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mirror of https://github.com/ppy/osu.git synced 2025-03-14 05:47:20 +08:00

Merge branch 'master' into fix-ruleset-shader-caching

This commit is contained in:
Dean Herbert 2023-03-31 20:04:55 +09:00
commit 4b294278d6
10 changed files with 82 additions and 35 deletions

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@ -105,7 +105,7 @@ When it comes to contributing to the project, the two main things you can do to
If you wish to help with localisation efforts, head over to [crowdin](https://crowdin.com/project/osu-web).
For those interested, we love to reward quality contributions via [bounties](https://docs.google.com/spreadsheets/d/1jNXfj_S3Pb5PErA-czDdC9DUu4IgUbe1Lt8E7CYUJuE/view?&rm=minimal#gid=523803337), paid out via PayPal or osu!supporter tags. Don't hesitate to [request a bounty](https://docs.google.com/forms/d/e/1FAIpQLSet_8iFAgPMG526pBZ2Kic6HSh7XPM3fE8xPcnWNkMzINDdYg/viewform) for your work on this project.
We love to reward quality contributions. If you have made a large contribution, or are a regular contributor, you are welcome to [submit an expense via opencollective](https://opencollective.com/ppy/expenses/new). If you have any questions, feel free to [reach out to peppy](mailto:pe@ppy.sh) before doing so.
## Licence

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@ -3,6 +3,9 @@
#nullable disable
using osu.Framework.Extensions.ObjectExtensions;
using osu.Game.Rulesets.Mania.Configuration;
using osu.Game.Rulesets.Mania.UI;
using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Mania.Tests
@ -10,5 +13,19 @@ namespace osu.Game.Rulesets.Mania.Tests
public partial class TestSceneManiaPlayer : PlayerTestScene
{
protected override Ruleset CreatePlayerRuleset() => new ManiaRuleset();
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("change direction to down", () => changeDirectionTo(ManiaScrollingDirection.Down));
AddStep("change direction to up", () => changeDirectionTo(ManiaScrollingDirection.Up));
}
private void changeDirectionTo(ManiaScrollingDirection direction)
{
var rulesetConfig = (ManiaRulesetConfigManager)RulesetConfigs.GetConfigFor(new ManiaRuleset()).AsNonNull();
rulesetConfig.SetValue(ManiaRulesetSetting.ScrollDirection, direction);
}
}
}

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@ -43,8 +43,6 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
{
largeFaint = new Container
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
RelativeSizeAxes = Axes.Both,
Height = ArgonNotePiece.NOTE_ACCENT_RATIO,
Masking = true,
@ -81,11 +79,15 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
if (direction.NewValue == ScrollingDirection.Up)
{
Anchor = Anchor.TopCentre;
largeFaint.Anchor = Anchor.TopCentre;
largeFaint.Origin = Anchor.TopCentre;
Y = ArgonNotePiece.NOTE_HEIGHT / 2;
}
else
{
Anchor = Anchor.BottomCentre;
largeFaint.Anchor = Anchor.BottomCentre;
largeFaint.Origin = Anchor.BottomCentre;
Y = -ArgonNotePiece.NOTE_HEIGHT / 2;
}
}

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@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints
protected override bool AlwaysShowWhenSelected => true;
protected override bool ShouldBeAlive => base.ShouldBeAlive
|| (ShowHitMarkers.Value && editorClock.CurrentTime >= Item.StartTime && editorClock.CurrentTime - Item.GetEndTime() < HitCircleOverlapMarker.FADE_OUT_EXTENSION);
|| (DrawableObject is not DrawableSpinner && ShowHitMarkers.Value && editorClock.CurrentTime >= Item.StartTime && editorClock.CurrentTime - Item.GetEndTime() < HitCircleOverlapMarker.FADE_OUT_EXTENSION);
protected OsuSelectionBlueprint(T hitObject)
: base(hitObject)

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@ -13,6 +13,7 @@ using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics.Containers;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Osu;
@ -106,6 +107,26 @@ namespace osu.Game.Tests.Visual.Gameplay
AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
}
[Test]
public void TestSaveFailedReplayWithStoryboardEndedDoesNotProgress()
{
CreateTest(() =>
{
AddStep("fail on first judgement", () => currentFailConditions = (_, _) => true);
AddStep("set storyboard duration to 0s", () => currentStoryboardDuration = 0);
});
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
AddUntilStep("wait for button clickable", () => Player.ChildrenOfType<SaveFailedScoreButton>().First().ChildrenOfType<OsuClickableContainer>().First().Enabled.Value);
AddStep("click save button", () => Player.ChildrenOfType<SaveFailedScoreButton>().First().ChildrenOfType<OsuClickableContainer>().First().TriggerClick());
// Test a regression where importing the fail replay would cause progression to results screen in a failed state.
AddWaitStep("wait some", 10);
AddAssert("player is still current screen", () => Player.IsCurrentScreen());
}
[Test]
public void TestShowResultsFalse()
{

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@ -50,16 +50,18 @@ namespace osu.Game.Localisation
public static LocalisableString NoAutoplayMod => new TranslatableString(getKey(@"no_autoplay_mod"), @"The current ruleset doesn't have an autoplay mod available!");
/// <summary>
/// "osu! doesn&#39;t seem to be able to play audio correctly.\n\nPlease try changing your audio device to a working setting."
/// "osu! doesn&#39;t seem to be able to play audio correctly.
///
/// Please try changing your audio device to a working setting."
/// </summary>
public static LocalisableString AudioPlaybackIssue => new TranslatableString(getKey(@"audio_playback_issue"),
@"osu! doesn't seem to be able to play audio correctly.\n\nPlease try changing your audio device to a working setting.");
public static LocalisableString AudioPlaybackIssue => new TranslatableString(getKey(@"audio_playback_issue"), @"osu! doesn't seem to be able to play audio correctly.
Please try changing your audio device to a working setting.");
/// <summary>
/// "The score overlay is currently disabled. You can toggle this by pressing {0}."
/// </summary>
public static LocalisableString ScoreOverlayDisabled(LocalisableString arg0) => new TranslatableString(getKey(@"score_overlay_disabled"),
@"The score overlay is currently disabled. You can toggle this by pressing {0}.", arg0);
public static LocalisableString ScoreOverlayDisabled(LocalisableString arg0) => new TranslatableString(getKey(@"score_overlay_disabled"), @"The score overlay is currently disabled. You can toggle this by pressing {0}.", arg0);
private static string getKey(string key) => $@"{prefix}:{key}";
}

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@ -65,6 +65,11 @@ namespace osu.Game.Localisation
if (manager == null)
return null;
// When using the English culture, prefer the fallbacks rather than osu-resources baked strings.
// They are guaranteed to be up-to-date, and is also what a developer expects to see when making changes to `xxxStrings.cs` files.
if (EffectiveCulture.Name == @"en")
return null;
try
{
return manager.GetString(key, EffectiveCulture);

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@ -209,7 +209,7 @@ namespace osu.Game.Overlays.AccountCreation
if (!string.IsNullOrEmpty(errors.Message))
passwordDescription.AddErrors(new[] { errors.Message });
game.OpenUrlExternally($"{errors.Redirect}?username={usernameTextBox.Text}&email={emailTextBox.Text}");
game.OpenUrlExternally($"{errors.Redirect}?username={usernameTextBox.Text}&email={emailTextBox.Text}", true);
}
}
else

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@ -73,11 +73,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
private OsuSpriteText typeLabel = null!;
private LoadingLayer loadingLayer = null!;
public void SelectBeatmap()
{
if (matchSubScreen.IsCurrentScreen())
matchSubScreen.Push(new MultiplayerMatchSongSelect(matchSubScreen.Room));
}
public void SelectBeatmap() => selectBeatmapButton.TriggerClick();
[Resolved]
private MultiplayerMatchSubScreen matchSubScreen { get; set; } = null!;
@ -97,6 +93,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
private IDisposable? applyingSettingsOperation;
private Drawable playlistContainer = null!;
private DrawableRoomPlaylist drawablePlaylist = null!;
private RoundedButton selectBeatmapButton = null!;
public MatchSettings(Room room)
{
@ -275,12 +272,16 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
RelativeSizeAxes = Axes.X,
Height = DrawableRoomPlaylistItem.HEIGHT
},
new RoundedButton
selectBeatmapButton = new RoundedButton
{
RelativeSizeAxes = Axes.X,
Height = 40,
Text = "Select beatmap",
Action = SelectBeatmap
Action = () =>
{
if (matchSubScreen.IsCurrentScreen())
matchSubScreen.Push(new MultiplayerMatchSongSelect(matchSubScreen.Room));
}
}
}
}

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@ -358,14 +358,10 @@ namespace osu.Game.Screens.Play
ScoreProcessor.RevertResult(r);
};
DimmableStoryboard.HasStoryboardEnded.ValueChanged += storyboardEnded =>
{
if (storyboardEnded.NewValue)
progressToResults(true);
};
DimmableStoryboard.HasStoryboardEnded.ValueChanged += _ => checkScoreCompleted();
// Bind the judgement processors to ourselves
ScoreProcessor.HasCompleted.BindValueChanged(scoreCompletionChanged);
ScoreProcessor.HasCompleted.BindValueChanged(_ => checkScoreCompleted());
HealthProcessor.Failed += onFail;
// Provide judgement processors to mods after they're loaded so that they're on the gameplay clock,
@ -706,19 +702,20 @@ namespace osu.Game.Screens.Play
/// <summary>
/// Handles changes in player state which may progress the completion of gameplay / this screen's lifetime.
/// </summary>
/// <exception cref="InvalidOperationException">Thrown if this method is called more than once without changing state.</exception>
private void scoreCompletionChanged(ValueChangedEvent<bool> completed)
private void checkScoreCompleted()
{
// If this player instance is in the middle of an exit, don't attempt any kind of state update.
if (!this.IsCurrentScreen())
return;
// Special case to handle rewinding post-completion. This is the only way already queued forward progress can be cancelled.
// TODO: Investigate whether this can be moved to a RewindablePlayer subclass or similar.
// Currently, even if this scenario is hit, prepareScoreForDisplay has already been queued (and potentially run).
// In scenarios where rewinding is possible (replay, spectating) this is a non-issue as no submission/import work is done,
// but it still doesn't feel right that this exists here.
if (!completed.NewValue)
// Handle cases of arriving at this method when not in a completed state.
// - When a storyboard completion triggered this call earlier than gameplay finishes.
// - When a replay has been rewound before a queued resultsDisplayDelegate has run.
//
// Currently, even if this scenario is hit, prepareAndImportScoreAsync has already been queued (and potentially run).
// In the scenarios above, this is a non-issue, but it still feels a bit convoluted to have to cancel in this method.
// Maybe this can be improved with further refactoring.
if (!ScoreProcessor.HasCompleted.Value)
{
resultsDisplayDelegate?.Cancel();
resultsDisplayDelegate = null;
@ -742,12 +739,12 @@ namespace osu.Game.Screens.Play
if (!Configuration.ShowResults)
return;
bool storyboardHasOutro = DimmableStoryboard.ContentDisplayed && !DimmableStoryboard.HasStoryboardEnded.Value;
bool storyboardStillRunning = DimmableStoryboard.ContentDisplayed && !DimmableStoryboard.HasStoryboardEnded.Value;
if (storyboardHasOutro)
// If the current beatmap has a storyboard, this method will be called again on storyboard completion.
// Alternatively, the user may press the outro skip button, forcing immediate display of the results screen.
if (storyboardStillRunning)
{
// if the current beatmap has a storyboard, the progression to results will be handled by the storyboard ending
// or the user pressing the skip outro button.
skipOutroOverlay.Show();
return;
}
@ -793,6 +790,8 @@ namespace osu.Game.Screens.Play
// This player instance may already be in the process of exiting.
return;
Debug.Assert(ScoreProcessor.Rank.Value != ScoreRank.F);
this.Push(CreateResults(prepareScoreForDisplayTask.GetResultSafely()));
}, Time.Current + delay, 50);