diff --git a/README.md b/README.md index f3f025fa10..eb2fe6d0eb 100644 --- a/README.md +++ b/README.md @@ -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 diff --git a/osu.Game.Rulesets.Mania.Tests/TestSceneManiaPlayer.cs b/osu.Game.Rulesets.Mania.Tests/TestSceneManiaPlayer.cs index 98046320cb..4e50fd924c 100644 --- a/osu.Game.Rulesets.Mania.Tests/TestSceneManiaPlayer.cs +++ b/osu.Game.Rulesets.Mania.Tests/TestSceneManiaPlayer.cs @@ -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); + } } } diff --git a/osu.Game.Rulesets.Mania/Skinning/Argon/ArgonHitExplosion.cs b/osu.Game.Rulesets.Mania/Skinning/Argon/ArgonHitExplosion.cs index 8e27b4abd7..d490d3f944 100644 --- a/osu.Game.Rulesets.Mania/Skinning/Argon/ArgonHitExplosion.cs +++ b/osu.Game.Rulesets.Mania/Skinning/Argon/ArgonHitExplosion.cs @@ -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; } } diff --git a/osu.Game.Rulesets.Osu/Edit/Blueprints/OsuSelectionBlueprint.cs b/osu.Game.Rulesets.Osu/Edit/Blueprints/OsuSelectionBlueprint.cs index 3e161089cd..d6409279a4 100644 --- a/osu.Game.Rulesets.Osu/Edit/Blueprints/OsuSelectionBlueprint.cs +++ b/osu.Game.Rulesets.Osu/Edit/Blueprints/OsuSelectionBlueprint.cs @@ -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) diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneStoryboardWithOutro.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneStoryboardWithOutro.cs index 0d88fb01a8..283866bef2 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestSceneStoryboardWithOutro.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestSceneStoryboardWithOutro.cs @@ -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().First().ChildrenOfType().First().Enabled.Value); + AddStep("click save button", () => Player.ChildrenOfType().First().ChildrenOfType().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() { diff --git a/osu.Game/Localisation/NotificationsStrings.cs b/osu.Game/Localisation/NotificationsStrings.cs index 6a9793b20c..5e2600bc50 100644 --- a/osu.Game/Localisation/NotificationsStrings.cs +++ b/osu.Game/Localisation/NotificationsStrings.cs @@ -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!"); /// - /// "osu! doesn't seem to be able to play audio correctly.\n\nPlease try changing your audio device to a working setting." + /// "osu! doesn't seem to be able to play audio correctly. + /// + /// Please 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.\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."); /// /// "The score overlay is currently disabled. You can toggle this by pressing {0}." /// - 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) => $@"{prefix}:{key}"; } diff --git a/osu.Game/Localisation/ResourceManagerLocalisationStore.cs b/osu.Game/Localisation/ResourceManagerLocalisationStore.cs index d2ff783413..3fa86c188c 100644 --- a/osu.Game/Localisation/ResourceManagerLocalisationStore.cs +++ b/osu.Game/Localisation/ResourceManagerLocalisationStore.cs @@ -65,6 +65,11 @@ namespace osu.Game.Localisation if (manager == null) return null; + // When using the English culture, prefer the fallbacks rather than osu-resources baked strings. + // They are guaranteed to be up-to-date, and is also what a developer expects to see when making changes to `xxxStrings.cs` files. + if (EffectiveCulture.Name == @"en") + return null; + try { return manager.GetString(key, EffectiveCulture); diff --git a/osu.Game/Overlays/AccountCreation/ScreenEntry.cs b/osu.Game/Overlays/AccountCreation/ScreenEntry.cs index 2e20f83e9e..219cbe7eef 100644 --- a/osu.Game/Overlays/AccountCreation/ScreenEntry.cs +++ b/osu.Game/Overlays/AccountCreation/ScreenEntry.cs @@ -209,7 +209,7 @@ namespace osu.Game.Overlays.AccountCreation if (!string.IsNullOrEmpty(errors.Message)) passwordDescription.AddErrors(new[] { errors.Message }); - game.OpenUrlExternally($"{errors.Redirect}?username={usernameTextBox.Text}&email={emailTextBox.Text}"); + game.OpenUrlExternally($"{errors.Redirect}?username={usernameTextBox.Text}&email={emailTextBox.Text}", true); } } else diff --git a/osu.Game/Screens/OnlinePlay/Multiplayer/Match/MultiplayerMatchSettingsOverlay.cs b/osu.Game/Screens/OnlinePlay/Multiplayer/Match/MultiplayerMatchSettingsOverlay.cs index 207b9c378b..66acd6d1b0 100644 --- a/osu.Game/Screens/OnlinePlay/Multiplayer/Match/MultiplayerMatchSettingsOverlay.cs +++ b/osu.Game/Screens/OnlinePlay/Multiplayer/Match/MultiplayerMatchSettingsOverlay.cs @@ -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)); + } } } } diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index 45a671fb89..eb33bf43d6 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -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 /// /// Handles changes in player state which may progress the completion of gameplay / this screen's lifetime. /// - /// Thrown if this method is called more than once without changing state. - private void scoreCompletionChanged(ValueChangedEvent 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);