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Merge branch 'master' into osu-target-mod

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Henry Lin 2021-06-24 12:06:58 +08:00 committed by GitHub
commit a0c6fd22cd
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6 changed files with 80 additions and 23 deletions

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@ -15,6 +15,7 @@ jobs:
- { prettyname: macOS, fullname: macos-latest }
- { prettyname: Linux, fullname: ubuntu-latest }
threadingMode: ['SingleThread', 'MultiThreaded']
timeout-minutes: 60
steps:
- name: Checkout
uses: actions/checkout@v2

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@ -21,6 +21,7 @@ jobs:
- { prettyname: macOS }
- { prettyname: Linux }
threadingMode: ['SingleThread', 'MultiThreaded']
timeout-minutes: 5
steps:
- name: Annotate CI run with test results
uses: dorny/test-reporter@v1.4.2

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@ -5,11 +5,12 @@ using System.Linq;
using osu.Framework.Bindables;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Rulesets.Catch.Beatmaps;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Catch.Mods
{
public class CatchModDifficultyAdjust : ModDifficultyAdjust
public class CatchModDifficultyAdjust : ModDifficultyAdjust, IApplicableToBeatmapProcessor
{
[SettingSource("Circle Size", "Override a beatmap's set CS.", FIRST_SETTING_ORDER - 1)]
public BindableNumber<float> CircleSize { get; } = new BindableFloatWithLimitExtension
@ -31,6 +32,9 @@ namespace osu.Game.Rulesets.Catch.Mods
Value = 5,
};
[SettingSource("Spicy Patterns", "Adjust the patterns as if Hard Rock is enabled.")]
public BindableBool HardRockOffsets { get; } = new BindableBool();
protected override void ApplyLimits(bool extended)
{
base.ApplyLimits(extended);
@ -45,12 +49,14 @@ namespace osu.Game.Rulesets.Catch.Mods
{
string circleSize = CircleSize.IsDefault ? string.Empty : $"CS {CircleSize.Value:N1}";
string approachRate = ApproachRate.IsDefault ? string.Empty : $"AR {ApproachRate.Value:N1}";
string spicyPatterns = HardRockOffsets.IsDefault ? string.Empty : "Spicy patterns";
return string.Join(", ", new[]
{
circleSize,
base.SettingDescription,
approachRate
approachRate,
spicyPatterns,
}.Where(s => !string.IsNullOrEmpty(s)));
}
}
@ -70,5 +76,11 @@ namespace osu.Game.Rulesets.Catch.Mods
ApplySetting(CircleSize, cs => difficulty.CircleSize = cs);
ApplySetting(ApproachRate, ar => difficulty.ApproachRate = ar);
}
public void ApplyToBeatmapProcessor(IBeatmapProcessor beatmapProcessor)
{
var catchProcessor = (CatchBeatmapProcessor)beatmapProcessor;
catchProcessor.HardRockOffsets = HardRockOffsets.Value;
}
}
}

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@ -35,6 +35,7 @@ namespace osu.Game.Collections
private const int database_version = 30000000;
private const string database_name = "collection.db";
private const string database_backup_name = "collection.db.bak";
public readonly BindableList<BeatmapCollection> Collections = new BindableList<BeatmapCollection>();
@ -56,6 +57,17 @@ namespace osu.Game.Collections
{
Collections.CollectionChanged += collectionsChanged;
if (storage.Exists(database_backup_name))
{
// If a backup file exists, it means the previous write operation didn't run to completion.
// Always prefer the backup file in such a case as it's the most recent copy that is guaranteed to not be malformed.
//
// The database is saved 100ms after any change, and again when the game is closed, so there shouldn't be a large diff between the two files in the worst case.
if (storage.Exists(database_name))
storage.Delete(database_name);
File.Copy(storage.GetFullPath(database_backup_name), storage.GetFullPath(database_name));
}
if (storage.Exists(database_name))
{
List<BeatmapCollection> beatmapCollections;
@ -68,7 +80,7 @@ namespace osu.Game.Collections
}
}
private void collectionsChanged(object sender, NotifyCollectionChangedEventArgs e)
private void collectionsChanged(object sender, NotifyCollectionChangedEventArgs e) => Schedule(() =>
{
switch (e.Action)
{
@ -92,7 +104,7 @@ namespace osu.Game.Collections
}
backgroundSave();
}
});
/// <summary>
/// Set an endpoint for notifications to be posted to.
@ -257,27 +269,50 @@ namespace osu.Game.Collections
{
Interlocked.Increment(ref lastSave);
// This is NOT thread-safe!!
try
{
// This is NOT thread-safe!!
var tempPath = Path.GetTempFileName();
using (var sw = new SerializationWriter(storage.GetStream(database_name, FileAccess.Write)))
using (var ms = new MemoryStream())
{
sw.Write(database_version);
var collectionsCopy = Collections.ToArray();
sw.Write(collectionsCopy.Length);
foreach (var c in collectionsCopy)
using (var sw = new SerializationWriter(ms, true))
{
sw.Write(c.Name.Value);
sw.Write(database_version);
var beatmapsCopy = c.Beatmaps.ToArray();
sw.Write(beatmapsCopy.Length);
var collectionsCopy = Collections.ToArray();
sw.Write(collectionsCopy.Length);
foreach (var b in beatmapsCopy)
sw.Write(b.MD5Hash);
foreach (var c in collectionsCopy)
{
sw.Write(c.Name.Value);
var beatmapsCopy = c.Beatmaps.ToArray();
sw.Write(beatmapsCopy.Length);
foreach (var b in beatmapsCopy)
sw.Write(b.MD5Hash);
}
}
using (var fs = File.OpenWrite(tempPath))
ms.WriteTo(fs);
var databasePath = storage.GetFullPath(database_name);
var databaseBackupPath = storage.GetFullPath(database_backup_name);
// Back up the existing database, clearing any existing backup.
if (File.Exists(databaseBackupPath))
File.Delete(databaseBackupPath);
if (File.Exists(databasePath))
File.Move(databasePath, databaseBackupPath);
// Move the new database in-place of the existing one.
File.Move(tempPath, databasePath);
// If everything succeeded up to this point, remove the backup file.
if (File.Exists(databaseBackupPath))
File.Delete(databaseBackupPath);
}
if (saveFailures < 10)

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@ -18,8 +18,8 @@ namespace osu.Game.IO.Legacy
/// handle null strings and simplify use with ISerializable. </summary>
public class SerializationWriter : BinaryWriter
{
public SerializationWriter(Stream s)
: base(s, Encoding.UTF8)
public SerializationWriter(Stream s, bool leaveOpen = false)
: base(s, Encoding.UTF8, leaveOpen)
{
}

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@ -3,6 +3,7 @@
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Localisation;
using osu.Game.Resources.Localisation.Web;
using osu.Game.Rulesets;
@ -22,14 +23,21 @@ namespace osu.Game.Overlays.BeatmapListing
[BackgroundDependencyLoader]
private void load(RulesetStore rulesets)
{
AddItem(new RulesetInfo
{
Name = @"Any"
});
AddTabItem(new RulesetFilterTabItemAny());
foreach (var r in rulesets.AvailableRulesets)
AddItem(r);
}
}
private class RulesetFilterTabItemAny : FilterTabItem<RulesetInfo>
{
protected override LocalisableString LabelFor(RulesetInfo info) => BeatmapsStrings.ModeAny;
public RulesetFilterTabItemAny()
: base(new RulesetInfo())
{
}
}
}
}