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Merge pull request #1923 from smoogipoo/fix-replays

A lot of fixes to replay playback
This commit is contained in:
Dean Herbert 2018-01-18 01:36:58 +09:00 committed by GitHub
commit 95a1556376
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GPG Key ID: 4AEE18F83AFDEB23
9 changed files with 103 additions and 15 deletions

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@ -0,0 +1,21 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.ComponentModel;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Screens.Play;
namespace osu.Game.Tests.Visual
{
[Description("Player instantiated with an autoplay mod.")]
public class TestCaseAutoplay : TestCasePlayer
{
protected override Player CreatePlayer(WorkingBeatmap beatmap, Ruleset ruleset)
{
beatmap.Mods.Value = beatmap.Mods.Value.Concat(new[] { ruleset.GetAutoplayMod() });
return base.CreatePlayer(beatmap, ruleset);
}
}
}

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@ -1,19 +1,35 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>. // Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.ComponentModel;
using System.Linq; using System.Linq;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets; using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.Play; using osu.Game.Screens.Play;
namespace osu.Game.Tests.Visual namespace osu.Game.Tests.Visual
{ {
[Description("Player instantiated with a replay.")]
public class TestCaseReplay : TestCasePlayer public class TestCaseReplay : TestCasePlayer
{ {
protected override Player CreatePlayer(WorkingBeatmap beatmap, Ruleset ruleset) protected override Player CreatePlayer(WorkingBeatmap beatmap, Ruleset ruleset)
{ {
// We create a dummy RulesetContainer just to get the replay - we don't want to use mods here
// to simulate setting a replay rather than having the replay already set for us
beatmap.Mods.Value = beatmap.Mods.Value.Concat(new[] { ruleset.GetAutoplayMod() }); beatmap.Mods.Value = beatmap.Mods.Value.Concat(new[] { ruleset.GetAutoplayMod() });
return base.CreatePlayer(beatmap, ruleset); var dummyRulesetContainer = ruleset.CreateRulesetContainerWith(beatmap, false);
// We have the replay
var replay = dummyRulesetContainer.Replay;
// Reset the mods
beatmap.Mods.Value = beatmap.Mods.Value.Where(m => !(m is ModAutoplay));
return new ReplayPlayer(replay)
{
InitialBeatmap = beatmap
};
} }
} }
} }

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@ -137,6 +137,7 @@
<Compile Include="Visual\TestCasePlaySongSelect.cs" /> <Compile Include="Visual\TestCasePlaySongSelect.cs" />
<Compile Include="Visual\TestCasePopupDialog.cs" /> <Compile Include="Visual\TestCasePopupDialog.cs" />
<Compile Include="Visual\TestCaseRankGraph.cs" /> <Compile Include="Visual\TestCaseRankGraph.cs" />
<Compile Include="Visual\TestCaseAutoplay.cs" />
<Compile Include="Visual\TestCaseReplay.cs" /> <Compile Include="Visual\TestCaseReplay.cs" />
<Compile Include="Visual\TestCaseReplaySettingsOverlay.cs" /> <Compile Include="Visual\TestCaseReplaySettingsOverlay.cs" />
<Compile Include="Visual\TestCaseResults.cs" /> <Compile Include="Visual\TestCaseResults.cs" />

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@ -156,6 +156,7 @@ namespace osu.Game.Beatmaps
public IQueryable<BeatmapInfo> Beatmaps => GetContext().BeatmapInfo public IQueryable<BeatmapInfo> Beatmaps => GetContext().BeatmapInfo
.Include(b => b.BeatmapSet).ThenInclude(s => s.Metadata) .Include(b => b.BeatmapSet).ThenInclude(s => s.Metadata)
.Include(b => b.BeatmapSet).ThenInclude(s => s.Files).ThenInclude(f => f.FileInfo)
.Include(b => b.Metadata) .Include(b => b.Metadata)
.Include(b => b.Ruleset) .Include(b => b.Ruleset)
.Include(b => b.BaseDifficulty); .Include(b => b.BaseDifficulty);

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@ -10,6 +10,7 @@ using osu.Game.Database;
using osu.Game.IO.Legacy; using osu.Game.IO.Legacy;
using osu.Game.IPC; using osu.Game.IPC;
using osu.Game.Rulesets.Replays; using osu.Game.Rulesets.Replays;
using osu.Game.Users;
using SharpCompress.Compressors.LZMA; using SharpCompress.Compressors.LZMA;
namespace osu.Game.Rulesets.Scoring namespace osu.Game.Rulesets.Scoring
@ -54,7 +55,7 @@ namespace osu.Game.Rulesets.Scoring
var beatmapHash = sr.ReadString(); var beatmapHash = sr.ReadString();
score.Beatmap = beatmaps.QueryBeatmap(b => b.MD5Hash == beatmapHash); score.Beatmap = beatmaps.QueryBeatmap(b => b.MD5Hash == beatmapHash);
/* score.PlayerName = */ /* score.PlayerName = */
sr.ReadString(); score.User = new User { Username = sr.ReadString() };
/* var localScoreChecksum = */ /* var localScoreChecksum = */
sr.ReadString(); sr.ReadString();
/* score.Count300 = */ /* score.Count300 = */
@ -107,7 +108,10 @@ namespace osu.Game.Rulesets.Scoring
using (var lzma = new LzmaStream(properties, replayInStream, compressedSize, outSize)) using (var lzma = new LzmaStream(properties, replayInStream, compressedSize, outSize))
using (var reader = new StreamReader(lzma)) using (var reader = new StreamReader(lzma))
{
score.Replay = createLegacyReplay(reader); score.Replay = createLegacyReplay(reader);
score.Replay.User = score.User;
}
} }
} }
@ -129,9 +133,22 @@ namespace osu.Game.Rulesets.Scoring
{ {
var split = l.Split('|'); var split = l.Split('|');
if (split.Length < 4 || float.Parse(split[0]) < 0) continue; if (split.Length < 4)
continue;
lastTime += float.Parse(split[0]); if (split[0] == "-12345")
{
// Todo: The seed is provided in split[3], which we'll need to use at some point
continue;
}
var diff = float.Parse(split[0]);
lastTime += diff;
// Todo: At some point we probably want to rewind and play back the negative-time frames
// but for now we'll achieve equal playback to stable by skipping negative frames
if (diff < 0)
continue;
frames.Add(new ReplayFrame( frames.Add(new ReplayFrame(
lastTime, lastTime,

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@ -13,6 +13,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics; using System.Diagnostics;
using System.Linq; using System.Linq;
using osu.Framework.Configuration;
using osu.Framework.Graphics.Cursor; using osu.Framework.Graphics.Cursor;
using osu.Framework.Input; using osu.Framework.Input;
using osu.Game.Rulesets.Replays; using osu.Game.Rulesets.Replays;
@ -45,9 +46,9 @@ namespace osu.Game.Rulesets.UI
public PassThroughInputManager KeyBindingInputManager; public PassThroughInputManager KeyBindingInputManager;
/// <summary> /// <summary>
/// Whether we have a replay loaded currently. /// Whether a replay is currently loaded.
/// </summary> /// </summary>
public bool HasReplayLoaded => ReplayInputManager?.ReplayInputHandler != null; public readonly BindableBool HasReplayLoaded = new BindableBool();
public abstract IEnumerable<HitObject> Objects { get; } public abstract IEnumerable<HitObject> Objects { get; }
@ -99,6 +100,8 @@ namespace osu.Game.Rulesets.UI
Replay = replay; Replay = replay;
ReplayInputManager.ReplayInputHandler = replay != null ? CreateReplayInputHandler(replay) : null; ReplayInputManager.ReplayInputHandler = replay != null ? CreateReplayInputHandler(replay) : null;
HasReplayLoaded.Value = ReplayInputManager.ReplayInputHandler != null;
} }

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@ -35,7 +35,7 @@ namespace osu.Game.Screens.Play
public readonly ReplaySettingsOverlay ReplaySettingsOverlay; public readonly ReplaySettingsOverlay ReplaySettingsOverlay;
private Bindable<bool> showHud; private Bindable<bool> showHud;
private bool replayLoaded; private readonly BindableBool replayLoaded = new BindableBool();
private static bool hasShownNotificationOnce; private static bool hasShownNotificationOnce;
@ -91,22 +91,39 @@ namespace osu.Game.Screens.Play
} }
} }
public virtual void BindRulesetContainer(RulesetContainer rulesetContainer) protected override void LoadComplete()
{ {
(rulesetContainer.KeyBindingInputManager as ICanAttachKeyCounter)?.Attach(KeyCounter); base.LoadComplete();
replayLoaded = rulesetContainer.HasReplayLoaded; replayLoaded.ValueChanged += replayLoadedValueChanged;
replayLoaded.TriggerChange();
}
ReplaySettingsOverlay.ReplayLoaded = replayLoaded; private void replayLoadedValueChanged(bool loaded)
{
ReplaySettingsOverlay.ReplayLoaded = loaded;
// in the case a replay isn't loaded, we want some elements to only appear briefly. if (loaded)
if (!replayLoaded) {
ReplaySettingsOverlay.Show();
ModDisplay.FadeIn(200);
}
else
{ {
ReplaySettingsOverlay.Hide(); ReplaySettingsOverlay.Hide();
ModDisplay.Delay(2000).FadeOut(200); ModDisplay.Delay(2000).FadeOut(200);
} }
} }
public virtual void BindRulesetContainer(RulesetContainer rulesetContainer)
{
(rulesetContainer.KeyBindingInputManager as ICanAttachKeyCounter)?.Attach(KeyCounter);
replayLoaded.BindTo(rulesetContainer.HasReplayLoaded);
Progress.BindRulestContainer(rulesetContainer);
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{ {
if (args.Repeat) return false; if (args.Repeat) return false;

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@ -52,7 +52,7 @@ namespace osu.Game.Screens.Play
public int RestartCount; public int RestartCount;
public CursorContainer Cursor => RulesetContainer.Cursor; public CursorContainer Cursor => RulesetContainer.Cursor;
public bool ProvidingUserCursor => RulesetContainer?.Cursor != null && !RulesetContainer.HasReplayLoaded; public bool ProvidingUserCursor => RulesetContainer?.Cursor != null && !RulesetContainer.HasReplayLoaded.Value;
private IAdjustableClock adjustableSourceClock; private IAdjustableClock adjustableSourceClock;
private FramedOffsetClock offsetClock; private FramedOffsetClock offsetClock;
@ -226,7 +226,6 @@ namespace osu.Game.Screens.Play
hudOverlay.Progress.Objects = RulesetContainer.Objects; hudOverlay.Progress.Objects = RulesetContainer.Objects;
hudOverlay.Progress.AudioClock = decoupledClock; hudOverlay.Progress.AudioClock = decoupledClock;
hudOverlay.Progress.AllowSeeking = RulesetContainer.HasReplayLoaded;
hudOverlay.Progress.OnSeek = pos => decoupledClock.Seek(pos); hudOverlay.Progress.OnSeek = pos => decoupledClock.Seek(pos);
hudOverlay.ModDisplay.Current.BindTo(working.Mods); hudOverlay.ModDisplay.Current.BindTo(working.Mods);

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@ -9,9 +9,12 @@ using System.Collections.Generic;
using osu.Game.Graphics; using osu.Game.Graphics;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using System.Linq; using System.Linq;
using osu.Framework.Configuration;
using osu.Framework.Timing; using osu.Framework.Timing;
using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.UI;
namespace osu.Game.Screens.Play namespace osu.Game.Screens.Play
{ {
public class SongProgress : OverlayContainer public class SongProgress : OverlayContainer
@ -54,6 +57,8 @@ namespace osu.Game.Screens.Play
} }
} }
private readonly BindableBool replayLoaded = new BindableBool();
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(OsuColour colours) private void load(OsuColour colours)
{ {
@ -98,6 +103,14 @@ namespace osu.Game.Screens.Play
protected override void LoadComplete() protected override void LoadComplete()
{ {
State = Visibility.Visible; State = Visibility.Visible;
replayLoaded.ValueChanged += v => AllowSeeking = v;
replayLoaded.TriggerChange();
}
public void BindRulestContainer(RulesetContainer rulesetContainer)
{
replayLoaded.BindTo(rulesetContainer.HasReplayLoaded);
} }
private bool allowSeeking; private bool allowSeeking;