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Merge branch 'master' into add-match-start-sound

This commit is contained in:
Bartłomiej Dach 2020-12-24 13:22:06 +01:00 committed by GitHub
commit 49103a4421
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14 changed files with 193 additions and 108 deletions

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@ -355,7 +355,11 @@ namespace osu.Game.Rulesets.Mania.Tests
protected override bool PauseOnFocusLost => false;
public ScoreAccessibleReplayPlayer(Score score)
: base(score, false, false)
: base(score, new PlayerConfiguration
{
AllowPause = false,
ShowResults = false,
})
{
}
}

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@ -176,7 +176,11 @@ namespace osu.Game.Rulesets.Mania.Tests
protected override bool PauseOnFocusLost => false;
public ScoreAccessibleReplayPlayer(Score score)
: base(score, false, false)
: base(score, new PlayerConfiguration
{
AllowPause = false,
ShowResults = false,
})
{
}
}

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@ -74,7 +74,11 @@ namespace osu.Game.Rulesets.Osu.Tests
private readonly bool userHasCustomColours;
public ExposedPlayer(bool userHasCustomColours)
: base(false, false)
: base(new PlayerConfiguration
{
AllowPause = false,
ShowResults = false,
})
{
this.userHasCustomColours = userHasCustomColours;
}

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@ -439,7 +439,11 @@ namespace osu.Game.Rulesets.Osu.Tests
protected override bool PauseOnFocusLost => false;
public ScoreAccessibleReplayPlayer(Score score)
: base(score, false, false)
: base(score, new PlayerConfiguration
{
AllowPause = false,
ShowResults = false,
})
{
}
}

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@ -378,7 +378,11 @@ namespace osu.Game.Rulesets.Osu.Tests
protected override bool PauseOnFocusLost => false;
public ScoreAccessibleReplayPlayer(Score score)
: base(score, false, false)
: base(score, new PlayerConfiguration
{
AllowPause = false,
ShowResults = false,
})
{
}
}

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@ -14,6 +14,11 @@ namespace osu.Game.Online.Spectator
[Serializable]
public class FrameHeader
{
/// <summary>
/// The current accuracy of the score.
/// </summary>
public double Accuracy { get; set; }
/// <summary>
/// The current combo of the score.
/// </summary>
@ -42,16 +47,18 @@ namespace osu.Game.Online.Spectator
{
Combo = score.Combo;
MaxCombo = score.MaxCombo;
Accuracy = score.Accuracy;
// copy for safety
Statistics = new Dictionary<HitResult, int>(score.Statistics);
}
[JsonConstructor]
public FrameHeader(int combo, int maxCombo, Dictionary<HitResult, int> statistics, DateTimeOffset receivedTime)
public FrameHeader(int combo, int maxCombo, double accuracy, Dictionary<HitResult, int> statistics, DateTimeOffset receivedTime)
{
Combo = combo;
MaxCombo = maxCombo;
Accuracy = accuracy;
Statistics = statistics;
ReceivedTime = receivedTime;
}

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@ -193,7 +193,7 @@ namespace osu.Game.Rulesets.Scoring
private void updateScore()
{
if (rollingMaxBaseScore != 0)
Accuracy.Value = baseScore / rollingMaxBaseScore;
Accuracy.Value = calculateAccuracyRatio(baseScore, true);
TotalScore.Value = getScore(Mode.Value);
}
@ -233,13 +233,13 @@ namespace osu.Game.Rulesets.Scoring
}
/// <summary>
/// Given a minimal set of inputs, return the computed score and accuracy for the tracked beatmap / mods combination, at the current point in time.
/// Given a minimal set of inputs, return the computed score for the tracked beatmap / mods combination, at the current point in time.
/// </summary>
/// <param name="mode">The <see cref="ScoringMode"/> to compute the total score in.</param>
/// <param name="maxCombo">The maximum combo achievable in the beatmap.</param>
/// <param name="statistics">Statistics to be used for calculating accuracy, bonus score, etc.</param>
/// <returns>The computed score and accuracy for provided inputs.</returns>
public (double score, double accuracy) GetScoreAndAccuracy(ScoringMode mode, int maxCombo, Dictionary<HitResult, int> statistics)
/// <returns>The computed score for provided inputs.</returns>
public double GetImmediateScore(ScoringMode mode, int maxCombo, Dictionary<HitResult, int> statistics)
{
// calculate base score from statistics pairs
int computedBaseScore = 0;
@ -252,12 +252,7 @@ namespace osu.Game.Rulesets.Scoring
computedBaseScore += Judgement.ToNumericResult(pair.Key) * pair.Value;
}
double pointInTimeAccuracy = calculateAccuracyRatio(computedBaseScore, true);
double comboRatio = calculateComboRatio(maxCombo);
double score = GetScore(mode, maxAchievableCombo, calculateAccuracyRatio(computedBaseScore), comboRatio, scoreResultCounts);
return (score, pointInTimeAccuracy);
return GetScore(mode, maxAchievableCombo, calculateAccuracyRatio(computedBaseScore), calculateComboRatio(maxCombo), scoreResultCounts);
}
/// <summary>

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@ -37,8 +37,8 @@ namespace osu.Game.Screens.Multi.Play
[Resolved]
private IBindable<RulesetInfo> ruleset { get; set; }
public TimeshiftPlayer(PlaylistItem playlistItem, bool allowPause = true)
: base(allowPause)
public TimeshiftPlayer(PlaylistItem playlistItem, PlayerConfiguration configuration = null)
: base(configuration)
{
PlaylistItem = playlistItem;
}

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@ -3,16 +3,17 @@
using System;
using System.Diagnostics;
using System.Threading;
using System.Threading.Tasks;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Logging;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.RealtimeMultiplayer;
using osu.Game.Scoring;
using osu.Game.Screens.Multi.Play;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.HUD;
using osu.Game.Screens.Ranking;
using osuTK;
@ -33,20 +34,25 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
private IBindable<bool> isConnected;
private readonly TaskCompletionSource<bool> resultsReady = new TaskCompletionSource<bool>();
private readonly ManualResetEventSlim startedEvent = new ManualResetEventSlim();
[CanBeNull]
private MultiplayerGameplayLeaderboard leaderboard;
private readonly int[] userIds;
private LoadingLayer loadingDisplay;
/// <summary>
/// Construct a multiplayer player.
/// </summary>
/// <param name="playlistItem">The playlist item to be played.</param>
/// <param name="userIds">The users which are participating in this game.</param>
public RealtimePlayer(PlaylistItem playlistItem, int[] userIds)
: base(playlistItem, false)
: base(playlistItem, new PlayerConfiguration
{
AllowPause = false,
AllowRestart = false,
})
{
this.userIds = userIds;
}
@ -60,6 +66,12 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
client.MatchStarted += onMatchStarted;
client.ResultsReady += onResultsReady;
ScoreProcessor.HasCompleted.BindValueChanged(completed =>
{
// wait for server to tell us that results are ready (see SubmitScore implementation)
loadingDisplay.Show();
});
isConnected = client.IsConnected.GetBoundCopy();
isConnected.BindValueChanged(connected =>
{
@ -70,19 +82,20 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
}
}, true);
client.ChangeState(MultiplayerUserState.Loaded)
.ContinueWith(task => failAndBail(task.Exception?.Message ?? "Server error"), TaskContinuationOptions.NotOnRanToCompletion);
if (!startedEvent.Wait(TimeSpan.FromSeconds(30)))
{
failAndBail("Failed to start the multiplayer match in time.");
return;
}
Debug.Assert(client.Room != null);
// todo: this should be implemented via a custom HUD implementation, and correctly masked to the main content area.
LoadComponentAsync(leaderboard = new MultiplayerGameplayLeaderboard(ScoreProcessor, userIds), HUDOverlay.Add);
HUDOverlay.Add(loadingDisplay = new LoadingLayer(DrawableRuleset) { Depth = float.MaxValue });
}
protected override void StartGameplay()
{
// block base call, but let the server know we are ready to start.
loadingDisplay.Show();
client.ChangeState(MultiplayerUserState.Loaded).ContinueWith(task => failAndBail(task.Exception?.Message ?? "Server error"), TaskContinuationOptions.NotOnRanToCompletion);
}
private void failAndBail(string message = null)
@ -90,7 +103,6 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
if (!string.IsNullOrEmpty(message))
Logger.Log(message, LoggingTarget.Runtime, LogLevel.Important);
startedEvent.Set();
Schedule(() => PerformExit(false));
}
@ -112,7 +124,11 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
padding + HUDOverlay.TopScoringElementsHeight);
}
private void onMatchStarted() => startedEvent.Set();
private void onMatchStarted() => Scheduler.Add(() =>
{
loadingDisplay.Hide();
base.StartGameplay();
});
private void onResultsReady() => resultsReady.SetResult(true);
@ -122,9 +138,9 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
await client.ChangeState(MultiplayerUserState.FinishedPlay);
// Await up to 30 seconds for results to become available (3 api request timeouts).
// Await up to 60 seconds for results to become available (6 api request timeouts).
// This is arbitrary just to not leave the player in an essentially deadlocked state if any connection issues occur.
await Task.WhenAny(resultsReady.Task, Task.Delay(TimeSpan.FromSeconds(30)));
await Task.WhenAny(resultsReady.Task, Task.Delay(TimeSpan.FromSeconds(60)));
}
protected override ResultsScreen CreateResults(ScoreInfo score)

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@ -122,8 +122,8 @@ namespace osu.Game.Screens.Play.HUD
if (LastHeader == null)
return;
(score.Value, accuracy.Value) = processor.GetScoreAndAccuracy(mode, LastHeader.MaxCombo, LastHeader.Statistics);
score.Value = processor.GetImmediateScore(mode, LastHeader.MaxCombo, LastHeader.Statistics);
accuracy.Value = LastHeader.Accuracy;
currentCombo.Value = LastHeader.Combo;
}
}

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@ -128,18 +128,14 @@ namespace osu.Game.Screens.Play
/// </summary>
protected virtual bool CheckModsAllowFailure() => Mods.Value.OfType<IApplicableFailOverride>().All(m => m.PerformFail());
private readonly bool allowPause;
private readonly bool showResults;
public readonly PlayerConfiguration Configuration;
/// <summary>
/// Create a new player instance.
/// </summary>
/// <param name="allowPause">Whether pausing should be allowed. If not allowed, attempting to pause will quit.</param>
/// <param name="showResults">Whether results screen should be pushed on completion.</param>
public Player(bool allowPause = true, bool showResults = true)
public Player(PlayerConfiguration configuration = null)
{
this.allowPause = allowPause;
this.showResults = showResults;
Configuration = configuration ?? new PlayerConfiguration();
}
private GameplayBeatmap gameplayBeatmap;
@ -317,59 +313,77 @@ namespace osu.Game.Screens.Play
}
};
private Drawable createOverlayComponents(WorkingBeatmap working) => new Container
private Drawable createOverlayComponents(WorkingBeatmap working)
{
RelativeSizeAxes = Axes.Both,
Children = new[]
var container = new Container
{
DimmableStoryboard.OverlayLayerContainer.CreateProxy(),
BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
RelativeSizeAxes = Axes.Both,
Children = new[]
{
Clock = DrawableRuleset.FrameStableClock,
ProcessCustomClock = false,
Breaks = working.Beatmap.Breaks
},
// display the cursor above some HUD elements.
DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
HUDOverlay = new HUDOverlay(ScoreProcessor, HealthProcessor, DrawableRuleset, Mods.Value)
{
HoldToQuit =
DimmableStoryboard.OverlayLayerContainer.CreateProxy(),
BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
{
Action = performUserRequestedExit,
IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
Clock = DrawableRuleset.FrameStableClock,
ProcessCustomClock = false,
Breaks = working.Beatmap.Breaks
},
PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
KeyCounter =
// display the cursor above some HUD elements.
DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
HUDOverlay = new HUDOverlay(ScoreProcessor, HealthProcessor, DrawableRuleset, Mods.Value)
{
AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded },
IsCounting = false
HoldToQuit =
{
Action = performUserRequestedExit,
IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
},
PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
KeyCounter =
{
AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded },
IsCounting = false
},
RequestSeek = time =>
{
GameplayClockContainer.Seek(time);
GameplayClockContainer.Start();
},
Anchor = Anchor.Centre,
Origin = Anchor.Centre
},
RequestSeek = time =>
skipOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime)
{
GameplayClockContainer.Seek(time);
GameplayClockContainer.Start();
RequestSkip = GameplayClockContainer.Skip
},
Anchor = Anchor.Centre,
Origin = Anchor.Centre
},
skipOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime)
{
RequestSkip = GameplayClockContainer.Skip
},
FailOverlay = new FailOverlay
{
OnRetry = Restart,
OnQuit = performUserRequestedExit,
},
PauseOverlay = new PauseOverlay
{
OnResume = Resume,
Retries = RestartCount,
OnRetry = Restart,
OnQuit = performUserRequestedExit,
},
new HotkeyRetryOverlay
FailOverlay = new FailOverlay
{
OnRetry = Restart,
OnQuit = performUserRequestedExit,
},
PauseOverlay = new PauseOverlay
{
OnResume = Resume,
Retries = RestartCount,
OnRetry = Restart,
OnQuit = performUserRequestedExit,
},
new HotkeyExitOverlay
{
Action = () =>
{
if (!this.IsCurrentScreen()) return;
fadeOut(true);
PerformExit(true);
},
},
failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, },
}
};
if (Configuration.AllowRestart)
{
container.Add(new HotkeyRetryOverlay
{
Action = () =>
{
@ -378,20 +392,11 @@ namespace osu.Game.Screens.Play
fadeOut(true);
Restart();
},
},
new HotkeyExitOverlay
{
Action = () =>
{
if (!this.IsCurrentScreen()) return;
fadeOut(true);
PerformExit(true);
},
},
failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, },
});
}
};
return container;
}
private void onBreakTimeChanged(ValueChangedEvent<bool> isBreakTime)
{
@ -500,6 +505,9 @@ namespace osu.Game.Screens.Play
/// </summary>
public void Restart()
{
if (!Configuration.AllowRestart)
return;
// at the point of restarting the track should either already be paused or the volume should be zero.
// stopping here is to ensure music doesn't become audible after exiting back to PlayerLoader.
musicController.Stop();
@ -539,7 +547,7 @@ namespace osu.Game.Screens.Play
ValidForResume = false;
if (!showResults) return;
if (!Configuration.ShowResults) return;
scoreSubmissionTask ??= Task.Run(async () =>
{
@ -638,7 +646,7 @@ namespace osu.Game.Screens.Play
private bool canPause =>
// must pass basic screen conditions (beatmap loaded, instance allows pause)
LoadedBeatmapSuccessfully && allowPause && ValidForResume
LoadedBeatmapSuccessfully && Configuration.AllowPause && ValidForResume
// replays cannot be paused and exit immediately
&& !DrawableRuleset.HasReplayLoaded.Value
// cannot pause if we are already in a fail state
@ -723,9 +731,6 @@ namespace osu.Game.Screens.Play
storyboardReplacesBackground.Value = Beatmap.Value.Storyboard.ReplacesBackground && Beatmap.Value.Storyboard.HasDrawable;
GameplayClockContainer.Restart();
GameplayClockContainer.FadeInFromZero(750, Easing.OutQuint);
foreach (var mod in Mods.Value.OfType<IApplicableToPlayer>())
mod.ApplyToPlayer(this);
@ -740,6 +745,21 @@ namespace osu.Game.Screens.Play
mod.ApplyToTrack(musicController.CurrentTrack);
updateGameplayState();
GameplayClockContainer.FadeInFromZero(750, Easing.OutQuint);
StartGameplay();
}
/// <summary>
/// Called to trigger the starting of the gameplay clock and underlying gameplay.
/// This will be called on entering the player screen once. A derived class may block the first call to this to delay the start of gameplay.
/// </summary>
protected virtual void StartGameplay()
{
if (GameplayClockContainer.GameplayClock.IsRunning)
throw new InvalidOperationException($"{nameof(StartGameplay)} should not be called when the gameplay clock is already running");
GameplayClockContainer.Restart();
}
public override void OnSuspending(IScreen next)

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@ -0,0 +1,23 @@
// 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.
namespace osu.Game.Screens.Play
{
public class PlayerConfiguration
{
/// <summary>
/// Whether pausing should be allowed. If not allowed, attempting to pause will quit.
/// </summary>
public bool AllowPause { get; set; } = true;
/// <summary>
/// Whether results screen should be pushed on completion.
/// </summary>
public bool ShowResults { get; set; } = true;
/// <summary>
/// Whether the player should be allowed to trigger a restart.
/// </summary>
public bool AllowRestart { get; set; } = true;
}
}

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@ -16,8 +16,8 @@ namespace osu.Game.Screens.Play
// Disallow replays from failing. (see https://github.com/ppy/osu/issues/6108)
protected override bool CheckModsAllowFailure() => false;
public ReplayPlayer(Score score, bool allowPause = true, bool showResults = true)
: base(allowPause, showResults)
public ReplayPlayer(Score score, PlayerConfiguration configuration = null)
: base(configuration)
{
Score = score;
}

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@ -37,7 +37,11 @@ namespace osu.Game.Tests.Visual
public readonly List<JudgementResult> Results = new List<JudgementResult>();
public TestPlayer(bool allowPause = true, bool showResults = true, bool pauseOnFocusLost = false)
: base(allowPause, showResults)
: base(new PlayerConfiguration
{
AllowPause = allowPause,
ShowResults = showResults
})
{
PauseOnFocusLost = pauseOnFocusLost;
}