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mirror of https://github.com/ppy/osu.git synced 2024-12-16 20:22:55 +08:00

Adjust ILocalUserPlayInfo to expose whether gameplay is in a paused/break state

This commit is contained in:
Dean Herbert 2024-10-01 17:00:32 +09:00
parent a9818854f4
commit ad3007eaad
No known key found for this signature in database
16 changed files with 97 additions and 57 deletions

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@ -13,7 +13,7 @@ namespace osu.Desktop.Windows
public partial class GameplayWinKeyBlocker : Component
{
private Bindable<bool> disableWinKey = null!;
private IBindable<bool> localUserPlaying = null!;
private IBindable<LocalUserPlayingStates> localUserPlaying = null!;
private IBindable<bool> isActive = null!;
[Resolved]
@ -22,7 +22,7 @@ namespace osu.Desktop.Windows
[BackgroundDependencyLoader]
private void load(ILocalUserPlayInfo localUserInfo, OsuConfigManager config)
{
localUserPlaying = localUserInfo.IsPlaying.GetBoundCopy();
localUserPlaying = localUserInfo.PlayingState.GetBoundCopy();
localUserPlaying.BindValueChanged(_ => updateBlocking());
isActive = host.IsActive.GetBoundCopy();
@ -34,7 +34,7 @@ namespace osu.Desktop.Windows
private void updateBlocking()
{
bool shouldDisable = isActive.Value && disableWinKey.Value && localUserPlaying.Value;
bool shouldDisable = isActive.Value && disableWinKey.Value && localUserPlaying.Value == LocalUserPlayingStates.Playing;
if (shouldDisable)
host.InputThread.Scheduler.Add(WindowsKey.Disable);

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@ -22,9 +22,9 @@ namespace osu.Game.Tests.Database
[HeadlessTest]
public partial class BackgroundDataStoreProcessorTests : OsuTestScene, ILocalUserPlayInfo
{
public IBindable<bool> IsPlaying => isPlaying;
public IBindable<LocalUserPlayingStates> PlayingState => isPlaying;
private readonly Bindable<bool> isPlaying = new Bindable<bool>();
private readonly Bindable<LocalUserPlayingStates> isPlaying = new Bindable<LocalUserPlayingStates>();
private BeatmapSetInfo importedSet = null!;
@ -37,7 +37,7 @@ namespace osu.Game.Tests.Database
[SetUpSteps]
public void SetUpSteps()
{
AddStep("Set not playing", () => isPlaying.Value = false);
AddStep("Set not playing", () => isPlaying.Value = LocalUserPlayingStates.NotPlaying);
}
[Test]
@ -89,7 +89,7 @@ namespace osu.Game.Tests.Database
});
});
AddStep("Set playing", () => isPlaying.Value = true);
AddStep("Set playing", () => isPlaying.Value = LocalUserPlayingStates.Playing);
AddStep("Reset difficulty", () =>
{
@ -117,7 +117,7 @@ namespace osu.Game.Tests.Database
});
});
AddStep("Set not playing", () => isPlaying.Value = false);
AddStep("Set not playing", () => isPlaying.Value = LocalUserPlayingStates.NotPlaying);
AddUntilStep("wait for difficulties repopulated", () =>
{

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@ -3,11 +3,13 @@
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Configuration;
using osu.Framework.Input;
using osu.Framework.Testing;
using osu.Game.Configuration;
using osu.Game.Input;
using osu.Game.Screens.Play;
using osu.Game.Tests.Visual;
namespace osu.Game.Tests.Input
@ -15,9 +17,20 @@ namespace osu.Game.Tests.Input
[HeadlessTest]
public partial class ConfineMouseTrackerTest : OsuGameTestScene
{
private readonly Bindable<LocalUserPlayingStates> playingState = new Bindable<LocalUserPlayingStates>();
[Resolved]
private FrameworkConfigManager frameworkConfigManager { get; set; } = null!;
[SetUpSteps]
public override void SetUpSteps()
{
base.SetUpSteps();
// a bit dodgy.
AddStep("bind playing state", () => ((IBindable<LocalUserPlayingStates>)playingState).BindTo(((ILocalUserPlayInfo)Game).PlayingState));
}
[TestCase(WindowMode.Windowed)]
[TestCase(WindowMode.Borderless)]
public void TestDisableConfining(WindowMode windowMode)
@ -88,7 +101,7 @@ namespace osu.Game.Tests.Input
=> AddStep($"set {mode} game-side", () => Game.LocalConfig.SetValue(OsuSetting.ConfineMouseMode, mode));
private void setLocalUserPlayingTo(bool playing)
=> AddStep($"local user {(playing ? "playing" : "not playing")}", () => Game.LocalUserPlaying.Value = playing);
=> AddStep($"local user {(playing ? "playing" : "not playing")}", () => playingState.Value = playing ? LocalUserPlayingStates.Playing : LocalUserPlayingStates.NotPlaying);
private void gameSideModeIs(OsuConfineMouseMode mode)
=> AddAssert($"mode is {mode} game-side", () => Game.LocalConfig.Get<OsuConfineMouseMode>(OsuSetting.ConfineMouseMode) == mode);

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@ -1,8 +1,6 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System.Linq;
using NUnit.Framework;
using osu.Game.Overlays;
@ -12,7 +10,7 @@ namespace osu.Game.Tests.Visual.Gameplay
{
public partial class TestSceneOverlayActivation : OsuPlayerTestScene
{
protected new OverlayTestPlayer Player => base.Player as OverlayTestPlayer;
protected new OverlayTestPlayer Player => (OverlayTestPlayer)base.Player;
public override void SetUpSteps()
{

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@ -25,14 +25,14 @@ namespace osu.Game.Tests.Visual.Multiplayer
[Cached(typeof(ILocalUserPlayInfo))]
private ILocalUserPlayInfo localUserInfo;
private readonly Bindable<bool> localUserPlaying = new Bindable<bool>();
private readonly Bindable<LocalUserPlayingStates> playingState = new Bindable<LocalUserPlayingStates>();
private TextBox textBox => chatDisplay.ChildrenOfType<TextBox>().First();
public TestSceneGameplayChatDisplay()
{
var mockLocalUserInfo = new Mock<ILocalUserPlayInfo>();
mockLocalUserInfo.SetupGet(i => i.IsPlaying).Returns(localUserPlaying);
mockLocalUserInfo.SetupGet(i => i.PlayingState).Returns(playingState);
localUserInfo = mockLocalUserInfo.Object;
}
@ -124,6 +124,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
AddAssert($"chat {(isFocused ? "focused" : "not focused")}", () => textBox.HasFocus == isFocused);
private void setLocalUserPlaying(bool playing) =>
AddStep($"local user {(playing ? "playing" : "not playing")}", () => localUserPlaying.Value = playing);
AddStep($"local user {(playing ? "playing" : "not playing")}", () => playingState.Value = playing ? LocalUserPlayingStates.Playing : LocalUserPlayingStates.NotPlaying);
}
}

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@ -606,7 +606,7 @@ namespace osu.Game.Database
{
// Importantly, also sleep if high performance session is active.
// If we don't do this, memory usage can become runaway due to GC running in a more lenient mode.
while (localUserPlayInfo?.IsPlaying.Value == true || highPerformanceSessionManager?.IsSessionActive == true)
while (localUserPlayInfo?.PlayingState.Value != LocalUserPlayingStates.NotPlaying || highPerformanceSessionManager?.IsSessionActive == true)
{
Logger.Log("Background processing sleeping due to active gameplay...");
Thread.Sleep(TimeToSleepDuringGameplay);

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@ -15,7 +15,7 @@ namespace osu.Game.Input
{
/// <summary>
/// Connects <see cref="OsuSetting.ConfineMouseMode"/> with <see cref="FrameworkSetting.ConfineMouseMode"/>.
/// If <see cref="OsuGame.LocalUserPlaying"/> is true, we should also confine the mouse cursor if it has been
/// If <see cref="ILocalUserPlayInfo.PlayingState"/> is playing, we should also confine the mouse cursor if it has been
/// requested with <see cref="OsuConfineMouseMode.DuringGameplay"/>.
/// </summary>
public partial class ConfineMouseTracker : Component
@ -25,7 +25,7 @@ namespace osu.Game.Input
private Bindable<bool> frameworkMinimiseOnFocusLossInFullscreen;
private Bindable<OsuConfineMouseMode> osuConfineMode;
private IBindable<bool> localUserPlaying;
private IBindable<LocalUserPlayingStates> localUserPlaying;
[BackgroundDependencyLoader]
private void load(ILocalUserPlayInfo localUserInfo, FrameworkConfigManager frameworkConfigManager, OsuConfigManager osuConfigManager)
@ -37,7 +37,7 @@ namespace osu.Game.Input
frameworkMinimiseOnFocusLossInFullscreen.BindValueChanged(_ => updateConfineMode());
osuConfineMode = osuConfigManager.GetBindable<OsuConfineMouseMode>(OsuSetting.ConfineMouseMode);
localUserPlaying = localUserInfo.IsPlaying.GetBoundCopy();
localUserPlaying = localUserInfo.PlayingState.GetBoundCopy();
osuConfineMode.ValueChanged += _ => updateConfineMode();
localUserPlaying.BindValueChanged(_ => updateConfineMode(), true);
@ -63,7 +63,7 @@ namespace osu.Game.Input
break;
case OsuConfineMouseMode.DuringGameplay:
frameworkConfineMode.Value = localUserPlaying.Value ? ConfineMouseMode.Always : ConfineMouseMode.Never;
frameworkConfineMode.Value = localUserPlaying.Value == LocalUserPlayingStates.Playing ? ConfineMouseMode.Always : ConfineMouseMode.Never;
break;
case OsuConfineMouseMode.Always:

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@ -3,15 +3,16 @@
using osu.Framework.Bindables;
using osu.Framework.Input;
using osu.Game.Screens.Play;
using osuTK.Input;
namespace osu.Game.Input
{
public partial class OsuUserInputManager : UserInputManager
{
protected override bool AllowRightClickFromLongTouch => !LocalUserPlaying.Value;
protected override bool AllowRightClickFromLongTouch => PlayingState.Value == LocalUserPlayingStates.NotPlaying;
public readonly BindableBool LocalUserPlaying = new BindableBool();
public readonly Bindable<LocalUserPlayingStates> PlayingState = new Bindable<LocalUserPlayingStates>();
internal OsuUserInputManager()
{

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@ -175,14 +175,9 @@ namespace osu.Game
/// </summary>
public readonly IBindable<OverlayActivation> OverlayActivationMode = new Bindable<OverlayActivation>();
/// <summary>
/// Whether the local user is currently interacting with the game in a way that should not be interrupted.
/// </summary>
/// <remarks>
/// This is exclusively managed by <see cref="Player"/>. If other components are mutating this state, a more
/// resilient method should be used to ensure correct state.
/// </remarks>
public Bindable<bool> LocalUserPlaying = new BindableBool();
IBindable<LocalUserPlayingStates> ILocalUserPlayInfo.PlayingState => playingState;
private readonly Bindable<LocalUserPlayingStates> playingState = new Bindable<LocalUserPlayingStates>();
protected OsuScreenStack ScreenStack;
@ -302,7 +297,7 @@ namespace osu.Game
protected override UserInputManager CreateUserInputManager()
{
var userInputManager = base.CreateUserInputManager();
(userInputManager as OsuUserInputManager)?.LocalUserPlaying.BindTo(LocalUserPlaying);
(userInputManager as OsuUserInputManager)?.PlayingState.BindTo(playingState);
return userInputManager;
}
@ -391,11 +386,11 @@ namespace osu.Game
// Transfer any runtime changes back to configuration file.
SkinManager.CurrentSkinInfo.ValueChanged += skin => configSkin.Value = skin.NewValue.ID.ToString();
LocalUserPlaying.BindValueChanged(p =>
playingState.BindValueChanged(p =>
{
BeatmapManager.PauseImports = p.NewValue;
SkinManager.PauseImports = p.NewValue;
ScoreManager.PauseImports = p.NewValue;
BeatmapManager.PauseImports = p.NewValue != LocalUserPlayingStates.NotPlaying;
SkinManager.PauseImports = p.NewValue != LocalUserPlayingStates.NotPlaying;
ScoreManager.PauseImports = p.NewValue != LocalUserPlayingStates.NotPlaying;
}, true);
IsActive.BindValueChanged(active => updateActiveState(active.NewValue), true);
@ -1553,6 +1548,12 @@ namespace osu.Game
scope.SetTag(@"screen", newScreen?.GetType().ReadableName() ?? @"none");
});
// reset on screen change for sanity.
playingState.Value = LocalUserPlayingStates.NotPlaying;
if (current is Player oldPlayer)
oldPlayer.PlayingState.UnbindFrom(playingState);
switch (newScreen)
{
case IntroScreen intro:
@ -1565,14 +1566,15 @@ namespace osu.Game
versionManager?.Show();
break;
case Player player:
player.PlayingState.BindTo(playingState);
break;
default:
versionManager?.Hide();
break;
}
// reset on screen change for sanity.
LocalUserPlaying.Value = false;
if (current is IOsuScreen currentOsuScreen)
{
OverlayActivationMode.UnbindFrom(currentOsuScreen.OverlayActivationMode);
@ -1621,7 +1623,5 @@ namespace osu.Game
if (newScreen == null)
Exit();
}
IBindable<bool> ILocalUserPlayInfo.IsPlaying => LocalUserPlaying;
}
}

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@ -98,7 +98,7 @@ namespace osu.Game.Overlays
apiUser.BindValueChanged(_ => Schedule(() =>
{
if (api.IsLoggedIn)
replaceResultsAreaContent(Drawable.Empty());
replaceResultsAreaContent(Empty());
}));
}

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@ -75,7 +75,7 @@ namespace osu.Game.Overlays.Chat
Height = LineHeight,
Colour = colourProvider?.Background5 ?? Colour4.White,
},
Drawable.Empty(),
Empty(),
new OsuSpriteText
{
Anchor = Anchor.CentreRight,
@ -87,7 +87,7 @@ namespace osu.Game.Overlays.Chat
}
},
},
Drawable.Empty(),
Empty(),
new Circle
{
Anchor = Anchor.Centre,

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@ -66,7 +66,7 @@ namespace osu.Game.Overlays.Settings
[BackgroundDependencyLoader]
private void load()
{
Size = new Vector2(SettingsSidebar.EXPANDED_WIDTH);
Size = new Vector2(EXPANDED_WIDTH);
Padding = new MarginPadding(40);

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@ -23,9 +23,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
[CanBeNull]
private ILocalUserPlayInfo localUserInfo { get; set; }
private readonly IBindable<bool> localUserPlaying = new Bindable<bool>();
private readonly IBindable<LocalUserPlayingStates> localUserPlaying = new Bindable<LocalUserPlayingStates>();
public override bool PropagatePositionalInputSubTree => !localUserPlaying.Value;
public override bool PropagatePositionalInputSubTree => localUserPlaying.Value != LocalUserPlayingStates.Playing;
public Bindable<bool> Expanded = new Bindable<bool>();
@ -58,7 +58,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
base.LoadComplete();
if (localUserInfo != null)
localUserPlaying.BindTo(localUserInfo.IsPlaying);
localUserPlaying.BindTo(localUserInfo.PlayingState);
localUserPlaying.BindValueChanged(playing =>
{
@ -67,7 +67,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
TextBox.HoldFocus = false;
// only hold focus (after sending a message) during breaks
TextBox.ReleaseFocusOnCommit = playing.NewValue;
TextBox.ReleaseFocusOnCommit = playing.NewValue == LocalUserPlayingStates.Playing;
}, true);
Expanded.BindValueChanged(_ => updateExpandedState(), true);

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@ -10,8 +10,8 @@ namespace osu.Game.Screens.Play
public interface ILocalUserPlayInfo
{
/// <summary>
/// Whether the local user is currently playing.
/// Whether the local user is currently interacting (playing) with the game in a way that should not be interrupted.
/// </summary>
IBindable<bool> IsPlaying { get; }
IBindable<LocalUserPlayingStates> PlayingState { get; }
}
}

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@ -0,0 +1,23 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
namespace osu.Game.Screens.Play
{
public enum LocalUserPlayingStates
{
/// <summary>
/// The local player is not current in gameplay.
/// </summary>
NotPlaying,
/// <summary>
/// The local player is in a break, paused, or failed or passed but still at the gameplay screen.
/// </summary>
Break,
/// <summary>
/// The local user is in active gameplay.
/// </summary>
Playing,
}
}

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@ -94,6 +94,7 @@ namespace osu.Game.Screens.Play
public IBindable<bool> LocalUserPlaying => localUserPlaying;
private readonly Bindable<bool> localUserPlaying = new Bindable<bool>();
private readonly Bindable<LocalUserPlayingStates> playingState = new Bindable<LocalUserPlayingStates>();
public int RestartCount;
@ -231,9 +232,6 @@ namespace osu.Game.Screens.Play
if (game != null)
gameActive.BindTo(game.IsActive);
if (game is OsuGame osuGame)
LocalUserPlaying.BindTo(osuGame.LocalUserPlaying);
DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, gameplayMods);
dependencies.CacheAs(DrawableRuleset);
@ -510,9 +508,16 @@ namespace osu.Game.Screens.Play
private void updateGameplayState()
{
bool inGameplay = !DrawableRuleset.HasReplayLoaded.Value && !DrawableRuleset.IsPaused.Value && !breakTracker.IsBreakTime.Value && !GameplayState.HasFailed;
OverlayActivationMode.Value = inGameplay ? OverlayActivation.Disabled : OverlayActivation.UserTriggered;
localUserPlaying.Value = inGameplay;
bool inGameplay = !DrawableRuleset.HasReplayLoaded.Value && !GameplayState.HasFailed;
bool inBreak = breakTracker.IsBreakTime.Value || DrawableRuleset.IsPaused.Value;
if (inGameplay)
playingState.Value = inBreak ? LocalUserPlayingStates.Break : LocalUserPlayingStates.Playing;
else
playingState.Value = LocalUserPlayingStates.NotPlaying;
localUserPlaying.Value = playingState.Value != LocalUserPlayingStates.NotPlaying;
OverlayActivationMode.Value = playingState.Value != LocalUserPlayingStates.NotPlaying ? OverlayActivation.Disabled : OverlayActivation.UserTriggered;
}
private void updateSampleDisabledState()
@ -1279,6 +1284,6 @@ namespace osu.Game.Screens.Play
IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
IBindable<bool> ILocalUserPlayInfo.IsPlaying => LocalUserPlaying;
public IBindable<LocalUserPlayingStates> PlayingState => playingState;
}
}