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Merge branch 'master' into update-framework

This commit is contained in:
Bartłomiej Dach 2020-12-12 13:02:34 +01:00 committed by GitHub
commit 51840121b9
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3 changed files with 94 additions and 66 deletions

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@ -104,7 +104,7 @@ namespace osu.Game.Beatmaps
string cacheFilePath = storage.GetFullPath(cache_database_name);
string compressedCacheFilePath = $"{cacheFilePath}.bz2";
cacheDownloadRequest = new FileWebRequest(compressedCacheFilePath, $"https://assets.ppy.sh/client-resources/{cache_database_name}.bz2");
cacheDownloadRequest = new FileWebRequest(compressedCacheFilePath, $"https://assets.ppy.sh/client-resources/{cache_database_name}.bz2?{DateTimeOffset.UtcNow:yyyyMMdd}");
cacheDownloadRequest.Failed += ex =>
{

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@ -95,6 +95,16 @@ namespace osu.Game.Screens.Play
localGameplayClock = new LocalGameplayClock(userOffsetClock);
GameplayClock.IsPaused.BindTo(IsPaused);
IsPaused.BindValueChanged(onPauseChanged);
}
private void onPauseChanged(ValueChangedEvent<bool> isPaused)
{
if (isPaused.NewValue)
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => adjustableClock.Stop());
else
this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
}
private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
@ -154,13 +164,16 @@ namespace osu.Game.Screens.Play
public void Start()
{
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
// This accounts for the audio clock source potentially taking time to enter a completely stopped state
Seek(GameplayClock.CurrentTime);
adjustableClock.Start();
IsPaused.Value = false;
if (!adjustableClock.IsRunning)
{
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
// This accounts for the audio clock source potentially taking time to enter a completely stopped state
Seek(GameplayClock.CurrentTime);
this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
adjustableClock.Start();
}
IsPaused.Value = false;
}
/// <summary>
@ -199,8 +212,6 @@ namespace osu.Game.Screens.Play
public void Stop()
{
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => adjustableClock.Stop());
IsPaused.Value = true;
}

View File

@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
using JetBrains.Annotations;
@ -71,8 +72,9 @@ namespace osu.Game.Screens.Play
}
private bool readyForPush =>
!playerConsumed
// don't push unless the player is completely loaded
player?.LoadState == LoadState.Ready
&& player?.LoadState == LoadState.Ready
// don't push if the user is hovering one of the panes, unless they are idle.
&& (IsHovered || idleTracker.IsIdle.Value)
// don't push if the user is dragging a slider or otherwise.
@ -84,6 +86,11 @@ namespace osu.Game.Screens.Play
private Player player;
/// <summary>
/// Whether the curent player instance has been consumed via <see cref="consumePlayer"/>.
/// </summary>
private bool playerConsumed;
private LogoTrackingContainer content;
private bool hideOverlays;
@ -179,7 +186,10 @@ namespace osu.Game.Screens.Play
contentIn();
MetadataInfo.Delay(750).FadeIn(500);
this.Delay(1800).Schedule(pushWhenLoaded);
// after an initial delay, start the debounced load check.
// this will continue to execute even after resuming back on restart.
Scheduler.Add(new ScheduledDelegate(pushWhenLoaded, 1800, 0));
showMuteWarningIfNeeded();
}
@ -188,17 +198,18 @@ namespace osu.Game.Screens.Play
{
base.OnResuming(last);
contentIn();
// prepare for a retry.
player = null;
playerConsumed = false;
cancelLoad();
this.Delay(400).Schedule(pushWhenLoaded);
contentIn();
}
public override void OnSuspending(IScreen next)
{
base.OnSuspending(next);
cancelLoad();
BackgroundBrightnessReduction = false;
// we're moving to player, so a period of silence is upcoming.
@ -274,6 +285,14 @@ namespace osu.Game.Screens.Play
}
}
private Player consumePlayer()
{
Debug.Assert(!playerConsumed);
playerConsumed = true;
return player;
}
private void prepareNewPlayer()
{
if (!this.IsCurrentScreen())
@ -315,64 +334,62 @@ namespace osu.Game.Screens.Play
{
if (!this.IsCurrentScreen()) return;
try
if (!readyForPush)
{
if (!readyForPush)
// as the pushDebounce below has a delay, we need to keep checking and cancel a future debounce
// if we become unready for push during the delay.
cancelLoad();
return;
}
// if a push has already been scheduled, no further action is required.
// this value is reset via cancelLoad() to allow a second usage of the same PlayerLoader screen.
if (scheduledPushPlayer != null)
return;
scheduledPushPlayer = Scheduler.AddDelayed(() =>
{
// ensure that once we have reached this "point of no return", readyForPush will be false for all future checks (until a new player instance is prepared).
var consumedPlayer = consumePlayer();
contentOut();
TransformSequence<PlayerLoader> pushSequence = this.Delay(250);
// only show if the warning was created (i.e. the beatmap needs it)
// and this is not a restart of the map (the warning expires after first load).
if (epilepsyWarning?.IsAlive == true)
{
// as the pushDebounce below has a delay, we need to keep checking and cancel a future debounce
// if we become unready for push during the delay.
cancelLoad();
return;
const double epilepsy_display_length = 3000;
pushSequence
.Schedule(() => epilepsyWarning.State.Value = Visibility.Visible)
.TransformBindableTo(volumeAdjustment, 0.25, EpilepsyWarning.FADE_DURATION, Easing.OutQuint)
.Delay(epilepsy_display_length)
.Schedule(() =>
{
epilepsyWarning.Hide();
epilepsyWarning.Expire();
})
.Delay(EpilepsyWarning.FADE_DURATION);
}
if (scheduledPushPlayer != null)
return;
scheduledPushPlayer = Scheduler.AddDelayed(() =>
pushSequence.Schedule(() =>
{
contentOut();
if (!this.IsCurrentScreen()) return;
TransformSequence<PlayerLoader> pushSequence = this.Delay(250);
LoadTask = null;
// only show if the warning was created (i.e. the beatmap needs it)
// and this is not a restart of the map (the warning expires after first load).
if (epilepsyWarning?.IsAlive == true)
{
const double epilepsy_display_length = 3000;
// By default, we want to load the player and never be returned to.
// Note that this may change if the player we load requested a re-run.
ValidForResume = false;
pushSequence
.Schedule(() => epilepsyWarning.State.Value = Visibility.Visible)
.TransformBindableTo(volumeAdjustment, 0.25, EpilepsyWarning.FADE_DURATION, Easing.OutQuint)
.Delay(epilepsy_display_length)
.Schedule(() =>
{
epilepsyWarning.Hide();
epilepsyWarning.Expire();
})
.Delay(EpilepsyWarning.FADE_DURATION);
}
pushSequence.Schedule(() =>
{
if (!this.IsCurrentScreen()) return;
LoadTask = null;
// By default, we want to load the player and never be returned to.
// Note that this may change if the player we load requested a re-run.
ValidForResume = false;
if (player.LoadedBeatmapSuccessfully)
this.Push(player);
else
this.Exit();
});
}, 500);
}
finally
{
Schedule(pushWhenLoaded);
}
if (consumedPlayer.LoadedBeatmapSuccessfully)
this.Push(consumedPlayer);
else
this.Exit();
});
}, 500);
}
private void cancelLoad()
@ -390,7 +407,7 @@ namespace osu.Game.Screens.Play
if (isDisposing)
{
// if the player never got pushed, we should explicitly dispose it.
DisposalTask = LoadTask?.ContinueWith(_ => player.Dispose());
DisposalTask = LoadTask?.ContinueWith(_ => player?.Dispose());
}
}