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Merge pull request #20549 from frenzibyte/fix-player-stuck
Fix player potentially getting stuck on completion with storyboard enabled
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commit
2f0ebcacff
@ -32,6 +32,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected new OutroPlayer Player => (OutroPlayer)base.Player;
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private double currentBeatmapDuration;
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private double currentStoryboardDuration;
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private bool showResults = true;
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@ -45,7 +46,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep("enable storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, true));
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AddStep("set dim level to 0", () => LocalConfig.SetValue<double>(OsuSetting.DimLevel, 0));
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AddStep("reset fail conditions", () => currentFailConditions = (_, _) => false);
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AddStep("set storyboard duration to 2s", () => currentStoryboardDuration = 2000);
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AddStep("set beatmap duration to 0s", () => currentBeatmapDuration = 0);
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AddStep("set storyboard duration to 8s", () => currentStoryboardDuration = 8000);
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AddStep("set ShowResults = true", () => showResults = true);
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}
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@ -151,6 +153,24 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("player exited", () => Stack.CurrentScreen == null);
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}
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[Test]
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public void TestPerformExitAfterOutro()
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{
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CreateTest(() =>
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{
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AddStep("set beatmap duration to 4s", () => currentBeatmapDuration = 4000);
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AddStep("set storyboard duration to 1s", () => currentStoryboardDuration = 1000);
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});
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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AddStep("exit via pause", () => Player.ExitViaPause());
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AddAssert("player paused", () => !Player.IsResuming);
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AddStep("resume player", () => Player.Resume());
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AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
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AddUntilStep("wait for score shown", () => Player.IsScoreShown);
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}
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protected override bool AllowFail => true;
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protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
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@ -160,7 +180,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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var beatmap = new Beatmap();
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beatmap.HitObjects.Add(new HitCircle());
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beatmap.HitObjects.Add(new HitCircle { StartTime = currentBeatmapDuration });
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return beatmap;
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}
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@ -189,7 +209,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private event Func<HealthProcessor, JudgementResult, bool> failConditions;
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public OutroPlayer(Func<HealthProcessor, JudgementResult, bool> failConditions, bool showResults = true)
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: base(false, showResults)
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: base(showResults: showResults)
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{
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this.failConditions = failConditions;
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}
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@ -566,9 +566,6 @@ namespace osu.Game.Screens.Play
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/// </param>
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protected void PerformExit(bool showDialogFirst)
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{
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// if an exit has been requested, cancel any pending completion (the user has shown intention to exit).
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resultsDisplayDelegate?.Cancel();
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// there is a chance that an exit request occurs after the transition to results has already started.
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// even in such a case, the user has shown intent, so forcefully return to this screen (to proceed with the upwards exit process).
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if (!this.IsCurrentScreen())
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@ -603,6 +600,9 @@ namespace osu.Game.Screens.Play
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}
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}
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// if an exit has been requested, cancel any pending completion (the user has shown intention to exit).
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resultsDisplayDelegate?.Cancel();
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// The actual exit is performed if
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// - the pause / fail dialog was not requested
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// - the pause / fail dialog was requested but is already displayed (user showing intention to exit).
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@ -780,19 +780,11 @@ namespace osu.Game.Screens.Play
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/// </summary>
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/// <remarks>
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/// A final display will only occur once all work is completed in <see cref="PrepareScoreForResultsAsync"/>. This means that even after calling this method, the results screen will never be shown until <see cref="JudgementProcessor.HasCompleted">ScoreProcessor.HasCompleted</see> becomes <see langword="true"/>.
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///
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/// Calling this method multiple times will have no effect.
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/// </remarks>
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/// <param name="withDelay">Whether a minimum delay (<see cref="RESULTS_DISPLAY_DELAY"/>) should be added before the screen is displayed.</param>
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private void progressToResults(bool withDelay)
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{
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if (resultsDisplayDelegate != null)
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// Note that if progressToResults is called one withDelay=true and then withDelay=false, this no-delay timing will not be
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// accounted for. shouldn't be a huge concern (a user pressing the skip button after a results progression has already been queued
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// may take x00 more milliseconds than expected in the very rare edge case).
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//
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// If required we can handle this more correctly by rescheduling here.
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return;
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resultsDisplayDelegate?.Cancel();
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double delay = withDelay ? RESULTS_DISPLAY_DELAY : 0;
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