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Merge pull request #24142 from peppy/fix-gameplay-samepl-trigger-source-rewind
Fix `GameplaySampleTriggerSource` not handling rewinds correctly
This commit is contained in:
commit
7af5b6ee5a
@ -4,6 +4,7 @@
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using osu.Framework.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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@ -59,7 +60,7 @@ namespace osu.Game.Rulesets.Catch.Skinning.Legacy
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lastDisplayedCombo = combo;
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if (Time.Elapsed < 0)
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if ((Clock as IGameplayClock)?.IsRewinding == true)
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{
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// needs more work to make rewind somehow look good.
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// basically we want the previous increment to play... or turning off RemoveCompletedTransforms (not feasible from a performance angle).
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@ -10,6 +10,7 @@ using osu.Game.Rulesets.Catch.Objects.Drawables;
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using osu.Game.Rulesets.Catch.Replays;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.UI
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@ -96,7 +97,7 @@ namespace osu.Game.Rulesets.Catch.UI
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comboDisplay.X = Catcher.X;
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if (Time.Elapsed <= 0)
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if ((Clock as IGameplayClock)?.IsRewinding == true)
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{
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// This is probably a wrong value, but currently the true value is not recorded.
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// Setting `true` will prevent generation of false-positive after-images (with more false-negatives).
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@ -16,6 +16,7 @@ using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osuTK;
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@ -298,7 +299,7 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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return false;
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// do not run any of this logic when rewinding, as it inverts order of presses/releases.
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if (Time.Elapsed < 0)
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if ((Clock as IGameplayClock)?.IsRewinding == true)
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return false;
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if (CheckHittable?.Invoke(this, Time.Current) == false)
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@ -337,7 +338,7 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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return;
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// do not run any of this logic when rewinding, as it inverts order of presses/releases.
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if (Time.Elapsed < 0)
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if ((Clock as IGameplayClock)?.IsRewinding == true)
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return;
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Tail.UpdateResult();
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@ -14,6 +14,7 @@ using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osuTK;
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@ -179,16 +180,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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private Vector2? lastPosition;
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private bool rewinding;
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public void UpdateProgress(double completionProgress)
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{
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Position = drawableSlider.HitObject.CurvePositionAt(completionProgress);
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var diff = lastPosition.HasValue ? lastPosition.Value - Position : Position - drawableSlider.HitObject.CurvePositionAt(completionProgress + 0.01f);
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if (Clock.ElapsedFrameTime != 0)
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rewinding = Clock.ElapsedFrameTime < 0;
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bool rewinding = (Clock as IGameplayClock)?.IsRewinding == true;
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// Ensure the value is substantially high enough to allow for Atan2 to get a valid angle.
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if (diff.LengthFast < 0.01f)
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@ -125,6 +125,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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public IEnumerable<double> NonGameplayAdjustments => throw new NotImplementedException();
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public IBindable<bool> IsPaused => throw new NotImplementedException();
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public bool IsRewinding => false;
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}
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}
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}
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@ -107,7 +107,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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base.SetUpSteps();
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AddStep("Add trigger source", () => Player.GameplayClockContainer.Add(sampleTriggerSource = new TestGameplaySampleTriggerSource(Player.DrawableRuleset.Playfield.HitObjectContainer)));
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AddStep("Add trigger source", () => Player.DrawableRuleset.FrameStableComponents.Add(sampleTriggerSource = new TestGameplaySampleTriggerSource(Player.DrawableRuleset.Playfield.HitObjectContainer)));
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}
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[Test]
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@ -153,6 +153,14 @@ namespace osu.Game.Tests.Visual.Gameplay
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waitForAliveObjectIndex(2);
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checkValidObjectIndex(2);
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// test rewinding
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seekBeforeIndex(1);
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waitForAliveObjectIndex(1);
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checkValidObjectIndex(1);
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seekBeforeIndex(1, 400);
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checkValidObjectIndex(0);
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seekBeforeIndex(3);
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waitForAliveObjectIndex(3);
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checkValidObjectIndex(3);
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@ -64,6 +64,8 @@ namespace osu.Game.Beatmaps
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
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public bool IsRewinding { get; private set; }
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public bool IsCoupled
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{
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get => decoupledClock.IsCoupled;
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@ -133,6 +135,9 @@ namespace osu.Game.Beatmaps
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}
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else
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finalClockSource.ProcessFrame();
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if (Clock.ElapsedFrameTime != 0)
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IsRewinding = Clock.ElapsedFrameTime < 0;
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}
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public double TotalAppliedOffset
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@ -24,6 +24,7 @@ using osu.Game.Rulesets.Objects.Pooling;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osuTK.Graphics;
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@ -688,7 +689,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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protected bool UpdateResult(bool userTriggered)
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{
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// It's possible for input to get into a bad state when rewinding gameplay, so results should not be processed
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if (Time.Elapsed < 0)
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if ((Clock as IGameplayClock)?.IsRewinding == true)
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return false;
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if (Judged)
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@ -171,6 +171,9 @@ namespace osu.Game.Rulesets.UI
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// The manual clock time has changed in the above code. The framed clock now needs to be updated
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// to ensure that the its time is valid for our children before input is processed
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framedClock.ProcessFrame();
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if (framedClock.ElapsedFrameTime != 0)
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IsRewinding = framedClock.ElapsedFrameTime < 0;
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}
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/// <summary>
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@ -247,6 +250,8 @@ namespace osu.Game.Rulesets.UI
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public IBindable<bool> IsPaused { get; } = new BindableBool();
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public bool IsRewinding { get; private set; }
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public double CurrentTime => framedClock.CurrentTime;
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public double Rate => framedClock.Rate;
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@ -69,6 +69,14 @@ namespace osu.Game.Rulesets.UI
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hitSound.Play();
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});
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protected override void Update()
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{
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base.Update();
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if (gameplayClock?.IsRewinding == true)
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mostValidObject = null;
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}
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protected HitObject? GetMostValidObject()
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{
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if (mostValidObject == null || isAlreadyHit(mostValidObject))
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@ -53,7 +53,7 @@ namespace osu.Game.Screens.Play
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if (gameplayClock.CurrentTime < firstBreakTime)
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firstBreakTime = null;
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if (gameplayClock.ElapsedFrameTime < 0)
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if (gameplayClock.IsRewinding)
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return;
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if (combo.NewValue == 0 && (combo.OldValue > 20 || (alwaysPlayFirst.Value && firstBreakTime == null)))
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@ -19,11 +19,10 @@ namespace osu.Game.Screens.Play
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[Cached(typeof(IGameplayClock))]
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public partial class GameplayClockContainer : Container, IAdjustableClock, IGameplayClock
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{
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/// <summary>
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/// Whether gameplay is paused.
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/// </summary>
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public IBindable<bool> IsPaused => isPaused;
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public bool IsRewinding => GameplayClock.IsRewinding;
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/// <summary>
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/// The source clock. Should generally not be used for any timekeeping purposes.
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/// </summary>
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@ -23,6 +23,14 @@ namespace osu.Game.Screens.Play
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/// </summary>
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IAdjustableAudioComponent AdjustmentsFromMods { get; }
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/// <summary>
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/// Whether gameplay is paused.
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/// </summary>
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IBindable<bool> IsPaused { get; }
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/// <summary>
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/// Whether the clock is currently rewinding.
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/// </summary>
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bool IsRewinding { get; }
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}
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}
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