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Merge pull request #31533 from peppy/fix-gameplay-offset-adjust-limitations

Fix gameplay offset adjustment limits not being enforced
This commit is contained in:
Bartłomiej Dach 2025-01-17 08:21:24 +01:00 committed by GitHub
commit 7d026761fc
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GPG Key ID: B5690EEEBB952194
3 changed files with 120 additions and 14 deletions

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@ -41,6 +41,7 @@ using osu.Game.Screens.OnlinePlay.Match.Components;
using osu.Game.Screens.OnlinePlay.Playlists;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.HUD;
using osu.Game.Screens.Play.PlayerSettings;
using osu.Game.Screens.Ranking;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Carousel;
@ -317,6 +318,92 @@ namespace osu.Game.Tests.Visual.Navigation
AddUntilStep("wait for song select", () => songSelect.IsCurrentScreen());
}
[Test]
public void TestOffsetAdjustDuringPause()
{
Player player = null;
Screens.Select.SongSelect songSelect = null;
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("set mods", () => Game.SelectedMods.Value = new Mod[] { new OsuModNoFail() });
AddStep("press enter", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
player = Game.ScreenStack.CurrentScreen as Player;
return player?.IsLoaded == true;
});
AddUntilStep("wait for track playing", () => Game.Beatmap.Value.Track.IsRunning);
checkOffset(0);
AddStep("adjust offset via keyboard", () => InputManager.Key(Key.Minus));
checkOffset(-1);
AddStep("pause", () => player.ChildrenOfType<GameplayClockContainer>().First().Stop());
AddUntilStep("wait for pause", () => player.ChildrenOfType<GameplayClockContainer>().First().IsPaused.Value, () => Is.True);
AddStep("attempt adjust offset via keyboard", () => InputManager.Key(Key.Minus));
checkOffset(-1);
void checkOffset(double offset)
{
AddUntilStep($"control offset is {offset}", () => this.ChildrenOfType<GameplayOffsetControl>().Single().ChildrenOfType<BeatmapOffsetControl>().Single().Current.Value,
() => Is.EqualTo(offset));
AddUntilStep($"database offset is {offset}", () => Game.BeatmapManager.QueryBeatmap(b => b.ID == Game.Beatmap.Value.BeatmapInfo.ID)!.UserSettings.Offset,
() => Is.EqualTo(offset));
}
}
[Test]
public void TestOffsetAdjustDuringGameplay()
{
Player player = null;
Screens.Select.SongSelect songSelect = null;
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
AddStep("import beatmap", () => BeatmapImportHelper.LoadOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("set mods", () => Game.SelectedMods.Value = new Mod[] { new OsuModNoFail() });
AddStep("press enter", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
player = Game.ScreenStack.CurrentScreen as Player;
return player?.IsLoaded == true;
});
AddUntilStep("wait for track playing", () => Game.Beatmap.Value.Track.IsRunning);
checkOffset(0);
AddStep("adjust offset via keyboard", () => InputManager.Key(Key.Minus));
checkOffset(-1);
AddStep("seek beyond 10 seconds", () => player.ChildrenOfType<GameplayClockContainer>().First().Seek(10500));
AddUntilStep("wait for seek", () => player.ChildrenOfType<GameplayClockContainer>().First().CurrentTime, () => Is.GreaterThan(10600));
AddStep("attempt adjust offset via keyboard", () => InputManager.Key(Key.Minus));
checkOffset(-1);
void checkOffset(double offset)
{
AddUntilStep($"control offset is {offset}", () => this.ChildrenOfType<GameplayOffsetControl>().Single().ChildrenOfType<BeatmapOffsetControl>().Single().Current.Value,
() => Is.EqualTo(offset));
AddUntilStep($"database offset is {offset}", () => Game.BeatmapManager.QueryBeatmap(b => b.ID == Game.Beatmap.Value.BeatmapInfo.ID)!.UserSettings.Offset,
() => Is.EqualTo(offset));
}
}
[Test]
public void TestRetryCountIncrements()
{

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@ -322,6 +322,7 @@ namespace osu.Game.Screens.Play
}
dependencies.CacheAs(DrawableRuleset.FrameStableClock);
dependencies.CacheAs<IGameplayClock>(DrawableRuleset.FrameStableClock);
// add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components.
// also give the overlays the ruleset skin provider to allow rulesets to potentially override HUD elements (used to disable combo counters etc.)

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@ -274,20 +274,36 @@ namespace osu.Game.Screens.Play.PlayerSettings
beatmapOffsetSubscription?.Dispose();
}
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
protected override void Update()
{
base.Update();
Current.Disabled = !allowOffsetAdjust;
}
private bool allowOffsetAdjust
{
get
{
// General limitations to ensure players don't do anything too weird.
// These match stable for now.
if (player is SubmittingPlayer)
{
Debug.Assert(gameplayClock != null);
// TODO: the blocking conditions should probably display a message.
if (player?.IsBreakTime.Value == false && gameplayClock?.CurrentTime - gameplayClock?.StartTime > 10000)
if (!player.IsBreakTime.Value && gameplayClock.CurrentTime - gameplayClock.StartTime > 10000)
return false;
if (gameplayClock?.IsPaused.Value == true)
if (gameplayClock.IsPaused.Value)
return false;
}
return true;
}
}
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
// To match stable, this should adjust by 5 ms, or 1 ms when holding alt.
// But that is hard to make work with global actions due to the operating mode.
// Let's use the more precise as a default for now.
@ -296,10 +312,12 @@ namespace osu.Game.Screens.Play.PlayerSettings
switch (e.Action)
{
case GlobalAction.IncreaseOffset:
if (!Current.Disabled)
Current.Value += amount;
return true;
case GlobalAction.DecreaseOffset:
if (!Current.Disabled)
Current.Value -= amount;
return true;
}