 @@ namespace osu.Game.Screens.Edit.Setup
private LabelledSliderBar<float> approachRateSlider;
private LabelledSliderBar<float> overallDifficultySlider;
public override LocalisableString Title => "Difficulty";
public override LocalisableString Title => EditorSetupStrings.DifficultyHeader;
[BackgroundDependencyLoader]
private void load()
@ -32,7 +33,7 @@ namespace osu.Game.Screens.Edit.Setup
{
Label = BeatmapsetsStrings.ShowStatsCs,
FixedLabelWidth = LABEL_WIDTH,
Description = "The size of all hit objects",
Description = EditorSetupStrings.CircleSizeDescription,
Current = new BindableFloat(Beatmap.Difficulty.CircleSize)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
@ -45,7 +46,7 @@ namespace osu.Game.Screens.Edit.Setup
{
Label = BeatmapsetsStrings.ShowStatsDrain,
FixedLabelWidth = LABEL_WIDTH,
Description = "The rate of passive health drain throughout playable time",
Description = EditorSetupStrings.DrainRateDescription,
Current = new BindableFloat(Beatmap.Difficulty.DrainRate)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
@ -58,7 +59,7 @@ namespace osu.Game.Screens.Edit.Setup
{
Label = BeatmapsetsStrings.ShowStatsAr,
FixedLabelWidth = LABEL_WIDTH,
Description = "The speed at which objects are presented to the player",
Description = EditorSetupStrings.ApproachRateDescription,
Current = new BindableFloat(Beatmap.Difficulty.ApproachRate)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
@ -71,7 +72,7 @@ namespace osu.Game.Screens.Edit.Setup
{
Label = BeatmapsetsStrings.ShowStatsAccuracy,
FixedLabelWidth = LABEL_WIDTH,
Description = "The harshness of hit windows and difficulty of special objects (ie. spinners)",
Description = EditorSetupStrings.OverallDifficultyDescription,
Current = new BindableFloat(Beatmap.Difficulty.OverallDifficulty)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
@ -96,6 +97,7 @@ namespace osu.Game.Screens.Edit.Setup
Beatmap.Difficulty.OverallDifficulty = overallDifficultySlider.Current.Value;
Beatmap.UpdateAllHitObjects();
Beatmap.SaveState();
}
}
}

View File

@ -10,6 +10,7 @@ using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterfaceV2;
using osu.Game.Resources.Localisation.Web;
using osu.Game.Localisation;
namespace osu.Game.Screens.Edit.Setup
{
@ -26,7 +27,7 @@ namespace osu.Game.Screens.Edit.Setup
private LabelledTextBox sourceTextBox;
private LabelledTextBox tagsTextBox;
public override LocalisableString Title => "Metadata";
public override LocalisableString Title => EditorSetupStrings.MetadataHeader;
[BackgroundDependencyLoader]
private void load()
@ -35,22 +36,22 @@ namespace osu.Game.Screens.Edit.Setup
Children = new[]
{
ArtistTextBox = createTextBox<LabelledTextBox>("Artist",
ArtistTextBox = createTextBox<LabelledTextBox>(EditorSetupStrings.Artist,
!string.IsNullOrEmpty(metadata.ArtistUnicode) ? metadata.ArtistUnicode : metadata.Artist),
RomanisedArtistTextBox = createTextBox<LabelledRomanisedTextBox>("Romanised Artist",
RomanisedArtistTextBox = createTextBox<LabelledRomanisedTextBox>(EditorSetupStrings.RomanisedArtist,
!string.IsNullOrEmpty(metadata.Artist) ? metadata.Artist : MetadataUtils.StripNonRomanisedCharacters(metadata.ArtistUnicode)),
Empty(),
TitleTextBox = createTextBox<LabelledTextBox>("Title",
TitleTextBox = createTextBox<LabelledTextBox>(EditorSetupStrings.Title,
!string.IsNullOrEmpty(metadata.TitleUnicode) ? metadata.TitleUnicode : metadata.Title),
RomanisedTitleTextBox = createTextBox<LabelledRomanisedTextBox>("Romanised Title",
RomanisedTitleTextBox = createTextBox<LabelledRomanisedTextBox>(EditorSetupStrings.RomanisedTitle,
!string.IsNullOrEmpty(metadata.Title) ? metadata.Title : MetadataUtils.StripNonRomanisedCharacters(metadata.ArtistUnicode)),
Empty(),
creatorTextBox = createTextBox<LabelledTextBox>("Creator", metadata.Author.Username),
difficultyTextBox = createTextBox<LabelledTextBox>("Difficulty Name", Beatmap.BeatmapInfo.DifficultyName),
creatorTextBox = createTextBox<LabelledTextBox>(EditorSetupStrings.Creator, metadata.Author.Username),
difficultyTextBox = createTextBox<LabelledTextBox>(EditorSetupStrings.DifficultyName, Beatmap.BeatmapInfo.DifficultyName),
sourceTextBox = createTextBox<LabelledTextBox>(BeatmapsetsStrings.ShowInfoSource, metadata.Source),
tagsTextBox = createTextBox<LabelledTextBox>(BeatmapsetsStrings.ShowInfoTags, metadata.Tags)
};
@ -87,7 +88,7 @@ namespace osu.Game.Screens.Edit.Setup
target.Current.Value = value;
updateReadOnlyState();
updateMetadata();
Scheduler.AddOnce(updateMetadata);
}
private void updateReadOnlyState()
@ -102,7 +103,7 @@ namespace osu.Game.Screens.Edit.Setup
// for now, update on commit rather than making BeatmapMetadata bindables.
// after switching database engines we can reconsider if switching to bindables is a good direction.
updateMetadata();
Scheduler.AddOnce(updateMetadata);
}
private void updateMetadata()
@ -117,6 +118,8 @@ namespace osu.Game.Screens.Edit.Setup
Beatmap.BeatmapInfo.DifficultyName = difficultyTextBox.Current.Value;
Beatmap.Metadata.Source = sourceTextBox.Current.Value;
Beatmap.Metadata.Tags = tagsTextBox.Current.Value;
Beatmap.SaveState();
}
}
}

View File

@ -10,6 +10,7 @@ using osu.Framework.Graphics;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Overlays;
using osu.Game.Localisation;
namespace osu.Game.Screens.Edit.Setup
{
@ -18,7 +19,7 @@ namespace osu.Game.Screens.Edit.Setup
private LabelledFileChooser audioTrackChooser;
private LabelledFileChooser backgroundChooser;
public override LocalisableString Title => "Resources";
public override LocalisableString Title => EditorSetupStrings.ResourcesHeader;
[Resolved]
private MusicController music { get; set; }
@ -42,13 +43,13 @@ namespace osu.Game.Screens.Edit.Setup
{
backgroundChooser = new LabelledFileChooser(".jpg", ".jpeg", ".png")
{
Label = "Background",
Label = GameplaySettingsStrings.BackgroundHeader,
FixedLabelWidth = LABEL_WIDTH,
TabbableContentContainer = this
},
audioTrackChooser = new LabelledFileChooser(".mp3", ".ogg")
{
Label = "Audio Track",
Label = EditorSetupStrings.AudioTrack,
FixedLabelWidth = LABEL_WIDTH,
TabbableContentContainer = this
},
@ -143,12 +144,12 @@ namespace osu.Game.Screens.Edit.Setup
private void updatePlaceholderText()
{
audioTrackChooser.Text = audioTrackChooser.Current.Value == null
? "Click to select a track"
: "Click to replace the track";
? EditorSetupStrings.ClickToSelectTrack
: EditorSetupStrings.ClickToReplaceTrack;
backgroundChooser.Text = backgroundChooser.Current.Value == null
? "Click to select a background image"
: "Click to replace the background image";
? EditorSetupStrings.ClickToSelectBackground
: EditorSetupStrings.ClickToReplaceBackground;
}
}
}

View File

@ -5,12 +5,13 @@
using osu.Framework.Localisation;
using osu.Game.Rulesets;
using osu.Game.Localisation;
namespace osu.Game.Screens.Edit.Setup
{
public abstract class RulesetSetupSection : SetupSection
{
public sealed override LocalisableString Title => $"Ruleset ({rulesetInfo.Name})";
public sealed override LocalisableString Title => EditorSetupStrings.RulesetHeader(rulesetInfo.Name);
private readonly RulesetInfo rulesetInfo;

View File

@ -4,6 +4,7 @@
#nullable disable
using osu.Framework.Allocation;
using osu.Framework.Extensions.LocalisationExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
@ -11,6 +12,7 @@ using osu.Framework.Graphics.UserInterface;
using osu.Game.Graphics.Containers;
using osu.Game.Overlays;
using osuTK.Graphics;
using osu.Game.Localisation;
namespace osu.Game.Screens.Edit.Setup
{
@ -77,8 +79,8 @@ namespace osu.Game.Screens.Edit.Setup
{
public SetupScreenTitle()
{
Title = "beatmap setup";
Description = "change general settings of your beatmap";
Title = EditorSetupStrings.BeatmapSetup.ToLower();
Description = EditorSetupStrings.BeatmapSetupDescription;
IconTexture = "Icons/Hexacons/social";
}
}

View File

@ -19,8 +19,9 @@ namespace osu.Game.Screens.Menu
protected override string BeatmapFile => "circles.osz";
private const double delay_step_one = 2300;
private const double delay_step_two = 600;
public const double TRACK_START_DELAY = 600;
private const double delay_for_menu = 2900;
private Sample welcome;
@ -50,8 +51,8 @@ namespace osu.Game.Screens.Menu
PrepareMenuLoad();
Scheduler.AddDelayed(LoadMenu, delay_step_one);
}, delay_step_two);
Scheduler.AddDelayed(LoadMenu, delay_for_menu - TRACK_START_DELAY);
}, TRACK_START_DELAY);
logo.ScaleTo(1);
logo.FadeIn();

View File

@ -272,11 +272,22 @@ namespace osu.Game.Screens.Menu
FadeInBackground(200);
}
protected virtual void StartTrack()
protected void StartTrack()
{
// Only start the current track if it is the menu music. A beatmap's track is started when entering the Main Menu.
if (UsingThemedIntro)
Track.Start();
var drawableTrack = musicController.CurrentTrack;
if (!UsingThemedIntro)
{
initialBeatmap?.PrepareTrackForPreview(false);
drawableTrack.VolumeTo(0);
drawableTrack.Restart();
drawableTrack.VolumeTo(1, 2200, Easing.InCubic);
}
else
{
drawableTrack.Restart();
}
}
protected override void LogoArriving(OsuLogo logo, bool resuming)

View File

@ -84,9 +84,17 @@ namespace osu.Game.Screens.Menu
return;
if (!UsingThemedIntro)
{
// If the user has requested no theme, fallback to the same intro voice and delay as IntroCircles.
// The triangles intro voice and theme are combined which makes it impossible to use.
welcome?.Play();
Scheduler.AddDelayed(StartTrack, IntroCircles.TRACK_START_DELAY);
}
else
StartTrack();
StartTrack();
// no-op for the case of themed intro, no harm in calling for both scenarios as a safety measure.
decoupledClock.Start();
});
}
}
@ -99,11 +107,6 @@ namespace osu.Game.Screens.Menu
intro.Expire();
}
protected override void StartTrack()
{
decoupledClock.Start();
}
private class TrianglesIntroSequence : CompositeDrawable
{
private readonly OsuLogo logo;

View File

@ -192,7 +192,7 @@ namespace osu.Game.Screens.Menu
// presume the track is the current beatmap's track. not sure how correct this assumption is but it has worked until now.
if (!track.IsRunning)
{
Beatmap.Value.PrepareTrackForPreviewLooping();
Beatmap.Value.PrepareTrackForPreview(false);
track.Restart();
}
}

View File

@ -485,7 +485,7 @@ namespace osu.Game.Screens.OnlinePlay.Match
if (track != null)
{
Beatmap.Value.PrepareTrackForPreviewLooping();
Beatmap.Value.PrepareTrackForPreview(true);
music?.EnsurePlayingSomething();
}
}

View File

@ -1,12 +1,8 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
@ -26,7 +22,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
/// </summary>
/// <param name="score">The score containing the player's replay.</param>
/// <param name="spectatorPlayerClock">The clock controlling the gameplay running state.</param>
public MultiSpectatorPlayer([NotNull] Score score, [NotNull] ISpectatorPlayerClock spectatorPlayerClock)
public MultiSpectatorPlayer(Score score, ISpectatorPlayerClock spectatorPlayerClock)
: base(score, new PlayerConfiguration { AllowUserInteraction = false })
{
this.spectatorPlayerClock = spectatorPlayerClock;
@ -41,6 +37,19 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
HUDOverlay.HoldToQuit.Expire();
}
protected override void Update()
{
// The player clock's running state is controlled externally, but the local pausing state needs to be updated to start/stop gameplay.
CatchUpSpectatorPlayerClock catchUpClock = (CatchUpSpectatorPlayerClock)GameplayClockContainer.SourceClock;
if (catchUpClock.IsRunning)
GameplayClockContainer.Start();
else
GameplayClockContainer.Stop();
base.Update();
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
@ -50,28 +59,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
}
protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
=> new SpectatorGameplayClockContainer(spectatorPlayerClock);
private class SpectatorGameplayClockContainer : GameplayClockContainer
{
public SpectatorGameplayClockContainer([NotNull] IClock sourceClock)
: base(sourceClock)
{
}
protected override void Update()
{
// The SourceClock here is always a CatchUpSpectatorPlayerClock.
// The player clock's running state is controlled externally, but the local pausing state needs to be updated to stop gameplay.
if (SourceClock.IsRunning)
Start();
else
Stop();
base.Update();
}
protected override GameplayClock CreateGameplayClock(IFrameBasedClock source) => new GameplayClock(source);
}
=> new GameplayClockContainer(spectatorPlayerClock);
}
}

View File

@ -126,7 +126,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
for (int i = 0; i < Users.Count; i++)
{
grid.Add(instances[i] = new PlayerArea(Users[i], masterClockContainer.GameplayClock));
grid.Add(instances[i] = new PlayerArea(Users[i], masterClockContainer));
syncManager.AddPlayerClock(instances[i].GameplayClock);
}

View File

@ -45,7 +45,7 @@ namespace osu.Game.Screens.Play
private ISamplePlaybackDisabler samplePlaybackDisabler { get; set; }
[Resolved]
private GameplayClock gameplayClock { get; set; }
private IGameplayClock gameplayClock { get; set; }
private void onComboChange(ValueChangedEvent<int> combo)
{

View File

@ -1,88 +0,0 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Timing;
using osu.Framework.Utils;
namespace osu.Game.Screens.Play
{
/// <summary>
/// A clock which is used for gameplay elements that need to follow audio time 1:1.
/// Exposed via DI by <see cref="GameplayClockContainer"/>.
/// <remarks>
/// The main purpose of this clock is to stop components using it from accidentally processing the main
/// <see cref="IFrameBasedClock"/>, as this should only be done once to ensure accuracy.
/// </remarks>
/// </summary>
public class GameplayClock : IFrameBasedClock
{
internal readonly IFrameBasedClock UnderlyingClock;
public readonly BindableBool IsPaused = new BindableBool();
/// <summary>
/// All adjustments applied to this clock which don't come from gameplay or mods.
/// </summary>
public virtual IEnumerable<Bindable<double>> NonGameplayAdjustments => Enumerable.Empty<Bindable<double>>();
public GameplayClock(IFrameBasedClock underlyingClock)
{
UnderlyingClock = underlyingClock;
}
/// <summary>
/// The time from which the clock should start. Will be seeked to on calling <see cref="GameplayClockContainer.Reset"/>.
/// </summary>
/// <remarks>
/// If not set, a value of zero will be used.
/// Importantly, the value will be inferred from the current ruleset in <see cref="MasterGameplayClockContainer"/> unless specified.
/// </remarks>
public double? StartTime { get; internal set; }
public double CurrentTime => UnderlyingClock.CurrentTime;
public double Rate => UnderlyingClock.Rate;
/// <summary>
/// The rate of gameplay when playback is at 100%.
/// This excludes any seeking / user adjustments.
/// </summary>
public double TrueGameplayRate
{
get
{
double baseRate = Rate;
foreach (var adjustment in NonGameplayAdjustments)
{
if (Precision.AlmostEquals(adjustment.Value, 0))
return 0;
baseRate /= adjustment.Value;
}
return baseRate;
}
}
public bool IsRunning => UnderlyingClock.IsRunning;
public void ProcessFrame()
{
// intentionally not updating the underlying clock (handled externally).
}
public double ElapsedFrameTime => UnderlyingClock.ElapsedFrameTime;
public double FramesPerSecond => UnderlyingClock.FramesPerSecond;
public FrameTimeInfo TimeInfo => UnderlyingClock.TimeInfo;
public IClock Source => UnderlyingClock;
}
}

View File

@ -1,49 +1,38 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Logging;
using osu.Framework.Timing;
using osu.Framework.Utils;
namespace osu.Game.Screens.Play
{
/// <summary>
/// Encapsulates gameplay timing logic and provides a <see cref="GameplayClock"/> via DI for gameplay components to use.
/// Encapsulates gameplay timing logic and provides a <see cref="IGameplayClock"/> via DI for gameplay components to use.
/// </summary>
public abstract class GameplayClockContainer : Container, IAdjustableClock
public class GameplayClockContainer : Container, IAdjustableClock, IGameplayClock
{
/// <summary>
/// The final clock which is exposed to gameplay components.
/// </summary>
public GameplayClock GameplayClock { get; private set; }
/// <summary>
/// Whether gameplay is paused.
/// </summary>
public readonly BindableBool IsPaused = new BindableBool(true);
public IBindable<bool> IsPaused => isPaused;
/// <summary>
/// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
/// The source clock. Should generally not be used for any timekeeping purposes.
/// </summary>
protected readonly DecoupleableInterpolatingFramedClock AdjustableSource;
/// <summary>
/// The source clock.
/// </summary>
protected IClock SourceClock { get; private set; }
public IClock SourceClock { get; private set; }
/// <summary>
/// Invoked when a seek has been performed via <see cref="Seek"/>
/// </summary>
public event Action OnSeek;
private double? startTime;
public event Action? OnSeek;
/// <summary>
/// The time from which the clock should start. Will be seeked to on calling <see cref="Reset"/>.
@ -52,40 +41,46 @@ namespace osu.Game.Screens.Play
/// If not set, a value of zero will be used.
/// Importantly, the value will be inferred from the current ruleset in <see cref="MasterGameplayClockContainer"/> unless specified.
/// </remarks>
public double? StartTime
{
get => startTime;
set
{
startTime = value;
public double? StartTime { get; set; }
if (GameplayClock != null)
GameplayClock.StartTime = value;
}
}
public virtual IEnumerable<double> NonGameplayAdjustments => Enumerable.Empty<double>();
/// <summary>
/// The final clock which is exposed to gameplay components.
/// </summary>
protected IFrameBasedClock FramedClock { get; private set; }
private readonly BindableBool isPaused = new BindableBool(true);
/// <summary>
/// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
/// </summary>
private readonly DecoupleableInterpolatingFramedClock decoupledClock;
/// <summary>
/// Creates a new <see cref="GameplayClockContainer"/>.
/// </summary>
/// <param name="sourceClock">The source <see cref="IClock"/> used for timing.</param>
protected GameplayClockContainer(IClock sourceClock)
public GameplayClockContainer(IClock sourceClock)
{
SourceClock = sourceClock;
RelativeSizeAxes = Axes.Both;
AdjustableSource = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
IsPaused.BindValueChanged(OnIsPausedChanged);
// this will be replaced during load, but non-null for tests which don't add this component to the hierarchy.
FramedClock = new FramedClock();
}
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
dependencies.CacheAs(GameplayClock = CreateGameplayClock(AdjustableSource));
FramedClock = CreateGameplayClock(decoupledClock);
GameplayClock.StartTime = StartTime;
GameplayClock.IsPaused.BindTo(IsPaused);
dependencies.CacheAs<IGameplayClock>(this);
return dependencies;
}
@ -97,16 +92,16 @@ namespace osu.Game.Screens.Play
{
ensureSourceClockSet();
if (!AdjustableSource.IsRunning)
if (!decoupledClock.IsRunning)
{
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
// This accounts for the clock source potentially taking time to enter a completely stopped state
Seek(GameplayClock.CurrentTime);
Seek(FramedClock.CurrentTime);
AdjustableSource.Start();
decoupledClock.Start();
}
IsPaused.Value = false;
isPaused.Value = false;
}
/// <summary>
@ -117,10 +112,10 @@ namespace osu.Game.Screens.Play
{
Logger.Log($"{nameof(GameplayClockContainer)} seeking to {time}");
AdjustableSource.Seek(time);
decoupledClock.Seek(time);
// Manually process to make sure the gameplay clock is correctly updated after a seek.
GameplayClock.UnderlyingClock.ProcessFrame();
FramedClock.ProcessFrame();
OnSeek?.Invoke();
}
@ -128,7 +123,7 @@ namespace osu.Game.Screens.Play
/// <summary>
/// Stops gameplay.
/// </summary>
public void Stop() => IsPaused.Value = true;
public void Stop() => isPaused.Value = true;
/// <summary>
/// Resets this <see cref="GameplayClockContainer"/> and the source to an initial state ready for gameplay.
@ -137,7 +132,7 @@ namespace osu.Game.Screens.Play
public void Reset(bool startClock = false)
{
// Manually stop the source in order to not affect the IsPaused state.
AdjustableSource.Stop();
decoupledClock.Stop();
if (!IsPaused.Value || startClock)
Start();
@ -150,10 +145,10 @@ namespace osu.Game.Screens.Play
/// Changes the source clock.
/// </summary>
/// <param name="sourceClock">The new source.</param>
protected void ChangeSource(IClock sourceClock) => AdjustableSource.ChangeSource(SourceClock = sourceClock);
protected void ChangeSource(IClock sourceClock) => decoupledClock.ChangeSource(SourceClock = sourceClock);
/// <summary>
/// Ensures that the <see cref="AdjustableSource"/> is set to <see cref="SourceClock"/>, if it hasn't been given a source yet.
/// Ensures that the <see cref="decoupledClock"/> is set to <see cref="SourceClock"/>, if it hasn't been given a source yet.
/// This is usually done before a seek to avoid accidentally seeking only the adjustable source in decoupled mode,
/// but not the actual source clock.
/// That will pretty much only happen on the very first call of this method, as the source clock is passed in the constructor,
@ -161,39 +156,39 @@ namespace osu.Game.Screens.Play
/// </summary>
private void ensureSourceClockSet()
{
if (AdjustableSource.Source == null)
if (decoupledClock.Source == null)
ChangeSource(SourceClock);
}
protected override void Update()
{
if (!IsPaused.Value)
GameplayClock.UnderlyingClock.ProcessFrame();
FramedClock.ProcessFrame();
base.Update();
}
/// <summary>
/// Invoked when the value of <see cref="IsPaused"/> is changed to start or stop the <see cref="AdjustableSource"/> clock.
/// Invoked when the value of <see cref="IsPaused"/> is changed to start or stop the <see cref="decoupledClock"/> clock.
/// </summary>
/// <param name="isPaused">Whether the clock should now be paused.</param>
protected virtual void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
{
if (isPaused.NewValue)
AdjustableSource.Stop();
decoupledClock.Stop();
else
AdjustableSource.Start();
decoupledClock.Start();
}
/// <summary>
/// Creates the final <see cref="GameplayClock"/> which is exposed via DI to be used by gameplay components.
/// Creates the final <see cref="FramedClock"/> which is exposed via DI to be used by gameplay components.
/// </summary>
/// <remarks>
/// Any intermediate clocks such as platform offsets should be applied here.
/// </remarks>
/// <param name="source">The <see cref="IFrameBasedClock"/> providing the source time.</param>
/// <returns>The final <see cref="GameplayClock"/>.</returns>
protected abstract GameplayClock CreateGameplayClock(IFrameBasedClock source);
/// <returns>The final <see cref="FramedClock"/>.</returns>
protected virtual IFrameBasedClock CreateGameplayClock(IFrameBasedClock source) => source;
#region IAdjustableClock
@ -205,22 +200,49 @@ namespace osu.Game.Screens.Play
void IAdjustableClock.Reset() => Reset();
public void ResetSpeedAdjustments()
{
}
public void ResetSpeedAdjustments() => throw new NotImplementedException();
double IAdjustableClock.Rate
{
get => GameplayClock.Rate;
get => FramedClock.Rate;
set => throw new NotSupportedException();
}
double IClock.Rate => GameplayClock.Rate;
public double Rate => FramedClock.Rate;
public double CurrentTime => GameplayClock.CurrentTime;
public double CurrentTime => FramedClock.CurrentTime;
public bool IsRunning => GameplayClock.IsRunning;
public bool IsRunning => FramedClock.IsRunning;
#endregion
public void ProcessFrame()
{
// Handled via update. Don't process here to safeguard from external usages potentially processing frames additional times.
}
public double ElapsedFrameTime => FramedClock.ElapsedFrameTime;
public double FramesPerSecond => FramedClock.FramesPerSecond;
public FrameTimeInfo TimeInfo => FramedClock.TimeInfo;
public double TrueGameplayRate
{
get
{
double baseRate = Rate;
foreach (double adjustment in NonGameplayAdjustments)
{
if (Precision.AlmostEquals(adjustment, 0))
return 0;
baseRate /= adjustment;
}
return baseRate;
}
}
}
}

View File

@ -23,7 +23,7 @@ namespace osu.Game.Screens.Play.HUD
public bool UsesFixedAnchor { get; set; }
[Resolved]
protected GameplayClock GameplayClock { get; private set; } = null!;
protected IGameplayClock GameplayClock { get; private set; } = null!;
[Resolved(canBeNull: true)]
private DrawableRuleset? drawableRuleset { get; set; }
@ -94,7 +94,10 @@ namespace osu.Game.Screens.Play.HUD
double objectOffsetCurrent = currentTime - FirstHitTime;
double objectDuration = LastHitTime - FirstHitTime;
UpdateProgress(objectOffsetCurrent / objectDuration, false);
if (objectDuration == 0)
UpdateProgress(0, false);
else
UpdateProgress(objectOffsetCurrent / objectDuration, false);
}
}
}

View File

@ -38,10 +38,10 @@ namespace osu.Game.Screens.Play.HUD
set => endTime = value;
}
private GameplayClock gameplayClock;
private IGameplayClock gameplayClock;
[BackgroundDependencyLoader(true)]
private void load(OsuColour colours, GameplayClock clock)
private void load(OsuColour colours, IGameplayClock clock)
{
if (clock != null)
gameplayClock = clock;

View File

@ -0,0 +1,34 @@
// 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.Collections.Generic;
using osu.Framework.Bindables;
using osu.Framework.Timing;
namespace osu.Game.Screens.Play
{
public interface IGameplayClock : IFrameBasedClock
{
/// <summary>
/// The rate of gameplay when playback is at 100%.
/// This excludes any seeking / user adjustments.
/// </summary>
double TrueGameplayRate { get; }
/// <summary>
/// The time from which the clock should start. Will be seeked to on calling <see cref="GameplayClockContainer.Reset"/>.
/// </summary>
/// <remarks>
/// If not set, a value of zero will be used.
/// Importantly, the value will be inferred from the current ruleset in <see cref="MasterGameplayClockContainer"/> unless specified.
/// </remarks>
double? StartTime { get; }
/// <summary>
/// All adjustments applied to this clock which don't come from gameplay or mods.
/// </summary>
IEnumerable<double> NonGameplayAdjustments { get; }
IBindable<bool> IsPaused { get; }
}
}

View File

@ -35,8 +35,6 @@ namespace osu.Game.Screens.Play
/// </summary>
public const double MINIMUM_SKIP_TIME = 1000;
protected Track Track => (Track)SourceClock;
public readonly BindableNumber<double> UserPlaybackRate = new BindableDouble(1)
{
Default = 1,
@ -51,10 +49,10 @@ namespace osu.Game.Screens.Play
private readonly WorkingBeatmap beatmap;
private HardwareCorrectionOffsetClock userGlobalOffsetClock = null!;
private HardwareCorrectionOffsetClock userBeatmapOffsetClock = null!;
private HardwareCorrectionOffsetClock platformOffsetClock = null!;
private MasterGameplayClock masterGameplayClock = null!;
private OffsetCorrectionClock userGlobalOffsetClock = null!;
private OffsetCorrectionClock userBeatmapOffsetClock = null!;
private OffsetCorrectionClock platformOffsetClock = null!;
private Bindable<double> userAudioOffset = null!;
private IDisposable? beatmapOffsetSubscription;
@ -67,6 +65,10 @@ namespace osu.Game.Screens.Play
[Resolved]
private OsuConfigManager config { get; set; } = null!;
private readonly List<Bindable<double>> nonGameplayAdjustments = new List<Bindable<double>>();
public override IEnumerable<double> NonGameplayAdjustments => nonGameplayAdjustments.Select(b => b.Value);
/// <summary>
/// Create a new master gameplay clock container.
/// </summary>
@ -134,7 +136,7 @@ namespace osu.Game.Screens.Play
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ =>
{
if (IsPaused.Value == isPaused.NewValue)
AdjustableSource.Stop();
base.OnIsPausedChanged(isPaused);
});
}
else
@ -143,14 +145,14 @@ namespace osu.Game.Screens.Play
else
{
if (isPaused.NewValue)
AdjustableSource.Stop();
base.OnIsPausedChanged(isPaused);
// If not yet loaded, we still want to ensure relevant state is correct, as it is used for offset calculations.
pauseFreqAdjust.Value = isPaused.NewValue ? 0 : 1;
// We must also process underlying gameplay clocks to update rate-adjusted offsets with the new frequency adjustment.
// Without doing this, an initial seek may be performed with the wrong offset.
GameplayClock.UnderlyingClock.ProcessFrame();
FramedClock.ProcessFrame();
}
}
@ -179,29 +181,27 @@ namespace osu.Game.Screens.Play
/// </summary>
public void Skip()
{
if (GameplayClock.CurrentTime > skipTargetTime - MINIMUM_SKIP_TIME)
if (FramedClock.CurrentTime > skipTargetTime - MINIMUM_SKIP_TIME)
return;
double skipTarget = skipTargetTime - MINIMUM_SKIP_TIME;
if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
if (FramedClock.CurrentTime < 0 && skipTarget > 6000)
// double skip exception for storyboards with very long intros
skipTarget = 0;
Seek(skipTarget);
}
protected override GameplayClock CreateGameplayClock(IFrameBasedClock source)
protected override IFrameBasedClock CreateGameplayClock(IFrameBasedClock source)
{
// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
platformOffsetClock = new HardwareCorrectionOffsetClock(source, pauseFreqAdjust) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
platformOffsetClock = new OffsetCorrectionClock(source, pauseFreqAdjust) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
// the final usable gameplay clock with user-set offsets applied.
userGlobalOffsetClock = new HardwareCorrectionOffsetClock(platformOffsetClock, pauseFreqAdjust);
userBeatmapOffsetClock = new HardwareCorrectionOffsetClock(userGlobalOffsetClock, pauseFreqAdjust);
return masterGameplayClock = new MasterGameplayClock(userBeatmapOffsetClock);
userGlobalOffsetClock = new OffsetCorrectionClock(platformOffsetClock, pauseFreqAdjust);
return userBeatmapOffsetClock = new OffsetCorrectionClock(userGlobalOffsetClock, pauseFreqAdjust);
}
/// <summary>
@ -221,11 +221,14 @@ namespace osu.Game.Screens.Play
if (speedAdjustmentsApplied)
return;
Track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
Track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
if (SourceClock is not Track track)
return;
masterGameplayClock.MutableNonGameplayAdjustments.Add(pauseFreqAdjust);
masterGameplayClock.MutableNonGameplayAdjustments.Add(UserPlaybackRate);
track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
nonGameplayAdjustments.Add(pauseFreqAdjust);
nonGameplayAdjustments.Add(UserPlaybackRate);
speedAdjustmentsApplied = true;
}
@ -235,11 +238,14 @@ namespace osu.Game.Screens.Play
if (!speedAdjustmentsApplied)
return;
Track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
Track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
if (SourceClock is not Track track)
return;
masterGameplayClock.MutableNonGameplayAdjustments.Remove(pauseFreqAdjust);
masterGameplayClock.MutableNonGameplayAdjustments.Remove(UserPlaybackRate);
track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
nonGameplayAdjustments.Remove(pauseFreqAdjust);
nonGameplayAdjustments.Remove(UserPlaybackRate);
speedAdjustmentsApplied = false;
}
@ -252,63 +258,8 @@ namespace osu.Game.Screens.Play
}
ControlPointInfo IBeatSyncProvider.ControlPoints => beatmap.Beatmap.ControlPointInfo;
IClock IBeatSyncProvider.Clock => GameplayClock;
IClock IBeatSyncProvider.Clock => this;
ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => beatmap.TrackLoaded ? beatmap.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
private class HardwareCorrectionOffsetClock : FramedOffsetClock
{
private readonly BindableDouble pauseRateAdjust;
private double offset;
public new double Offset
{
get => offset;
set
{
if (value == offset)
return;
offset = value;
updateOffset();
}
}
public double RateAdjustedOffset => base.Offset;
public HardwareCorrectionOffsetClock(IClock source, BindableDouble pauseRateAdjust)
: base(source)
{
this.pauseRateAdjust = pauseRateAdjust;
}
public override void ProcessFrame()
{
base.ProcessFrame();
updateOffset();
}
private void updateOffset()
{
// changing this during the pause transform effect will cause a potentially large offset to be suddenly applied as we approach zero rate.
if (pauseRateAdjust.Value == 1)
{
// we always want to apply the same real-time offset, so it should be adjusted by the difference in playback rate (from realtime) to achieve this.
base.Offset = Offset * Rate;
}
}
}
private class MasterGameplayClock : GameplayClock
{
public readonly List<Bindable<double>> MutableNonGameplayAdjustments = new List<Bindable<double>>();
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments;
public MasterGameplayClock(FramedOffsetClock underlyingClock)
: base(underlyingClock)
{
}
}
}
}

View File

@ -0,0 +1,53 @@
// 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.Bindables;
using osu.Framework.Timing;
namespace osu.Game.Screens.Play
{
public class OffsetCorrectionClock : FramedOffsetClock
{
private readonly BindableDouble pauseRateAdjust;
private double offset;
public new double Offset
{
get => offset;
set
{
if (value == offset)
return;
offset = value;
updateOffset();
}
}
public double RateAdjustedOffset => base.Offset;
public OffsetCorrectionClock(IClock source, BindableDouble pauseRateAdjust)
: base(source)
{
this.pauseRateAdjust = pauseRateAdjust;
}
public override void ProcessFrame()
{
base.ProcessFrame();
updateOffset();
}
private void updateOffset()
{
// changing this during the pause transform effect will cause a potentially large offset to be suddenly applied as we approach zero rate.
if (pauseRateAdjust.Value == 1)
{
// we always want to apply the same real-time offset, so it should be adjusted by the difference in playback rate (from realtime) to achieve this.
base.Offset = Offset * Rate;
}
}
}
}

View File

@ -77,7 +77,7 @@ namespace osu.Game.Screens.Play
/// </summary>
protected virtual bool PauseOnFocusLost => true;
public Action RestartRequested;
public Action<bool> RestartRequested;
private bool isRestarting;
@ -267,7 +267,7 @@ namespace osu.Game.Screens.Play
FailOverlay = new FailOverlay
{
SaveReplay = prepareAndImportScore,
OnRetry = Restart,
OnRetry = () => Restart(),
OnQuit = () => PerformExit(true),
},
new HotkeyExitOverlay
@ -294,7 +294,7 @@ namespace osu.Game.Screens.Play
if (!this.IsCurrentScreen()) return;
fadeOut(true);
Restart();
Restart(true);
},
});
}
@ -330,7 +330,7 @@ namespace osu.Game.Screens.Play
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState());
// bind clock into components that require it
DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
((IBindable<bool>)DrawableRuleset.IsPaused).BindTo(GameplayClockContainer.IsPaused);
DrawableRuleset.NewResult += r =>
{
@ -371,6 +371,9 @@ namespace osu.Game.Screens.Play
IsBreakTime.BindTo(breakTracker.IsBreakTime);
IsBreakTime.BindValueChanged(onBreakTimeChanged, true);
if (Configuration.AutomaticallySkipIntro)
skipIntroOverlay.SkipWhenReady();
}
protected virtual GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new MasterGameplayClockContainer(beatmap, gameplayStart);
@ -441,7 +444,7 @@ namespace osu.Game.Screens.Play
{
OnResume = Resume,
Retries = RestartCount,
OnRetry = Restart,
OnRetry = () => Restart(),
OnQuit = () => PerformExit(true),
},
},
@ -475,7 +478,7 @@ namespace osu.Game.Screens.Play
private void updateSampleDisabledState()
{
samplePlaybackDisabled.Value = DrawableRuleset.FrameStableClock.IsCatchingUp.Value || GameplayClockContainer.GameplayClock.IsPaused.Value;
samplePlaybackDisabled.Value = DrawableRuleset.FrameStableClock.IsCatchingUp.Value || GameplayClockContainer.IsPaused.Value;
}
private void updatePauseOnFocusLostState()
@ -648,7 +651,8 @@ namespace osu.Game.Screens.Play
/// Restart gameplay via a parent <see cref="PlayerLoader"/>.
/// <remarks>This can be called from a child screen in order to trigger the restart process.</remarks>
/// </summary>
public void Restart()
/// <param name="quickRestart">Whether a quick restart was requested (skipping intro etc.).</param>
public void Restart(bool quickRestart = false)
{
if (!Configuration.AllowRestart)
return;
@ -660,7 +664,7 @@ namespace osu.Game.Screens.Play
musicController.Stop();
sampleRestart?.Play();
RestartRequested?.Invoke();
RestartRequested?.Invoke(quickRestart);
PerformExit(false);
}
@ -840,7 +844,7 @@ namespace osu.Game.Screens.Play
failAnimationLayer.Start();
if (GameplayState.Mods.OfType<IApplicableFailOverride>().Any(m => m.RestartOnFail))
Restart();
Restart(true);
return true;
}
@ -877,7 +881,7 @@ namespace osu.Game.Screens.Play
private double? lastPauseActionTime;
protected bool PauseCooldownActive =>
lastPauseActionTime.HasValue && GameplayClockContainer.GameplayClock.CurrentTime < lastPauseActionTime + pause_cooldown;
lastPauseActionTime.HasValue && GameplayClockContainer.CurrentTime < lastPauseActionTime + pause_cooldown;
/// <summary>
/// A set of conditionals which defines whether the current game state and configuration allows for
@ -915,7 +919,7 @@ namespace osu.Game.Screens.Play
GameplayClockContainer.Stop();
PauseOverlay.Show();
lastPauseActionTime = GameplayClockContainer.GameplayClock.CurrentTime;
lastPauseActionTime = GameplayClockContainer.CurrentTime;
return true;
}
@ -1005,7 +1009,7 @@ namespace osu.Game.Screens.Play
/// </summary>
protected virtual void StartGameplay()
{
if (GameplayClockContainer.GameplayClock.IsRunning)
if (GameplayClockContainer.IsRunning)
throw new InvalidOperationException($"{nameof(StartGameplay)} should not be called when the gameplay clock is already running");
GameplayClockContainer.Reset(true);

View File

@ -31,5 +31,10 @@ namespace osu.Game.Screens.Play
/// Whether the player should be allowed to skip intros/outros, advancing to the start of gameplay or the end of a storyboard.
/// </summary>
public bool AllowSkipping { get; set; } = true;
/// <summary>
/// Whether the intro should be skipped by default.
/// </summary>
public bool AutomaticallySkipIntro { get; set; }
}
}

View File

@ -123,6 +123,8 @@ namespace osu.Game.Screens.Play
private EpilepsyWarning? epilepsyWarning;
private bool quickRestart;
[Resolved(CanBeNull = true)]
private INotificationOverlay? notificationOverlay { get; set; }
@ -361,6 +363,7 @@ namespace osu.Game.Screens.Play
return;
CurrentPlayer = createPlayer();
CurrentPlayer.Configuration.AutomaticallySkipIntro = quickRestart;
CurrentPlayer.RestartCount = restartCount++;
CurrentPlayer.RestartRequested = restartRequested;
@ -375,8 +378,9 @@ namespace osu.Game.Screens.Play
{
}
private void restartRequested()
private void restartRequested(bool quickRestartRequested)
{
quickRestart = quickRestartRequested;
hideOverlays = true;
ValidForResume = true;
}

View File

@ -18,7 +18,7 @@ namespace osu.Game.Screens.Play
public class ScreenSuspensionHandler : Component
{
private readonly GameplayClockContainer gameplayClockContainer;
private Bindable<bool> isPaused;
private IBindable<bool> isPaused;
private readonly Bindable<bool> disableSuspensionBindable = new Bindable<bool>();

View File

@ -39,9 +39,12 @@ namespace osu.Game.Screens.Play
private double displayTime;
private bool isClickable;
private bool skipQueued;
[Resolved]
private GameplayClock gameplayClock { get; set; }
private IGameplayClock gameplayClock { get; set; }
internal bool IsButtonVisible => fadeContainer.State == Visibility.Visible && buttonContainer.State.Value == Visibility.Visible;
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
@ -123,6 +126,20 @@ namespace osu.Game.Screens.Play
displayTime = gameplayClock.CurrentTime;
fadeContainer.TriggerShow();
if (skipQueued)
{
Scheduler.AddDelayed(() => button.TriggerClick(), 200);
skipQueued = false;
}
}
public void SkipWhenReady()
{
if (IsLoaded)
button.TriggerClick();
else
skipQueued = true;
}
protected override void Update()

View File

@ -177,7 +177,7 @@ namespace osu.Game.Screens.Ranking
{
if (!this.IsCurrentScreen()) return;
player?.Restart();
player?.Restart(true);
},
});
}

View File

@ -683,7 +683,7 @@ namespace osu.Game.Screens.Select
}
private void ensureTrackLooping(IWorkingBeatmap beatmap, TrackChangeDirection changeDirection)
=> beatmap.PrepareTrackForPreviewLooping();
=> beatmap.PrepareTrackForPreview(true);
public override bool OnBackButton()
{

View File

@ -85,7 +85,7 @@ namespace osu.Game.Storyboards.Drawables
}
[BackgroundDependencyLoader(true)]
private void load(GameplayClock clock, CancellationToken? cancellationToken, GameHost host, RealmAccess realm)
private void load(IGameplayClock clock, CancellationToken? cancellationToken, GameHost host, RealmAccess realm)
{
if (clock != null)
Clock = clock;

View File

@ -23,25 +23,25 @@
<PackageReference Include="HtmlAgilityPack" Version="1.11.43" />
<PackageReference Include="Humanizer" Version="2.14.1" />
<PackageReference Include="MessagePack" Version="2.4.35" />
<PackageReference Include="Microsoft.AspNetCore.SignalR.Client" Version="6.0.6" />
<PackageReference Include="Microsoft.AspNetCore.SignalR.Protocols.MessagePack" Version="6.0.6" />
<PackageReference Include="Microsoft.AspNetCore.SignalR.Protocols.NewtonsoftJson" Version="6.0.6" />
<PackageReference Include="Microsoft.AspNetCore.SignalR.Client" Version="6.0.8" />
<PackageReference Include="Microsoft.AspNetCore.SignalR.Protocols.MessagePack" Version="6.0.8" />
<PackageReference Include="Microsoft.AspNetCore.SignalR.Protocols.NewtonsoftJson" Version="6.0.8" />
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="5.0.14" />
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="5.0.14" />
<PackageReference Include="Microsoft.Extensions.Configuration.Abstractions" Version="6.0.0" />
<PackageReference Include="Microsoft.Toolkit.HighPerformance" Version="7.1.2" />
<PackageReference Include="Newtonsoft.Json" Version="13.0.1" />
<PackageReference Include="ppy.LocalisationAnalyser" Version="2022.607.0">
<PackageReference Include="ppy.LocalisationAnalyser" Version="2022.809.0">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="Realm" Version="10.14.0" />
<PackageReference Include="ppy.osu.Framework" Version="2022.810.2" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2022.810.0" />
<PackageReference Include="Sentry" Version="3.19.0" />
<PackageReference Include="SharpCompress" Version="0.32.1" />
<PackageReference Include="Realm" Version="10.15.1" />
<PackageReference Include="ppy.osu.Framework" Version="2022.819.0" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2022.819.0" />
<PackageReference Include="Sentry" Version="3.20.1" />
<PackageReference Include="SharpCompress" Version="0.32.2" />
<PackageReference Include="NUnit" Version="3.13.3" />
<PackageReference Include="System.ComponentModel.Annotations" Version="5.0.0" />
<PackageReference Include="TagLibSharp" Version="2.2.0" />
<PackageReference Include="TagLibSharp" Version="2.3.0" />
</ItemGroup>
</Project>

View File

@ -61,8 +61,8 @@
<Reference Include="System.Net.Http" />
</ItemGroup>
<ItemGroup Label="Package References">
<PackageReference Include="ppy.osu.Framework.iOS" Version="2022.810.2" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2022.810.0" />
<PackageReference Include="ppy.osu.Framework.iOS" Version="2022.819.0" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2022.819.0" />
</ItemGroup>
<!-- See https://github.com/dotnet/runtime/issues/35988 (can be removed after Xamarin uses net6.0) -->
<PropertyGroup>
@ -84,11 +84,11 @@
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="5.0.14" />
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="5.0.14" />
<PackageReference Include="Newtonsoft.Json" Version="13.0.1" />
<PackageReference Include="ppy.osu.Framework" Version="2022.810.2" />
<PackageReference Include="ppy.osu.Framework" Version="2022.819.0" />
<PackageReference Include="SharpCompress" Version="0.32.1" />
<PackageReference Include="NUnit" Version="3.13.3" />
<PackageReference Include="System.ComponentModel.Annotations" Version="5.0.0" />
<PackageReference Include="ppy.osu.Framework.NativeLibs" Version="2022.429.0" ExcludeAssets="all" />
<PackageReference Include="Realm" Version="10.14.0" />
<PackageReference Include="Realm" Version="10.15.1" />
</ItemGroup>
</Project>