mirror of
https://github.com/ppy/osu.git
synced 2024-11-12 00:27:25 +08:00
Merge remote-tracking branch 'origin/master' into mania-timing-sections
This commit is contained in:
commit
9477024e7b
@ -54,33 +54,33 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
{
|
||||
AddInternal(new Drawable[]
|
||||
{
|
||||
rightBackgroundContainer = new Container
|
||||
{
|
||||
Name = "Transparent playfield background",
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
BorderThickness = 2,
|
||||
Masking = true,
|
||||
EdgeEffect = new EdgeEffect
|
||||
{
|
||||
Type = EdgeEffectType.Shadow,
|
||||
Colour = Color4.Black.Opacity(0.2f),
|
||||
Radius = 5,
|
||||
},
|
||||
Children = new Drawable[]
|
||||
{
|
||||
rightBackground = new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Alpha = 0.6f
|
||||
},
|
||||
}
|
||||
},
|
||||
new ScaleFixContainer
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Height = DEFAULT_PLAYFIELD_HEIGHT,
|
||||
Children = new[]
|
||||
{
|
||||
rightBackgroundContainer = new Container
|
||||
{
|
||||
Name = "Transparent playfield background",
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
BorderThickness = 2,
|
||||
Masking = true,
|
||||
EdgeEffect = new EdgeEffect
|
||||
{
|
||||
Type = EdgeEffectType.Shadow,
|
||||
Colour = Color4.Black.Opacity(0.2f),
|
||||
Radius = 5,
|
||||
},
|
||||
Children = new Drawable[]
|
||||
{
|
||||
rightBackground = new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Alpha = 0.6f
|
||||
},
|
||||
}
|
||||
},
|
||||
new Container
|
||||
{
|
||||
Name = "Transparent playfield elements",
|
||||
|
@ -142,7 +142,7 @@ namespace osu.Game.Tests.Beatmaps.IO
|
||||
Assert.IsTrue(waitAction.BeginInvoke(null, null).AsyncWaitHandle.WaitOne(timeout),
|
||||
@"Beatmaps did not import to the database in allocated time");
|
||||
|
||||
var set = host.Dependencies.Get<BeatmapDatabase>().GetChildren(resultSets.First(), true);
|
||||
var set = host.Dependencies.Get<BeatmapDatabase>().GetChildren(resultSets.First());
|
||||
|
||||
Assert.IsTrue(set.Beatmaps.Count == resultBeatmaps.Count(),
|
||||
$@"Incorrect database beatmap count post-import ({resultBeatmaps.Count()} but should be {set.Beatmaps.Count}).");
|
||||
|
@ -267,6 +267,9 @@ namespace osu.Game.Database
|
||||
|
||||
public WorkingBeatmap GetWorkingBeatmap(BeatmapInfo beatmapInfo, WorkingBeatmap previous = null, bool withStoryboard = false)
|
||||
{
|
||||
if (beatmapInfo.BeatmapSet == null)
|
||||
beatmapInfo = GetChildren(beatmapInfo, true);
|
||||
|
||||
if (beatmapInfo.BeatmapSet == null)
|
||||
throw new InvalidOperationException($@"Beatmap set {beatmapInfo.BeatmapSetInfoID} is not in the local database.");
|
||||
|
||||
|
@ -48,11 +48,9 @@ namespace osu.Game.Database
|
||||
return Connection.Table<T>();
|
||||
}
|
||||
|
||||
public T GetWithChildren<T>(object id, bool recursive = false) where T : class
|
||||
{
|
||||
return Connection.GetWithChildren<T>(id, recursive);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This is expensive. Use with caution.
|
||||
/// </summary>
|
||||
public List<T> GetAllWithChildren<T>(Expression<Func<T, bool>> filter = null, bool recursive = true)
|
||||
where T : class
|
||||
{
|
||||
|
@ -72,21 +72,28 @@ namespace osu.Game.Online.API
|
||||
}
|
||||
}
|
||||
|
||||
private static readonly object access_token_retrieval_lock = new object();
|
||||
|
||||
/// <summary>
|
||||
/// Should be run before any API request to make sure we have a valid key.
|
||||
/// </summary>
|
||||
private bool ensureAccessToken()
|
||||
{
|
||||
//todo: we need to mutex this to ensure only one authentication request is running at a time.
|
||||
|
||||
//If we already have a valid access token, let's use it.
|
||||
// if we already have a valid access token, let's use it.
|
||||
if (accessTokenValid) return true;
|
||||
|
||||
//If not, let's try using our refresh token to request a new access token.
|
||||
if (!string.IsNullOrEmpty(Token?.RefreshToken))
|
||||
AuthenticateWithRefresh(Token.RefreshToken);
|
||||
// we want to ensure only a single authentication update is happening at once.
|
||||
lock (access_token_retrieval_lock)
|
||||
{
|
||||
// re-check if valid, in case another request completed and revalidated our access.
|
||||
if (accessTokenValid) return true;
|
||||
|
||||
return accessTokenValid;
|
||||
// if not, let's try using our refresh token to request a new access token.
|
||||
if (!string.IsNullOrEmpty(Token?.RefreshToken))
|
||||
AuthenticateWithRefresh(Token.RefreshToken);
|
||||
|
||||
return accessTokenValid;
|
||||
}
|
||||
}
|
||||
|
||||
private bool accessTokenValid => Token?.IsValid ?? false;
|
||||
|
@ -41,13 +41,13 @@ namespace osu.Game.Online.API
|
||||
[JsonProperty(@"refresh_token")]
|
||||
public string RefreshToken;
|
||||
|
||||
public override string ToString() => $@"{AccessToken}/{AccessTokenExpiry.ToString(NumberFormatInfo.InvariantInfo)}/{RefreshToken}";
|
||||
public override string ToString() => $@"{AccessToken}|{AccessTokenExpiry.ToString(NumberFormatInfo.InvariantInfo)}|{RefreshToken}";
|
||||
|
||||
public static OAuthToken Parse(string value)
|
||||
{
|
||||
try
|
||||
{
|
||||
string[] parts = value.Split('/');
|
||||
string[] parts = value.Split('|');
|
||||
return new OAuthToken
|
||||
{
|
||||
AccessToken = parts[0],
|
||||
|
@ -110,12 +110,18 @@ namespace osu.Game.Overlays
|
||||
{
|
||||
MoveToY(0, transition_length, EasingTypes.OutQuint);
|
||||
FadeIn(transition_length, EasingTypes.OutQuint);
|
||||
|
||||
inputTextBox.HoldFocus = true;
|
||||
base.PopIn();
|
||||
}
|
||||
|
||||
protected override void PopOut()
|
||||
{
|
||||
MoveToY(DrawSize.Y, transition_length, EasingTypes.InSine);
|
||||
FadeOut(transition_length, EasingTypes.InSine);
|
||||
|
||||
inputTextBox.HoldFocus = false;
|
||||
base.PopOut();
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
|
@ -3,7 +3,6 @@
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using osu.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Audio;
|
||||
using osu.Framework.Audio.Sample;
|
||||
@ -16,20 +15,25 @@ using System.Linq;
|
||||
|
||||
namespace osu.Game.Rulesets.Objects.Drawables
|
||||
{
|
||||
public abstract class DrawableHitObject<TJudgement> : Container, IStateful<ArmedState>
|
||||
public abstract class DrawableHitObject<TObject, TJudgement> : Container
|
||||
where TObject : HitObject
|
||||
where TJudgement : Judgement
|
||||
{
|
||||
public event Action<DrawableHitObject<TObject, TJudgement>> OnJudgement;
|
||||
|
||||
public TObject HitObject;
|
||||
|
||||
/// <summary>
|
||||
/// The colour used for various elements of this DrawableHitObject.
|
||||
/// </summary>
|
||||
public virtual Color4 AccentColour { get; set; }
|
||||
|
||||
public override bool HandleInput => Interactive;
|
||||
|
||||
public bool Interactive = true;
|
||||
|
||||
public TJudgement Judgement;
|
||||
|
||||
/// <summary>
|
||||
/// Whether this hit object has been judged.
|
||||
/// </summary>
|
||||
public virtual bool Judged => (Judgement?.Result ?? HitResult.None) != HitResult.None;
|
||||
|
||||
protected abstract TJudgement CreateJudgement();
|
||||
|
||||
protected abstract void UpdateState(ArmedState state);
|
||||
@ -62,14 +66,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
Samples.ForEach(s => s?.Play());
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
//we may be setting a custom judgement in test cases or what not.
|
||||
if (Judgement == null)
|
||||
Judgement = CreateJudgement();
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
@ -77,25 +73,11 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
//force application of the state that was set before we loaded.
|
||||
UpdateState(State);
|
||||
}
|
||||
}
|
||||
|
||||
public abstract class DrawableHitObject<TObject, TJudgement> : DrawableHitObject<TJudgement>
|
||||
where TObject : HitObject
|
||||
where TJudgement : Judgement
|
||||
{
|
||||
public event Action<DrawableHitObject<TObject, TJudgement>> OnJudgement;
|
||||
|
||||
public TObject HitObject;
|
||||
|
||||
/// <summary>
|
||||
/// The colour used for various elements of this DrawableHitObject.
|
||||
/// </summary>
|
||||
public virtual Color4 AccentColour { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether this hit object and all of its nested hit objects have been judged.
|
||||
/// </summary>
|
||||
public sealed override bool Judged => base.Judged && (NestedHitObjects?.All(h => h.Judged) ?? true);
|
||||
public bool Judged => (Judgement?.Result ?? HitResult.None) != HitResult.None && (NestedHitObjects?.All(h => h.Judged) ?? true);
|
||||
|
||||
protected DrawableHitObject(TObject hitObject)
|
||||
{
|
||||
@ -177,6 +159,10 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
channel.Volume.Value = sample.Volume;
|
||||
Samples.Add(channel);
|
||||
}
|
||||
|
||||
//we may be setting a custom judgement in test cases or what not.
|
||||
if (Judgement == null)
|
||||
Judgement = CreateJudgement();
|
||||
}
|
||||
|
||||
private List<DrawableHitObject<TObject, TJudgement>> nestedHitObjects;
|
||||
|
@ -79,7 +79,7 @@ namespace osu.Game.Screens.Menu
|
||||
if (count > 0)
|
||||
{
|
||||
var beatmap = query.ElementAt(RNG.Next(0, count - 1));
|
||||
beatmaps.GetChildren(beatmap, true);
|
||||
beatmaps.GetChildren(beatmap);
|
||||
Beatmap = beatmaps.GetWorkingBeatmap(beatmap.Beatmaps[0]);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user