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Merge pull request #26384 from peppy/fix-multiplayer-fail-online-submit

Fix multiplayer scores being submitted as pass even if failed
This commit is contained in:
Dan Balasescu 2024-01-04 18:45:17 +09:00 committed by GitHub
commit 8e6f6521a9
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9 changed files with 62 additions and 43 deletions

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@ -29,6 +29,7 @@ using osu.Game.Rulesets.Catch;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Scoring;
using osu.Game.Screens.OnlinePlay.Components;
using osu.Game.Screens.OnlinePlay.Lounge;
using osu.Game.Screens.OnlinePlay.Lounge.Components;
@ -690,6 +691,13 @@ namespace osu.Game.Tests.Visual.Multiplayer
}
AddUntilStep("wait for results", () => multiplayerComponents.CurrentScreen is ResultsScreen);
AddAssert("check is fail", () =>
{
var scoreInfo = ((ResultsScreen)multiplayerComponents.CurrentScreen).Score;
return !scoreInfo.Passed && scoreInfo.Rank == ScoreRank.F;
});
}
[Test]

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@ -56,9 +56,6 @@ namespace osu.Game.Rulesets.Mods
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{
Combo.BindTo(scoreProcessor.Combo);
// Default value of ScoreProcessor's Rank in Flashlight Mod should be SS+
scoreProcessor.Rank.Value = ScoreRank.XH;
}
public ScoreRank AdjustRank(ScoreRank rank, double accuracy)

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@ -17,8 +17,6 @@ namespace osu.Game.Rulesets.Mods
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{
// Default value of ScoreProcessor's Rank in Hidden Mod should be SS+
scoreProcessor.Rank.Value = ScoreRank.XH;
}
public ScoreRank AdjustRank(ScoreRank rank, double accuracy)

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@ -86,7 +86,9 @@ namespace osu.Game.Rulesets.Scoring
/// <summary>
/// The current rank.
/// </summary>
public readonly Bindable<ScoreRank> Rank = new Bindable<ScoreRank>(ScoreRank.X);
public IBindable<ScoreRank> Rank => rank;
private readonly Bindable<ScoreRank> rank = new Bindable<ScoreRank>(ScoreRank.X);
/// <summary>
/// The highest combo achieved by this score.
@ -186,9 +188,13 @@ namespace osu.Game.Rulesets.Scoring
Combo.ValueChanged += combo => HighestCombo.Value = Math.Max(HighestCombo.Value, combo.NewValue);
Accuracy.ValueChanged += accuracy =>
{
Rank.Value = RankFromAccuracy(accuracy.NewValue);
// Once failed, we shouldn't update the rank anymore.
if (rank.Value == ScoreRank.F)
return;
rank.Value = RankFromAccuracy(accuracy.NewValue);
foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
Rank.Value = mod.AdjustRank(Rank.Value, accuracy.NewValue);
rank.Value = mod.AdjustRank(Rank.Value, accuracy.NewValue);
};
Mods.ValueChanged += mods =>
@ -411,8 +417,7 @@ namespace osu.Game.Rulesets.Scoring
TotalScore.Value = 0;
Accuracy.Value = 1;
Combo.Value = 0;
Rank.Disabled = false;
Rank.Value = ScoreRank.X;
rank.Value = ScoreRank.X;
HighestCombo.Value = 0;
}
@ -448,7 +453,7 @@ namespace osu.Game.Rulesets.Scoring
return;
score.Passed = false;
Rank.Value = ScoreRank.F;
rank.Value = ScoreRank.F;
PopulateScore(score);
}

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@ -26,9 +26,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
protected override bool PauseOnFocusLost => false;
// Disallow fails in multiplayer for now.
protected override bool CheckModsAllowFailure() => false;
protected override UserActivity InitialActivity => new UserActivity.InMultiplayerGame(Beatmap.Value.BeatmapInfo, Ruleset.Value);
[Resolved]
@ -55,6 +52,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
AllowPause = false,
AllowRestart = false,
AllowFailAnimation = false,
AllowSkipping = room.AutoSkip.Value,
AutomaticallySkipIntro = room.AutoSkip.Value,
AlwaysShowLeaderboard = true,

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@ -4,12 +4,14 @@
#nullable disable
using System.Collections.Generic;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Screens.Play.Break;
namespace osu.Game.Screens.Play
@ -113,7 +115,7 @@ namespace osu.Game.Screens.Play
if (scoreProcessor != null)
{
info.AccuracyDisplay.Current.BindTo(scoreProcessor.Accuracy);
info.GradeDisplay.Current.BindTo(scoreProcessor.Rank);
((IBindable<ScoreRank>)info.GradeDisplay.Current).BindTo(scoreProcessor.Rank);
}
}

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@ -46,7 +46,7 @@ namespace osu.Game.Screens.Play
public bool HasPassed { get; set; }
/// <summary>
/// Whether the user failed during gameplay.
/// Whether the user failed during gameplay. This is only set when the gameplay session has completed due to the fail.
/// </summary>
public bool HasFailed { get; set; }

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@ -735,7 +735,7 @@ namespace osu.Game.Screens.Play
}
// Only show the completion screen if the player hasn't failed
if (HealthProcessor.HasFailed)
if (GameplayState.HasFailed)
return;
GameplayState.HasPassed = true;
@ -801,8 +801,6 @@ namespace osu.Game.Screens.Play
// This player instance may already be in the process of exiting.
return;
Debug.Assert(ScoreProcessor.Rank.Value != ScoreRank.F);
this.Push(CreateResults(prepareScoreForDisplayTask.GetResultSafely()));
}, Time.Current + delay, 50);
@ -924,37 +922,44 @@ namespace osu.Game.Screens.Play
if (!CheckModsAllowFailure())
return false;
Debug.Assert(!GameplayState.HasFailed);
Debug.Assert(!GameplayState.HasPassed);
Debug.Assert(!GameplayState.HasQuit);
if (Configuration.AllowFailAnimation)
{
Debug.Assert(!GameplayState.HasFailed);
Debug.Assert(!GameplayState.HasPassed);
Debug.Assert(!GameplayState.HasQuit);
GameplayState.HasFailed = true;
GameplayState.HasFailed = true;
updateGameplayState();
updateGameplayState();
// There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer)
// could process an extra frame after the GameplayClock is stopped.
// In such cases we want the fail state to precede a user triggered pause.
if (PauseOverlay.State.Value == Visibility.Visible)
PauseOverlay.Hide();
// There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer)
// could process an extra frame after the GameplayClock is stopped.
// In such cases we want the fail state to precede a user triggered pause.
if (PauseOverlay.State.Value == Visibility.Visible)
PauseOverlay.Hide();
failAnimationContainer.Start();
failAnimationContainer.Start();
// Failures can be triggered either by a judgement, or by a mod.
//
// For the case of a judgement, due to ordering considerations, ScoreProcessor will not have received
// the final judgement which triggered the failure yet (see DrawableRuleset.NewResult handling above).
//
// A schedule here ensures that any lingering judgements from the current frame are applied before we
// finalise the score as "failed".
Schedule(() =>
// Failures can be triggered either by a judgement, or by a mod.
//
// For the case of a judgement, due to ordering considerations, ScoreProcessor will not have received
// the final judgement which triggered the failure yet (see DrawableRuleset.NewResult handling above).
//
// A schedule here ensures that any lingering judgements from the current frame are applied before we
// finalise the score as "failed".
Schedule(() =>
{
ScoreProcessor.FailScore(Score.ScoreInfo);
OnFail();
if (GameplayState.Mods.OfType<IApplicableFailOverride>().Any(m => m.RestartOnFail))
Restart(true);
});
}
else
{
ScoreProcessor.FailScore(Score.ScoreInfo);
OnFail();
if (GameplayState.Mods.OfType<IApplicableFailOverride>().Any(m => m.RestartOnFail))
Restart(true);
});
}
return true;
}

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@ -15,6 +15,12 @@ namespace osu.Game.Screens.Play
/// </summary>
public bool ShowResults { get; set; } = true;
/// <summary>
/// Whether the fail animation / screen should be triggered on failing.
/// If false, the score will still be marked as failed but gameplay will continue.
/// </summary>
public bool AllowFailAnimation { get; set; } = true;
/// <summary>
/// Whether the player should be allowed to trigger a restart.
/// </summary>