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Merge pull request #30215 from bdach/fix-music-controller
Fix track restarting when trying to switch track change direction with shuffle active
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commit
3a8ed889b5
@ -79,5 +79,114 @@ namespace osu.Game.Tests.Visual.Menus
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trackChangeQueue.Peek().changeDirection == TrackChangeDirection.Next);
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AddAssert("track actually changed", () => !trackChangeQueue.First().working.BeatmapInfo.Equals(trackChangeQueue.Last().working.BeatmapInfo));
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}
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[Test]
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public void TestShuffleBackwards()
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{
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Queue<(IWorkingBeatmap working, TrackChangeDirection changeDirection)> trackChangeQueue = null!;
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AddStep("enable shuffle", () => Game.MusicController.Shuffle.Value = true);
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// ensure we have at least two beatmaps available to identify the direction the music controller navigated to.
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AddRepeatStep("import beatmap", () => Game.BeatmapManager.Import(TestResources.CreateTestBeatmapSetInfo()), 5);
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AddStep("ensure nonzero track duration", () => Game.Realm.Write(r =>
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{
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// this was already supposed to be non-zero (see innards of `TestResources.CreateTestBeatmapSetInfo()`),
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// but the non-zero value is being overwritten *to* zero by `BeatmapUpdater`.
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// do a bit of a hack to change it back again - otherwise tracks are going to switch instantly and we won't be able to assert anything sane anymore.
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foreach (var beatmap in r.All<BeatmapInfo>().Where(b => b.Length == 0))
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beatmap.Length = 60_000;
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}));
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AddStep("bind to track change", () =>
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{
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trackChangeQueue = new Queue<(IWorkingBeatmap, TrackChangeDirection)>();
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Game.MusicController.TrackChanged += (working, changeDirection) => trackChangeQueue.Enqueue((working, changeDirection));
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});
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AddStep("seek track to 6 second", () => Game.MusicController.SeekTo(6000));
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AddUntilStep("wait for current time to update", () => Game.MusicController.CurrentTrack.CurrentTime > 5000);
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AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
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AddAssert("no track change", () => trackChangeQueue.Count == 0);
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AddUntilStep("track restarted", () => Game.MusicController.CurrentTrack.CurrentTime < 5000);
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AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
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AddUntilStep("track changed", () => trackChangeQueue.Count == 1);
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AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
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AddUntilStep("track changed", () => trackChangeQueue.Count == 2);
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AddStep("press next", () => globalActionContainer.TriggerPressed(GlobalAction.MusicNext));
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AddUntilStep("track changed", () =>
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trackChangeQueue.Count == 3 && !trackChangeQueue.ElementAt(1).working.BeatmapInfo.Equals(trackChangeQueue.Last().working.BeatmapInfo));
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}
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[Test]
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public void TestShuffleForwards()
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{
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Queue<(IWorkingBeatmap working, TrackChangeDirection changeDirection)> trackChangeQueue = null!;
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AddStep("enable shuffle", () => Game.MusicController.Shuffle.Value = true);
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// ensure we have at least two beatmaps available to identify the direction the music controller navigated to.
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AddRepeatStep("import beatmap", () => Game.BeatmapManager.Import(TestResources.CreateTestBeatmapSetInfo()), 5);
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AddStep("ensure nonzero track duration", () => Game.Realm.Write(r =>
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{
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// this was already supposed to be non-zero (see innards of `TestResources.CreateTestBeatmapSetInfo()`),
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// but the non-zero value is being overwritten *to* zero by `BeatmapUpdater`.
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// do a bit of a hack to change it back again - otherwise tracks are going to switch instantly and we won't be able to assert anything sane anymore.
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foreach (var beatmap in r.All<BeatmapInfo>().Where(b => b.Length == 0))
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beatmap.Length = 60_000;
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}));
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AddStep("bind to track change", () =>
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{
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trackChangeQueue = new Queue<(IWorkingBeatmap, TrackChangeDirection)>();
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Game.MusicController.TrackChanged += (working, changeDirection) => trackChangeQueue.Enqueue((working, changeDirection));
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});
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AddStep("press next", () => globalActionContainer.TriggerPressed(GlobalAction.MusicNext));
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AddUntilStep("track changed", () => trackChangeQueue.Count == 1);
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AddStep("press next", () => globalActionContainer.TriggerPressed(GlobalAction.MusicNext));
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AddUntilStep("track changed", () => trackChangeQueue.Count == 2);
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AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
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AddUntilStep("track changed", () =>
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trackChangeQueue.Count == 3 && !trackChangeQueue.ElementAt(1).working.BeatmapInfo.Equals(trackChangeQueue.Last().working.BeatmapInfo));
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}
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[Test]
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public void TestShuffleBackAndForth()
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{
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Queue<(IWorkingBeatmap working, TrackChangeDirection changeDirection)> trackChangeQueue = null!;
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AddStep("enable shuffle", () => Game.MusicController.Shuffle.Value = true);
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// ensure we have at least two beatmaps available to identify the direction the music controller navigated to.
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AddRepeatStep("import beatmap", () => Game.BeatmapManager.Import(TestResources.CreateTestBeatmapSetInfo()), 5);
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AddStep("ensure nonzero track duration", () => Game.Realm.Write(r =>
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{
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// this was already supposed to be non-zero (see innards of `TestResources.CreateTestBeatmapSetInfo()`),
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// but the non-zero value is being overwritten *to* zero by `BeatmapUpdater`.
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// do a bit of a hack to change it back again - otherwise tracks are going to switch instantly and we won't be able to assert anything sane anymore.
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foreach (var beatmap in r.All<BeatmapInfo>().Where(b => b.Length == 0))
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beatmap.Length = 60_000;
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}));
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AddStep("bind to track change", () =>
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{
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trackChangeQueue = new Queue<(IWorkingBeatmap, TrackChangeDirection)>();
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Game.MusicController.TrackChanged += (working, changeDirection) => trackChangeQueue.Enqueue((working, changeDirection));
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});
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AddStep("press next", () => globalActionContainer.TriggerPressed(GlobalAction.MusicNext));
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AddUntilStep("track changed", () => trackChangeQueue.Count == 1);
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AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
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AddUntilStep("track changed", () =>
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trackChangeQueue.Count == 2 && !trackChangeQueue.First().working.BeatmapInfo.Equals(trackChangeQueue.Last().working.BeatmapInfo));
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}
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}
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}
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@ -74,6 +74,7 @@ namespace osu.Game.Overlays
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private readonly Bindable<RandomSelectAlgorithm> randomSelectAlgorithm = new Bindable<RandomSelectAlgorithm>();
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private readonly List<Live<BeatmapSetInfo>> previousRandomSets = new List<Live<BeatmapSetInfo>>();
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private int randomHistoryDirection;
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private int lastRandomTrackDirection;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, OsuConfigManager configManager)
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@ -371,54 +372,72 @@ namespace osu.Game.Overlays
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private Live<BeatmapSetInfo>? getNextRandom(int direction, bool allowProtectedTracks)
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{
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Live<BeatmapSetInfo> result;
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var possibleSets = getBeatmapSets().Where(s => !s.Value.Protected || allowProtectedTracks).ToArray();
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if (possibleSets.Length == 0)
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return null;
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// condition below checks if the signs of `randomHistoryDirection` and `direction` are opposite and not zero.
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// if that is the case, it means that the user had previously chosen next track `randomHistoryDirection` times and wants to go back,
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// or that the user had previously chosen previous track `randomHistoryDirection` times and wants to go forward.
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// in both cases, it means that we have a history of previous random selections that we can rewind.
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if (randomHistoryDirection * direction < 0)
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try
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{
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Debug.Assert(Math.Abs(randomHistoryDirection) == previousRandomSets.Count);
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result = previousRandomSets[^1];
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previousRandomSets.RemoveAt(previousRandomSets.Count - 1);
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randomHistoryDirection += direction;
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return result;
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}
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Live<BeatmapSetInfo> result;
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// if the early-return above didn't cover it, it means that we have no history to fall back on
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// and need to actually choose something random.
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switch (randomSelectAlgorithm.Value)
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{
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case RandomSelectAlgorithm.Random:
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result = possibleSets[RNG.Next(possibleSets.Length)];
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break;
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var possibleSets = getBeatmapSets().Where(s => !s.Value.Protected || allowProtectedTracks).ToArray();
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case RandomSelectAlgorithm.RandomPermutation:
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var notYetPlayedSets = possibleSets.Except(previousRandomSets).ToArray();
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if (possibleSets.Length == 0)
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return null;
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if (notYetPlayedSets.Length == 0)
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// condition below checks if the signs of `randomHistoryDirection` and `direction` are opposite and not zero.
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// if that is the case, it means that the user had previously chosen next track `randomHistoryDirection` times and wants to go back,
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// or that the user had previously chosen previous track `randomHistoryDirection` times and wants to go forward.
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// in both cases, it means that we have a history of previous random selections that we can rewind.
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if (randomHistoryDirection * direction < 0)
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{
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Debug.Assert(Math.Abs(randomHistoryDirection) == previousRandomSets.Count);
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// if the user has been shuffling backwards and now going forwards (or vice versa),
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// the topmost item from history needs to be discarded because it's the *current* track.
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if (direction * lastRandomTrackDirection < 0)
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{
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notYetPlayedSets = possibleSets;
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previousRandomSets.Clear();
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randomHistoryDirection = 0;
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previousRandomSets.RemoveAt(previousRandomSets.Count - 1);
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randomHistoryDirection += direction;
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}
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result = notYetPlayedSets[RNG.Next(notYetPlayedSets.Length)];
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break;
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if (previousRandomSets.Count > 0)
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{
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result = previousRandomSets[^1];
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previousRandomSets.RemoveAt(previousRandomSets.Count - 1);
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return result;
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}
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}
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default:
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throw new ArgumentOutOfRangeException(nameof(randomSelectAlgorithm), randomSelectAlgorithm.Value, "Unsupported random select algorithm");
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// if the early-return above didn't cover it, it means that we have no history to fall back on
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// and need to actually choose something random.
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switch (randomSelectAlgorithm.Value)
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{
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case RandomSelectAlgorithm.Random:
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result = possibleSets[RNG.Next(possibleSets.Length)];
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break;
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case RandomSelectAlgorithm.RandomPermutation:
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var notYetPlayedSets = possibleSets.Except(previousRandomSets).ToArray();
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if (notYetPlayedSets.Length == 0)
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{
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notYetPlayedSets = possibleSets;
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previousRandomSets.Clear();
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randomHistoryDirection = 0;
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}
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result = notYetPlayedSets[RNG.Next(notYetPlayedSets.Length)];
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(randomSelectAlgorithm), randomSelectAlgorithm.Value, "Unsupported random select algorithm");
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}
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previousRandomSets.Add(result);
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return result;
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}
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finally
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{
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randomHistoryDirection += direction;
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lastRandomTrackDirection = direction;
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}
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previousRandomSets.Add(result);
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randomHistoryDirection += direction;
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return result;
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}
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private void restartTrack()
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