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https://github.com/ppy/osu.git
synced 2025-02-16 05:52:55 +08:00
Merge branch 'master' into fix-transform-mutation-from-disposal-thread
This commit is contained in:
commit
847d2d8deb
@ -95,6 +95,26 @@ namespace osu.Game.Tests.Beatmaps.Formats
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}
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}
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}
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}
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[Test]
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public void TestOutOfOrderStartTimes()
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{
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var decoder = new LegacyStoryboardDecoder();
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using (var resStream = TestResources.OpenResource("out-of-order-starttimes.osb"))
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using (var stream = new LineBufferedReader(resStream))
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{
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var storyboard = decoder.Decode(stream);
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StoryboardLayer background = storyboard.Layers.Single(l => l.Depth == 3);
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Assert.AreEqual(2, background.Elements.Count);
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Assert.AreEqual(1500, background.Elements[0].StartTime);
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Assert.AreEqual(1000, background.Elements[1].StartTime);
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Assert.AreEqual(1000, storyboard.EarliestEventTime);
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}
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}
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[Test]
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[Test]
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public void TestDecodeVariableWithSuffix()
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public void TestDecodeVariableWithSuffix()
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{
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{
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6
osu.Game.Tests/Resources/out-of-order-starttimes.osb
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6
osu.Game.Tests/Resources/out-of-order-starttimes.osb
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@ -0,0 +1,6 @@
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[Events]
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//Storyboard Layer 0 (Background)
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Sprite,Background,TopCentre,"img.jpg",320,240
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F,0,1500,1600,0,1
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Sprite,Background,TopCentre,"img.jpg",320,240
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F,0,1000,1100,0,1
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@ -7,8 +7,10 @@ using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Platform;
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using osu.Framework.Platform;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Online.Rooms;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets;
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@ -23,6 +25,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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public class TestSceneMultiplayerReadyButton : MultiplayerTestScene
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public class TestSceneMultiplayerReadyButton : MultiplayerTestScene
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{
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{
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private MultiplayerReadyButton button;
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private MultiplayerReadyButton button;
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private BeatmapSetInfo importedSet;
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private BeatmapManager beatmaps;
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private BeatmapManager beatmaps;
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private RulesetStore rulesets;
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private RulesetStore rulesets;
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@ -38,9 +41,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
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[SetUp]
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[SetUp]
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public new void Setup() => Schedule(() =>
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public new void Setup() => Schedule(() =>
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{
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{
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var beatmap = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First().Beatmaps.First();
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importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First();
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Beatmap.Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First());
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Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap);
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Child = button = new MultiplayerReadyButton
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Child = button = new MultiplayerReadyButton
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{
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{
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@ -51,13 +53,30 @@ namespace osu.Game.Tests.Visual.Multiplayer
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{
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{
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Value = new PlaylistItem
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Value = new PlaylistItem
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{
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{
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Beatmap = { Value = beatmap },
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Beatmap = { Value = Beatmap.Value.BeatmapInfo },
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Ruleset = { Value = beatmap.Ruleset }
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Ruleset = { Value = Beatmap.Value.BeatmapInfo.Ruleset }
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}
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}
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}
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}
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};
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};
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});
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});
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[Test]
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public void TestDeletedBeatmapDisableReady()
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{
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OsuButton readyButton = null;
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AddAssert("ensure ready button enabled", () =>
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{
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readyButton = button.ChildrenOfType<OsuButton>().Single();
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return readyButton.Enabled.Value;
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});
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AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
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AddAssert("ready button disabled", () => !readyButton.Enabled.Value);
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AddStep("undelete beatmap", () => beatmaps.Undelete(importedSet));
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AddAssert("ready button enabled back", () => readyButton.Enabled.Value);
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}
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[Test]
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[Test]
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public void TestToggleStateWhenNotHost()
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public void TestToggleStateWhenNotHost()
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{
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{
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@ -2,12 +2,15 @@
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Game.Input.Bindings;
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using osu.Game.Input.Bindings;
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namespace osu.Game.Overlays.Toolbar
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namespace osu.Game.Overlays.Toolbar
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{
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{
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public class ToolbarBeatmapListingButton : ToolbarOverlayToggleButton
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public class ToolbarBeatmapListingButton : ToolbarOverlayToggleButton
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{
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{
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protected override Anchor TooltipAnchor => Anchor.TopRight;
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public ToolbarBeatmapListingButton()
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public ToolbarBeatmapListingButton()
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{
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{
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Hotkey = GlobalAction.ToggleDirect;
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Hotkey = GlobalAction.ToggleDirect;
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@ -2,11 +2,14 @@
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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namespace osu.Game.Overlays.Toolbar
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namespace osu.Game.Overlays.Toolbar
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{
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{
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public class ToolbarChangelogButton : ToolbarOverlayToggleButton
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public class ToolbarChangelogButton : ToolbarOverlayToggleButton
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{
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{
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protected override Anchor TooltipAnchor => Anchor.TopRight;
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[BackgroundDependencyLoader(true)]
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[BackgroundDependencyLoader(true)]
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private void load(ChangelogOverlay changelog)
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private void load(ChangelogOverlay changelog)
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{
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{
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@ -2,12 +2,15 @@
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Game.Input.Bindings;
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using osu.Game.Input.Bindings;
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namespace osu.Game.Overlays.Toolbar
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namespace osu.Game.Overlays.Toolbar
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{
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{
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public class ToolbarChatButton : ToolbarOverlayToggleButton
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public class ToolbarChatButton : ToolbarOverlayToggleButton
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{
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{
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protected override Anchor TooltipAnchor => Anchor.TopRight;
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public ToolbarChatButton()
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public ToolbarChatButton()
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{
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{
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Hotkey = GlobalAction.ToggleChat;
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Hotkey = GlobalAction.ToggleChat;
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@ -2,11 +2,14 @@
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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namespace osu.Game.Overlays.Toolbar
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namespace osu.Game.Overlays.Toolbar
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{
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{
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public class ToolbarNewsButton : ToolbarOverlayToggleButton
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public class ToolbarNewsButton : ToolbarOverlayToggleButton
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{
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{
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protected override Anchor TooltipAnchor => Anchor.TopRight;
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[BackgroundDependencyLoader(true)]
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[BackgroundDependencyLoader(true)]
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private void load(NewsOverlay news)
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private void load(NewsOverlay news)
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{
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{
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@ -2,11 +2,14 @@
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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namespace osu.Game.Overlays.Toolbar
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namespace osu.Game.Overlays.Toolbar
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{
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{
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public class ToolbarRankingsButton : ToolbarOverlayToggleButton
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public class ToolbarRankingsButton : ToolbarOverlayToggleButton
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{
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{
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protected override Anchor TooltipAnchor => Anchor.TopRight;
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[BackgroundDependencyLoader(true)]
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[BackgroundDependencyLoader(true)]
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private void load(RankingsOverlay rankings)
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private void load(RankingsOverlay rankings)
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{
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{
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@ -2,12 +2,15 @@
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Game.Input.Bindings;
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using osu.Game.Input.Bindings;
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namespace osu.Game.Overlays.Toolbar
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namespace osu.Game.Overlays.Toolbar
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{
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{
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public class ToolbarSocialButton : ToolbarOverlayToggleButton
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public class ToolbarSocialButton : ToolbarOverlayToggleButton
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{
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{
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protected override Anchor TooltipAnchor => Anchor.TopRight;
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public ToolbarSocialButton()
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public ToolbarSocialButton()
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{
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{
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Hotkey = GlobalAction.ToggleSocial;
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Hotkey = GlobalAction.ToggleSocial;
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@ -2,8 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System;
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using System.Linq;
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using System.Linq.Expressions;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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@ -41,38 +39,21 @@ namespace osu.Game.Screens.OnlinePlay.Components
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SelectedItem.BindValueChanged(item => updateSelectedItem(item.NewValue), true);
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SelectedItem.BindValueChanged(item => updateSelectedItem(item.NewValue), true);
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}
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}
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private void updateSelectedItem(PlaylistItem item)
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private void updateSelectedItem(PlaylistItem _) => Scheduler.AddOnce(updateBeatmapState);
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{
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private void beatmapUpdated(ValueChangedEvent<WeakReference<BeatmapSetInfo>> _) => Scheduler.AddOnce(updateBeatmapState);
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hasBeatmap = findBeatmap(expr => beatmaps.QueryBeatmap(expr));
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private void beatmapRemoved(ValueChangedEvent<WeakReference<BeatmapSetInfo>> _) => Scheduler.AddOnce(updateBeatmapState);
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}
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private void beatmapUpdated(ValueChangedEvent<WeakReference<BeatmapSetInfo>> weakSet)
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private void updateBeatmapState()
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{
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if (weakSet.NewValue.TryGetTarget(out var set))
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{
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if (findBeatmap(expr => set.Beatmaps.AsQueryable().FirstOrDefault(expr)))
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Schedule(() => hasBeatmap = true);
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}
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}
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private void beatmapRemoved(ValueChangedEvent<WeakReference<BeatmapSetInfo>> weakSet)
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{
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if (weakSet.NewValue.TryGetTarget(out var set))
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{
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if (findBeatmap(expr => set.Beatmaps.AsQueryable().FirstOrDefault(expr)))
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Schedule(() => hasBeatmap = false);
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}
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}
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private bool findBeatmap(Func<Expression<Func<BeatmapInfo, bool>>, BeatmapInfo> expression)
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{
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{
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int? beatmapId = SelectedItem.Value?.Beatmap.Value?.OnlineBeatmapID;
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int? beatmapId = SelectedItem.Value?.Beatmap.Value?.OnlineBeatmapID;
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string checksum = SelectedItem.Value?.Beatmap.Value?.MD5Hash;
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string checksum = SelectedItem.Value?.Beatmap.Value?.MD5Hash;
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if (beatmapId == null || checksum == null)
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if (beatmapId == null || checksum == null)
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return false;
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return;
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return expression(b => b.OnlineBeatmapID == beatmapId && b.MD5Hash == checksum) != null;
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var databasedBeatmap = beatmaps.QueryBeatmap(b => b.OnlineBeatmapID == beatmapId && b.MD5Hash == checksum);
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hasBeatmap = databasedBeatmap?.BeatmapSet?.DeletePending == false;
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}
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}
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protected override void Update()
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protected override void Update()
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@ -131,7 +131,9 @@ namespace osu.Game.Screens.Play
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// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
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// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
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// this is commonly used to display an intro before the audio track start.
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// this is commonly used to display an intro before the audio track start.
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startTime = Math.Min(startTime, beatmap.Storyboard.FirstEventTime);
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double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
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if (firstStoryboardEvent != null)
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startTime = Math.Min(startTime, firstStoryboardEvent.Value);
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// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
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// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
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// this is not available as an option in the live editor but can still be applied via .osu editing.
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// this is not available as an option in the live editor but can still be applied via .osu editing.
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@ -27,7 +27,14 @@ namespace osu.Game.Storyboards
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public bool HasDrawable => Layers.Any(l => l.Elements.Any(e => e.IsDrawable));
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public bool HasDrawable => Layers.Any(l => l.Elements.Any(e => e.IsDrawable));
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public double FirstEventTime => Layers.Min(l => l.Elements.FirstOrDefault()?.StartTime ?? 0);
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/// <summary>
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/// Across all layers, find the earliest point in time that a storyboard element exists at.
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/// Will return null if there are no elements.
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/// </summary>
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/// <remarks>
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/// This iterates all elements and as such should be used sparingly or stored locally.
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/// </remarks>
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public double? EarliestEventTime => Layers.SelectMany(l => l.Elements).OrderBy(e => e.StartTime).FirstOrDefault()?.StartTime;
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/// <summary>
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/// <summary>
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/// Depth of the currently front-most storyboard layer, excluding the overlay layer.
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/// Depth of the currently front-most storyboard layer, excluding the overlay layer.
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||||||
|
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Block a user