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Fix spectating when starting from a point that isn't at the beginning of the beatmap
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@ -93,9 +93,15 @@ namespace osu.Game.Tests.Visual.Gameplay
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public void TestSpectatingDuringGameplay()
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{
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start();
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sendFrames();
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// should seek immediately to available frames
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loadSpectatingScreen();
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AddStep("advance frame count", () => nextFrame = 300);
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sendFrames();
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waitForPlayer();
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AddUntilStep("playing from correct point in time", () => player.ChildrenOfType<DrawableRuleset>().First().FrameStableClock.CurrentTime > 30000);
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}
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[Test]
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@ -37,6 +37,7 @@ namespace osu.Game.Screens.Play
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private readonly DecoupleableInterpolatingFramedClock adjustableClock;
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private readonly double gameplayStartTime;
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private readonly bool startAtGameplayStart;
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private readonly double firstHitObjectTime;
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@ -62,10 +63,11 @@ namespace osu.Game.Screens.Play
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private readonly FramedOffsetClock platformOffsetClock;
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public GameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime)
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public GameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime, bool startAtGameplayStart = false)
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{
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this.beatmap = beatmap;
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this.gameplayStartTime = gameplayStartTime;
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this.startAtGameplayStart = startAtGameplayStart;
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track = beatmap.Track;
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firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
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@ -103,16 +105,21 @@ namespace osu.Game.Screens.Play
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userAudioOffset.BindValueChanged(offset => userOffsetClock.Offset = offset.NewValue, true);
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// sane default provided by ruleset.
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double startTime = Math.Min(0, gameplayStartTime);
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double startTime = gameplayStartTime;
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// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
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// this is commonly used to display an intro before the audio track start.
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startTime = Math.Min(startTime, beatmap.Storyboard.FirstEventTime);
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if (!startAtGameplayStart)
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{
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startTime = Math.Min(0, startTime);
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// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
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// this is not available as an option in the live editor but can still be applied via .osu editing.
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if (beatmap.BeatmapInfo.AudioLeadIn > 0)
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startTime = Math.Min(startTime, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
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// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
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// this is commonly used to display an intro before the audio track start.
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startTime = Math.Min(startTime, beatmap.Storyboard.FirstEventTime);
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// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
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// this is not available as an option in the live editor but can still be applied via .osu editing.
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if (beatmap.BeatmapInfo.AudioLeadIn > 0)
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startTime = Math.Min(startTime, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
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}
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Seek(startTime);
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@ -199,7 +199,7 @@ namespace osu.Game.Screens.Play
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if (!ScoreProcessor.Mode.Disabled)
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config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
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InternalChild = GameplayClockContainer = new GameplayClockContainer(Beatmap.Value, DrawableRuleset.GameplayStartTime);
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InternalChild = GameplayClockContainer = CreateGameplayClockContainer(Beatmap.Value, DrawableRuleset.GameplayStartTime);
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AddInternal(gameplayBeatmap = new GameplayBeatmap(playableBeatmap));
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AddInternal(screenSuspension = new ScreenSuspensionHandler(GameplayClockContainer));
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@ -288,6 +288,8 @@ namespace osu.Game.Screens.Play
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IsBreakTime.BindValueChanged(onBreakTimeChanged, true);
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}
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protected virtual GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new GameplayClockContainer(beatmap, gameplayStart);
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private Drawable createUnderlayComponents() =>
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DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both };
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@ -8,7 +8,7 @@ namespace osu.Game.Screens.Play
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{
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public class ReplayPlayer : Player
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{
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private readonly Score score;
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protected readonly Score Score;
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// Disallow replays from failing. (see https://github.com/ppy/osu/issues/6108)
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protected override bool CheckModsAllowFailure() => false;
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@ -16,12 +16,12 @@ namespace osu.Game.Screens.Play
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public ReplayPlayer(Score score, bool allowPause = true, bool showResults = true)
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: base(allowPause, showResults)
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{
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this.score = score;
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this.Score = score;
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}
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protected override void PrepareReplay()
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{
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DrawableRuleset?.SetReplayScore(score);
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DrawableRuleset?.SetReplayScore(Score);
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}
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protected override ResultsScreen CreateResults(ScoreInfo score) => new SoloResultsScreen(score, false);
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@ -31,9 +31,9 @@ namespace osu.Game.Screens.Play
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var baseScore = base.CreateScore();
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// Since the replay score doesn't contain statistics, we'll pass them through here.
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score.ScoreInfo.HitEvents = baseScore.HitEvents;
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Score.ScoreInfo.HitEvents = baseScore.HitEvents;
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return score.ScoreInfo;
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return Score.ScoreInfo;
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}
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}
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}
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@ -130,7 +130,7 @@ namespace osu.Game.Screens.Play
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ruleset.Value = resolvedRuleset.RulesetInfo;
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beatmap.Value = beatmaps.GetWorkingBeatmap(resolvedBeatmap);
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this.Push(new ReplayPlayerLoader(new Score
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this.Push(new SpectatorPlayerLoader(new Score
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{
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ScoreInfo = scoreInfo,
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Replay = replay,
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28
osu.Game/Screens/Play/SpectatorPlayer.cs
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28
osu.Game/Screens/Play/SpectatorPlayer.cs
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@ -0,0 +1,28 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Scoring;
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namespace osu.Game.Screens.Play
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{
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public class SpectatorPlayer : ReplayPlayer
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{
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public SpectatorPlayer(Score score)
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: base(score)
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{
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}
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protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
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{
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// if we already have frames, start gameplay at the point in time they exist, should they be too far into the beatmap.
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double? firstFrameTime = Score.Replay.Frames.FirstOrDefault()?.Time;
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if (firstFrameTime == null || firstFrameTime <= gameplayStart + 5000)
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return base.CreateGameplayClockContainer(beatmap, gameplayStart);
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return new GameplayClockContainer(beatmap, firstFrameTime.Value, true);
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}
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}
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}
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32
osu.Game/Screens/Play/SpectatorPlayerLoader.cs
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32
osu.Game/Screens/Play/SpectatorPlayerLoader.cs
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@ -0,0 +1,32 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Screens;
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using osu.Game.Scoring;
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namespace osu.Game.Screens.Play
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{
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public class SpectatorPlayerLoader : PlayerLoader
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{
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public readonly ScoreInfo Score;
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public SpectatorPlayerLoader(Score score)
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: base(() => new SpectatorPlayer(score))
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{
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if (score.Replay == null)
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throw new ArgumentException($"{nameof(score)} must have a non-null {nameof(score.Replay)}.", nameof(score));
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Score = score.ScoreInfo;
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}
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public override void OnEntering(IScreen last)
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{
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// these will be reverted thanks to PlayerLoader's lease.
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Mods.Value = Score.Mods;
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Ruleset.Value = Score.Ruleset;
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base.OnEntering(last);
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}
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}
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}
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