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Merge branch 'master' into fix-taiko-composer-movement

This commit is contained in:
Bartłomiej Dach 2020-10-08 22:48:08 +02:00 committed by GitHub
commit 7a3488c86b
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11 changed files with 220 additions and 42 deletions

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@ -29,6 +29,11 @@ namespace osu.Desktop.Updater
private static readonly Logger logger = Logger.GetLogger("updater");
/// <summary>
/// Whether an update has been downloaded but not yet applied.
/// </summary>
private bool updatePending;
[BackgroundDependencyLoader]
private void load(NotificationOverlay notification)
{
@ -37,9 +42,9 @@ namespace osu.Desktop.Updater
Splat.Locator.CurrentMutable.Register(() => new SquirrelLogger(), typeof(Splat.ILogger));
}
protected override async Task PerformUpdateCheck() => await checkForUpdateAsync();
protected override async Task<bool> PerformUpdateCheck() => await checkForUpdateAsync();
private async Task checkForUpdateAsync(bool useDeltaPatching = true, UpdateProgressNotification notification = null)
private async Task<bool> checkForUpdateAsync(bool useDeltaPatching = true, UpdateProgressNotification notification = null)
{
// should we schedule a retry on completion of this check?
bool scheduleRecheck = true;
@ -49,9 +54,19 @@ namespace osu.Desktop.Updater
updateManager ??= await UpdateManager.GitHubUpdateManager(@"https://github.com/ppy/osu", @"osulazer", null, null, true);
var info = await updateManager.CheckForUpdate(!useDeltaPatching);
if (info.ReleasesToApply.Count == 0)
{
if (updatePending)
{
// the user may have dismissed the completion notice, so show it again.
notificationOverlay.Post(new UpdateCompleteNotification(this));
return true;
}
// no updates available. bail and retry later.
return;
return false;
}
if (notification == null)
{
@ -72,6 +87,7 @@ namespace osu.Desktop.Updater
await updateManager.ApplyReleases(info, p => notification.Progress = p / 100f);
notification.State = ProgressNotificationState.Completed;
updatePending = true;
}
catch (Exception e)
{
@ -103,6 +119,8 @@ namespace osu.Desktop.Updater
Scheduler.AddDelayed(async () => await checkForUpdateAsync(), 60000 * 30);
}
}
return true;
}
protected override void Dispose(bool isDisposing)
@ -111,10 +129,27 @@ namespace osu.Desktop.Updater
updateManager?.Dispose();
}
private class UpdateCompleteNotification : ProgressCompletionNotification
{
[Resolved]
private OsuGame game { get; set; }
public UpdateCompleteNotification(SquirrelUpdateManager updateManager)
{
Text = @"Update ready to install. Click to restart!";
Activated = () =>
{
updateManager.PrepareUpdateAsync()
.ContinueWith(_ => updateManager.Schedule(() => game.GracefullyExit()));
return true;
};
}
}
private class UpdateProgressNotification : ProgressNotification
{
private readonly SquirrelUpdateManager updateManager;
private OsuGame game;
public UpdateProgressNotification(SquirrelUpdateManager updateManager)
{
@ -123,23 +158,12 @@ namespace osu.Desktop.Updater
protected override Notification CreateCompletionNotification()
{
return new ProgressCompletionNotification
{
Text = @"Update ready to install. Click to restart!",
Activated = () =>
{
updateManager.PrepareUpdateAsync()
.ContinueWith(_ => updateManager.Schedule(() => game.GracefullyExit()));
return true;
}
};
return new UpdateCompleteNotification(updateManager);
}
[BackgroundDependencyLoader]
private void load(OsuColour colours, OsuGame game)
private void load(OsuColour colours)
{
this.game = game;
IconContent.AddRange(new Drawable[]
{
new Box

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@ -3,6 +3,7 @@
using System.Linq;
using NUnit.Framework;
using osu.Framework.Bindables;
using osu.Game.Overlays;
using osu.Game.Rulesets;
@ -23,33 +24,41 @@ namespace osu.Game.Tests.Visual.Gameplay
[Test]
public void TestGameplayOverlayActivation()
{
AddAssert("local user playing", () => Player.LocalUserPlaying.Value);
AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled);
}
[Test]
public void TestGameplayOverlayActivationPaused()
{
AddAssert("local user playing", () => Player.LocalUserPlaying.Value);
AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled);
AddStep("pause gameplay", () => Player.Pause());
AddAssert("local user not playing", () => !Player.LocalUserPlaying.Value);
AddUntilStep("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered);
}
[Test]
public void TestGameplayOverlayActivationReplayLoaded()
{
AddAssert("local user playing", () => Player.LocalUserPlaying.Value);
AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled);
AddStep("load a replay", () => Player.DrawableRuleset.HasReplayLoaded.Value = true);
AddAssert("local user not playing", () => !Player.LocalUserPlaying.Value);
AddAssert("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered);
}
[Test]
public void TestGameplayOverlayActivationBreaks()
{
AddAssert("local user playing", () => Player.LocalUserPlaying.Value);
AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled);
AddStep("seek to break", () => Player.GameplayClockContainer.Seek(Beatmap.Value.Beatmap.Breaks.First().StartTime));
AddUntilStep("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered);
AddAssert("local user not playing", () => !Player.LocalUserPlaying.Value);
AddStep("seek to break end", () => Player.GameplayClockContainer.Seek(Beatmap.Value.Beatmap.Breaks.First().EndTime));
AddUntilStep("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled);
AddAssert("local user playing", () => Player.LocalUserPlaying.Value);
}
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new OverlayTestPlayer();
@ -57,6 +66,7 @@ namespace osu.Game.Tests.Visual.Gameplay
protected class OverlayTestPlayer : TestPlayer
{
public new OverlayActivation OverlayActivationMode => base.OverlayActivationMode.Value;
public new Bindable<bool> LocalUserPlaying => base.LocalUserPlaying;
}
}
}

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@ -7,6 +7,7 @@ using osu.Framework.Configuration.Tracking;
using osu.Framework.Extensions;
using osu.Framework.Platform;
using osu.Framework.Testing;
using osu.Game.Input;
using osu.Game.Overlays;
using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Select;
@ -69,6 +70,7 @@ namespace osu.Game.Configuration
Set(OsuSetting.MouseDisableButtons, false);
Set(OsuSetting.MouseDisableWheel, false);
Set(OsuSetting.ConfineMouseMode, OsuConfineMouseMode.DuringGameplay);
// Graphics
Set(OsuSetting.ShowFpsDisplay, false);
@ -194,6 +196,7 @@ namespace osu.Game.Configuration
FadePlayfieldWhenHealthLow,
MouseDisableButtons,
MouseDisableWheel,
ConfineMouseMode,
AudioOffset,
VolumeInactive,
MenuMusic,

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@ -0,0 +1,61 @@
// 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.
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Game.Configuration;
namespace osu.Game.Input
{
/// <summary>
/// Connects <see cref="OsuSetting.ConfineMouseMode"/> with <see cref="FrameworkSetting.ConfineMouseMode"/>.
/// If <see cref="OsuGame.LocalUserPlaying"/> is true, we should also confine the mouse cursor if it has been
/// requested with <see cref="OsuConfineMouseMode.DuringGameplay"/>.
/// </summary>
public class ConfineMouseTracker : Component
{
private Bindable<ConfineMouseMode> frameworkConfineMode;
private Bindable<OsuConfineMouseMode> osuConfineMode;
private IBindable<bool> localUserPlaying;
[BackgroundDependencyLoader]
private void load(OsuGame game, FrameworkConfigManager frameworkConfigManager, OsuConfigManager osuConfigManager)
{
frameworkConfineMode = frameworkConfigManager.GetBindable<ConfineMouseMode>(FrameworkSetting.ConfineMouseMode);
osuConfineMode = osuConfigManager.GetBindable<OsuConfineMouseMode>(OsuSetting.ConfineMouseMode);
localUserPlaying = game.LocalUserPlaying.GetBoundCopy();
osuConfineMode.ValueChanged += _ => updateConfineMode();
localUserPlaying.BindValueChanged(_ => updateConfineMode(), true);
}
private void updateConfineMode()
{
// confine mode is unavailable on some platforms
if (frameworkConfineMode.Disabled)
return;
switch (osuConfineMode.Value)
{
case OsuConfineMouseMode.Never:
frameworkConfineMode.Value = ConfineMouseMode.Never;
break;
case OsuConfineMouseMode.Fullscreen:
frameworkConfineMode.Value = ConfineMouseMode.Fullscreen;
break;
case OsuConfineMouseMode.DuringGameplay:
frameworkConfineMode.Value = localUserPlaying.Value ? ConfineMouseMode.Always : ConfineMouseMode.Never;
break;
case OsuConfineMouseMode.Always:
frameworkConfineMode.Value = ConfineMouseMode.Always;
break;
}
}
}
}

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@ -0,0 +1,37 @@
// 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.
using System.ComponentModel;
using osu.Framework.Input;
namespace osu.Game.Input
{
/// <summary>
/// Determines the situations in which the mouse cursor should be confined to the window.
/// Expands upon <see cref="ConfineMouseMode"/> by providing the option to confine during gameplay.
/// </summary>
public enum OsuConfineMouseMode
{
/// <summary>
/// The mouse cursor will be free to move outside the game window.
/// </summary>
Never,
/// <summary>
/// The mouse cursor will be locked to the window bounds while in fullscreen mode.
/// </summary>
Fullscreen,
/// <summary>
/// The mouse cursor will be locked to the window bounds during gameplay,
/// but may otherwise move freely.
/// </summary>
[Description("During Gameplay")]
DuringGameplay,
/// <summary>
/// The mouse cursor will always be locked to the window bounds while the game has focus.
/// </summary>
Always
}
}

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@ -95,6 +95,15 @@ namespace osu.Game
/// </summary>
public readonly IBindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
/// <summary>
/// Whether the local user is currently interacting with the game in a way that should not be interrupted.
/// </summary>
/// <remarks>
/// This is exclusively managed by <see cref="Player"/>. If other components are mutating this state, a more
/// resilient method should be used to ensure correct state.
/// </remarks>
public Bindable<bool> LocalUserPlaying = new BindableBool();
protected OsuScreenStack ScreenStack;
protected BackButton BackButton;
@ -577,7 +586,8 @@ namespace osu.Game
rightFloatingOverlayContent = new Container { RelativeSizeAxes = Axes.Both },
leftFloatingOverlayContent = new Container { RelativeSizeAxes = Axes.Both },
topMostOverlayContent = new Container { RelativeSizeAxes = Axes.Both },
idleTracker
idleTracker,
new ConfineMouseTracker()
});
ScreenStack.ScreenPushed += screenPushed;
@ -947,6 +957,9 @@ namespace osu.Game
break;
}
// reset on screen change for sanity.
LocalUserPlaying.Value = false;
if (current is IOsuScreen currentOsuScreen)
OverlayActivationMode.UnbindFrom(currentOsuScreen.OverlayActivationMode);

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@ -4,9 +4,11 @@
using System.Threading.Tasks;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Game.Configuration;
using osu.Game.Overlays.Notifications;
using osu.Game.Overlays.Settings.Sections.Maintenance;
using osu.Game.Updater;
@ -21,6 +23,9 @@ namespace osu.Game.Overlays.Settings.Sections.General
private SettingsButton checkForUpdatesButton;
[Resolved(CanBeNull = true)]
private NotificationOverlay notifications { get; set; }
[BackgroundDependencyLoader(true)]
private void load(Storage storage, OsuConfigManager config, OsuGame game)
{
@ -38,7 +43,19 @@ namespace osu.Game.Overlays.Settings.Sections.General
Action = () =>
{
checkForUpdatesButton.Enabled.Value = false;
Task.Run(updateManager.CheckForUpdateAsync).ContinueWith(t => Schedule(() => checkForUpdatesButton.Enabled.Value = true));
Task.Run(updateManager.CheckForUpdateAsync).ContinueWith(t => Schedule(() =>
{
if (!t.Result)
{
notifications?.Post(new SimpleNotification
{
Text = $"You are running the latest release ({game.Version})",
Icon = FontAwesome.Solid.CheckCircle,
});
}
checkForUpdatesButton.Enabled.Value = true;
}));
}
});
}

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@ -6,9 +6,9 @@ using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Game.Configuration;
using osu.Game.Graphics.UserInterface;
using osu.Game.Input;
namespace osu.Game.Overlays.Settings.Sections.Input
{
@ -47,10 +47,10 @@ namespace osu.Game.Overlays.Settings.Sections.Input
LabelText = "Map absolute input to window",
Current = config.GetBindable<bool>(FrameworkSetting.MapAbsoluteInputToWindow)
},
new SettingsEnumDropdown<ConfineMouseMode>
new SettingsEnumDropdown<OsuConfineMouseMode>
{
LabelText = "Confine mouse cursor to window",
Current = config.GetBindable<ConfineMouseMode>(FrameworkSetting.ConfineMouseMode),
Current = osuConfig.GetBindable<OsuConfineMouseMode>(OsuSetting.ConfineMouseMode)
},
new SettingsCheckbox
{

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@ -68,6 +68,8 @@ namespace osu.Game.Screens.Play
private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>();
protected readonly Bindable<bool> LocalUserPlaying = new Bindable<bool>();
public int RestartCount;
[Resolved]
@ -155,8 +157,8 @@ namespace osu.Game.Screens.Play
DrawableRuleset.SetRecordTarget(recordingReplay = new Replay());
}
[BackgroundDependencyLoader]
private void load(AudioManager audio, OsuConfigManager config)
[BackgroundDependencyLoader(true)]
private void load(AudioManager audio, OsuConfigManager config, OsuGame game)
{
Mods.Value = base.Mods.Value.Select(m => m.CreateCopy()).ToArray();
@ -172,6 +174,9 @@ namespace osu.Game.Screens.Play
mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
if (game != null)
LocalUserPlaying.BindTo(game.LocalUserPlaying);
DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value);
ScoreProcessor = ruleset.CreateScoreProcessor();
@ -219,9 +224,9 @@ namespace osu.Game.Screens.Play
skipOverlay.Hide();
}
DrawableRuleset.IsPaused.BindValueChanged(_ => updateOverlayActivationMode());
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateOverlayActivationMode());
breakTracker.IsBreakTime.BindValueChanged(_ => updateOverlayActivationMode());
DrawableRuleset.IsPaused.BindValueChanged(_ => updateGameplayState());
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState());
breakTracker.IsBreakTime.BindValueChanged(_ => updateGameplayState());
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
@ -353,14 +358,11 @@ namespace osu.Game.Screens.Play
HUDOverlay.KeyCounter.IsCounting = !isBreakTime.NewValue;
}
private void updateOverlayActivationMode()
private void updateGameplayState()
{
bool canTriggerOverlays = DrawableRuleset.IsPaused.Value || breakTracker.IsBreakTime.Value;
if (DrawableRuleset.HasReplayLoaded.Value || canTriggerOverlays)
OverlayActivationMode.Value = OverlayActivation.UserTriggered;
else
OverlayActivationMode.Value = OverlayActivation.Disabled;
bool inGameplay = !DrawableRuleset.HasReplayLoaded.Value && !DrawableRuleset.IsPaused.Value && !breakTracker.IsBreakTime.Value;
OverlayActivationMode.Value = inGameplay ? OverlayActivation.Disabled : OverlayActivation.UserTriggered;
LocalUserPlaying.Value = inGameplay;
}
private void updatePauseOnFocusLostState() =>
@ -661,7 +663,7 @@ namespace osu.Game.Screens.Play
foreach (var mod in Mods.Value.OfType<IApplicableToTrack>())
mod.ApplyToTrack(musicController.CurrentTrack);
updateOverlayActivationMode();
updateGameplayState();
}
public override void OnSuspending(IScreen next)

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@ -30,7 +30,7 @@ namespace osu.Game.Updater
version = game.Version;
}
protected override async Task PerformUpdateCheck()
protected override async Task<bool> PerformUpdateCheck()
{
try
{
@ -53,12 +53,17 @@ namespace osu.Game.Updater
return true;
}
});
return true;
}
}
catch
{
// we shouldn't crash on a web failure. or any failure for the matter.
return true;
}
return false;
}
private string getBestUrl(GitHubRelease release)

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@ -57,25 +57,31 @@ namespace osu.Game.Updater
private readonly object updateTaskLock = new object();
private Task updateCheckTask;
private Task<bool> updateCheckTask;
public async Task CheckForUpdateAsync()
public async Task<bool> CheckForUpdateAsync()
{
if (!CanCheckForUpdate)
return;
return false;
Task waitTask;
Task<bool> waitTask;
lock (updateTaskLock)
waitTask = (updateCheckTask ??= PerformUpdateCheck());
await waitTask;
bool hasUpdates = await waitTask;
lock (updateTaskLock)
updateCheckTask = null;
return hasUpdates;
}
protected virtual Task PerformUpdateCheck() => Task.CompletedTask;
/// <summary>
/// Performs an asynchronous check for application updates.
/// </summary>
/// <returns>Whether any update is waiting. May return true if an error occured (there is potentially an update available).</returns>
protected virtual Task<bool> PerformUpdateCheck() => Task.FromResult(false);
private class UpdateCompleteNotification : SimpleNotification
{