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Merge branch 'master' into generic-interface
This commit is contained in:
commit
65ff66682a
@ -1 +1 @@
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Subproject commit 67f39580365f7d0a42f8788eae2b60881dde1c67
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Subproject commit f8e5b10f6883af83ffbc431b03fe4ee3e89797a6
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@ -146,7 +146,7 @@ namespace osu.Game
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{
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base.LoadComplete();
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AddInternal(ratioContainer = new RatioAdjust
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base.Content.Add(ratioContainer = new RatioAdjust
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{
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Children = new Drawable[]
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{
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@ -206,18 +206,12 @@ namespace osu.Game.Overlays
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private long? lastMessageId;
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private List<Channel> careChannels;
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private readonly List<Channel> careChannels = new List<Channel>();
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private readonly List<DrawableChannel> loadedChannels = new List<DrawableChannel>();
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private void initializeChannels()
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{
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currentChannelContainer.Clear();
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loadedChannels.Clear();
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careChannels = new List<Channel>();
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SpriteText loading;
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Add(loading = new OsuSpriteText
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{
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@ -232,8 +226,6 @@ namespace osu.Game.Overlays
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ListChannelsRequest req = new ListChannelsRequest();
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req.Success += delegate (List<Channel> channels)
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{
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Debug.Assert(careChannels.Count == 0);
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Scheduler.Add(delegate
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{
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loading.FadeOut(100);
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@ -38,7 +38,7 @@ namespace osu.Game.Screens.Play
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public Action RestartRequested;
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public bool IsPaused => !decoupledClock.IsRunning;
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public bool IsPaused { get; private set; }
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internal override bool AllowRulesetChange => false;
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@ -264,19 +264,18 @@ namespace osu.Game.Screens.Play
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{
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if (!canPause && !force) return;
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// the actual pausing is potentially happening on a different thread.
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// we want to wait for the source clock to stop so we can be sure all components are in a stable state.
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if (!IsPaused)
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{
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decoupledClock.Stop();
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if (IsPaused) return;
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Schedule(() => Pause(force));
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return;
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}
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// stop the decoupled clock (stops the audio eventually)
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decoupledClock.Stop();
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// stop processing updatess on the offset clock (instantly freezes time for all our components)
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offsetClock.ProcessSourceClockFrames = false;
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IsPaused = true;
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// we need to do a final check after all of our children have processed up to the paused clock time.
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// this is to cover cases where, for instance, the player fails in the last processed frame (which would change canPause).
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// as the scheduler runs before children updates, let's schedule for the next frame.
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// this is to cover cases where, for instance, the player fails in the current processing frame.
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Schedule(() =>
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{
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if (!canPause) return;
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@ -291,6 +290,11 @@ namespace osu.Game.Screens.Play
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public void Resume()
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{
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if (!IsPaused) return;
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IsPaused = false;
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offsetClock.ProcessSourceClockFrames = true;
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lastPauseActionTime = Time.Current;
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hudOverlay.KeyCounter.IsCounting = true;
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hudOverlay.Progress.Hide();
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@ -107,6 +107,8 @@ namespace osu.Game.Screens.Select
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return;
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}
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if (beatmap == SelectedBeatmap) return;
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foreach (BeatmapGroup group in groups)
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{
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var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
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@ -204,7 +206,7 @@ namespace osu.Game.Screens.Select
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if (selectedGroup == null || selectedGroup.State == BeatmapGroupState.Hidden)
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SelectNext();
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else
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selectGroup(selectedGroup);
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selectGroup(selectedGroup, selectedPanel);
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};
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filterTask?.Cancel();
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@ -339,6 +341,8 @@ namespace osu.Game.Screens.Select
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selectedGroup.State = BeatmapGroupState.Collapsed;
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group.State = BeatmapGroupState.Expanded;
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group.SelectedPanel = panel;
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panel.State = PanelSelectedState.Selected;
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if (selectedPanel == panel) return;
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@ -49,6 +49,8 @@ namespace osu.Game.Screens.Select
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get { return beatmap; }
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set
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{
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if (beatmap == value) return;
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beatmap = value;
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pendingBeatmapSwitch?.Cancel();
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@ -100,6 +100,8 @@ namespace osu.Game.Screens.Select.Leaderboards
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get { return beatmap; }
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set
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{
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if (beatmap == value) return;
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beatmap = value;
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Scores = null;
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@ -313,15 +313,15 @@ namespace osu.Game.Screens.Select
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{
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bool beatmapSetChange = false;
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if (!beatmap.Equals(Beatmap?.BeatmapInfo))
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if (beatmap.Equals(Beatmap?.BeatmapInfo))
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return;
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if (beatmap.BeatmapSetInfoID == selectionChangeNoBounce?.BeatmapSetInfoID)
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sampleChangeDifficulty.Play();
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else
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{
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if (beatmap.BeatmapSetInfoID == selectionChangeNoBounce?.BeatmapSetInfoID)
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sampleChangeDifficulty.Play();
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else
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{
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sampleChangeBeatmap.Play();
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beatmapSetChange = true;
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}
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sampleChangeBeatmap.Play();
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beatmapSetChange = true;
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}
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selectionChangeNoBounce = beatmap;
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