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https://github.com/ppy/osu.git
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Merge branch 'master' into performance-calculator
This commit is contained in:
commit
93d7cd5a6d
@ -9,17 +9,17 @@ cache:
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- inspectcode -> appveyor.yml
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- packages -> **\packages.config
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install:
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- cmd: git submodule update --init --recursive
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- cmd: git submodule update --init --recursive --depth=5
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- cmd: choco install resharper-clt -y
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- cmd: choco install nvika -y
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- cmd: appveyor DownloadFile https://github.com/peppy/CodeFileSanity/releases/download/v0.2.3/CodeFileSanity.exe
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before_build:
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- cmd: CodeFileSanity.exe
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- cmd: nuget restore
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- cmd: nuget restore -verbosity quiet
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build:
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project: osu.sln
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parallel: true
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verbosity: minimal
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after_build:
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- cmd: inspectcode /o="inspectcodereport.xml" /caches-home="inspectcode" osu.sln
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- cmd: inspectcode --o="inspectcodereport.xml" --projects:osu.Game* --caches-home="inspectcode" osu.sln > NUL
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- cmd: NVika parsereport "inspectcodereport.xml" --treatwarningsaserrors
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@ -1 +1 @@
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Subproject commit d92cec764538da2e7ed95bfb566f6bc81a9667c8
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Subproject commit 4fc866eee3803f88b155150e32e021b9c21e647f
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@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Mania.Replays
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public override Replay Generate()
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{
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// Todo: Realistically this shouldn't be needed, but the first frame is skipped with the way replays are currently handled
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Replay.Frames.Add(new ReplayFrame(-100000, null, null, ReplayButtonState.None));
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Replay.Frames.Add(new ManiaReplayFrame(-100000, 0));
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double[] holdEndTimes = new double[availableColumns];
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for (int i = 0; i < availableColumns; i++)
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@ -60,7 +60,7 @@ namespace osu.Game.Rulesets.Mania.Replays
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activeColumns |= 1 << obj.Column;
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}
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Replay.Frames.Add(new ReplayFrame(groupTime, activeColumns, null, ReplayButtonState.None));
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Replay.Frames.Add(new ManiaReplayFrame(groupTime, activeColumns));
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// Add the release frames. We can't do this with the loop above because we need activeColumns to be fully populated
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foreach (var obj in objGroup.GroupBy(h => (h as IHasEndTime)?.EndTime ?? h.StartTime + release_delay).OrderBy(h => h.Key))
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@ -74,14 +74,15 @@ namespace osu.Game.Rulesets.Mania.Replays
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activeColumnsAtEnd |= 1 << i;
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}
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Replay.Frames.Add(new ReplayFrame(groupEndTime, activeColumnsAtEnd, 0, ReplayButtonState.None));
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Replay.Frames.Add(new ManiaReplayFrame(groupEndTime, activeColumnsAtEnd));
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}
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}
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Replay.Frames = Replay.Frames
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// Pick the maximum activeColumns for all frames at the same time
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.GroupBy(f => f.Time)
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.Select(g => new ReplayFrame(g.First().Time, maxMouseX(g), 0, ReplayButtonState.None))
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.Select(g => new ManiaReplayFrame(g.First().Time, maxMouseX(g)))
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.Cast<ReplayFrame>()
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// The addition of release frames above maybe result in unordered frames, but we need them ordered
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.OrderBy(f => f.Time)
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.ToList();
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@ -94,7 +95,7 @@ namespace osu.Game.Rulesets.Mania.Replays
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/// </summary>
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/// <param name="group">The <see cref="ReplayFrame"/> grouping to search.</param>
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/// <returns>The maximum <see cref="ReplayFrame.MouseX"/> by count of bits.</returns>
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private float maxMouseX(IGrouping<double, ReplayFrame> group)
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private int maxMouseX(IGrouping<double, ReplayFrame> group)
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{
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int currentCount = -1;
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int currentMax = 0;
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17
osu.Game.Rulesets.Mania/Replays/ManiaReplayFrame.cs
Normal file
17
osu.Game.Rulesets.Mania/Replays/ManiaReplayFrame.cs
Normal file
@ -0,0 +1,17 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Replays;
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namespace osu.Game.Rulesets.Mania.Replays
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{
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public class ManiaReplayFrame : ReplayFrame
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{
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public override bool IsImportant => MouseX > 0;
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public ManiaReplayFrame(double time, int activeColumns)
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: base(time, activeColumns, null, ReplayButtonState.None)
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{
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}
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}
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}
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@ -72,6 +72,7 @@
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<Compile Include="Objects\Types\IHasColumn.cs" />
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<Compile Include="Replays\ManiaAutoGenerator.cs" />
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<Compile Include="Replays\ManiaFramedReplayInputHandler.cs" />
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<Compile Include="Replays\ManiaReplayFrame.cs" />
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<Compile Include="Scoring\ManiaScoreProcessor.cs" />
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<Compile Include="Objects\BarLine.cs" />
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<Compile Include="Objects\HoldNote.cs" />
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@ -9,7 +9,7 @@ namespace osu.Game.Rulesets.Replays
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{
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public Vector2 Position => new Vector2(MouseX ?? 0, MouseY ?? 0);
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public bool IsImportant => MouseX.HasValue && MouseY.HasValue && (MouseLeft || MouseRight);
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public virtual bool IsImportant => MouseX.HasValue && MouseY.HasValue && (MouseLeft || MouseRight);
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public float? MouseX;
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public float? MouseY;
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@ -68,4 +68,4 @@ namespace osu.Game.Rulesets.Replays
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return $"{Time}\t({MouseX},{MouseY})\t{MouseLeft}\t{MouseRight}\t{MouseLeft1}\t{MouseRight1}\t{MouseLeft2}\t{MouseRight2}\t{ButtonState}";
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}
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}
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}
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}
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@ -50,7 +50,11 @@ namespace osu.Game.Tests.Visual
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string instantiation = ruleset?.AssemblyQualifiedName;
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foreach (var r in rulesets.AvailableRulesets.Where(rs => instantiation == null || rs.InstantiationInfo == instantiation))
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AddStep(r.Name, () => loadPlayerFor(r));
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{
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Player p = null;
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AddStep(r.Name, () => p = loadPlayerFor(r));
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AddUntilStep(() => p.IsLoaded);
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}
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}
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protected virtual Beatmap CreateBeatmap()
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@ -64,7 +68,7 @@ namespace osu.Game.Tests.Visual
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return beatmap;
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}
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private void loadPlayerFor(RulesetInfo r)
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private Player loadPlayerFor(RulesetInfo r)
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{
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var beatmap = CreateBeatmap();
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@ -78,7 +82,11 @@ namespace osu.Game.Tests.Visual
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if (Player != null)
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Remove(Player);
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LoadScreen(CreatePlayer(working, instance));
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var player = CreatePlayer(working, instance);
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LoadComponentAsync(player, LoadScreen);
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return player;
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}
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protected virtual Player CreatePlayer(WorkingBeatmap beatmap, Ruleset ruleset) => new Player
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