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Re-sync judgement counter display after replay frame reset
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parent
c46e9cbce3
commit
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@ -6,7 +6,6 @@ using System.Linq;
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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.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Localisation;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring;
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@ -53,8 +52,40 @@ namespace osu.Game.Screens.Play.HUD.JudgementCounter
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{
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{
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base.LoadComplete();
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base.LoadComplete();
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scoreProcessor.OnResetFromReplayFrame += updateAllCounts;
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scoreProcessor.NewJudgement += judgement => updateCount(judgement, false);
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scoreProcessor.NewJudgement += judgement => updateCount(judgement, false);
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scoreProcessor.JudgementReverted += judgement => updateCount(judgement, true);
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scoreProcessor.JudgementReverted += judgement => updateCount(judgement, true);
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updateAllCounts();
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}
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private void updateAllCounts()
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{
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// This flow is made to handle cases of watching from the middle of a replay / spectating session.
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//
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// Once we get an initial state, we can rely on `NewJudgement` and `JudgementReverted`, so
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// as a preemptive optimisation, only do a full re-sync if we have all-zero counts.
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bool hasCounts = false;
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foreach (var r in results)
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{
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if (r.Value.ResultCount.Value > 0)
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{
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hasCounts = true;
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break;
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}
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}
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if (hasCounts)
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return;
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foreach (var kvp in scoreProcessor.Statistics)
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{
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if (!results.TryGetValue(kvp.Key, out var count))
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continue;
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count.ResultCount.Value = kvp.Value;
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}
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}
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}
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private void updateCount(JudgementResult judgement, bool revert)
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private void updateCount(JudgementResult judgement, bool revert)
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