mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 12:57:36 +08:00
Create class hierarchy for Score/Replay storage.
This commit is contained in:
parent
9e1383fa48
commit
adb6f01e39
@ -4,12 +4,17 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using osu.Framework.Allocation;
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using osu.Framework.Screens.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Formats;
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using OpenTK;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input;
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using osu.Framework.Input.Handlers;
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using osu.Framework.MathUtils;
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using osu.Framework.Platform;
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using osu.Game.Beatmaps.IO;
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using osu.Game.Database;
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using osu.Game.Input.Handlers;
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@ -19,62 +24,345 @@ using osu.Game.Modes.Objects;
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using osu.Game.Modes.Osu.Objects;
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using osu.Game.Screens.Play;
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using OpenTK.Graphics;
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using OpenTK.Input;
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using SharpCompress.Archives.SevenZip;
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using SharpCompress.Readers;
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using KeyboardState = osu.Framework.Input.KeyboardState;
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using MouseState = osu.Framework.Input.MouseState;
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namespace osu.Desktop.VisualTests.Tests
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{
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public class ScoreDatabase
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{
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private readonly Storage storage;
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private const string replay_folder = @"replays";
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public ScoreDatabase(Storage storage)
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{
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this.storage = storage;
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}
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public Score ReadReplayFile(string replayFilename)
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{
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Score score;
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using (Stream s = storage.GetStream(Path.Combine(replay_folder, replayFilename)))
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using (SerializationReader sr = new SerializationReader(s))
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{
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var ruleset = Ruleset.GetRuleset((PlayMode)sr.ReadByte());
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var processor = ruleset.CreateScoreProcessor();
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score = processor.GetScore();
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/* score.Pass = true;*/
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var version = sr.ReadInt32();
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/* score.FileChecksum = */ sr.ReadString();
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/* score.PlayerName = */ sr.ReadString();
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/* var localScoreChecksum = */ sr.ReadString();
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/* score.Count300 = */ sr.ReadUInt16();
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/* score.Count100 = */ sr.ReadUInt16();
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/* score.Count50 = */ sr.ReadUInt16();
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/* score.CountGeki = */ sr.ReadUInt16();
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/* score.CountKatu = */ sr.ReadUInt16();
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/* score.CountMiss = */ sr.ReadUInt16();
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score.TotalScore = sr.ReadInt32();
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score.MaxCombo = sr.ReadUInt16();
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/* score.Perfect = */ sr.ReadBoolean();
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/* score.EnabledMods = (Mods)*/ sr.ReadInt32();
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/* score.HpGraphString = */ sr.ReadString();
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/* score.Date = */ sr.ReadDateTime();
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var compressedReplay = sr.ReadByteArray();
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if (version >= 20140721)
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/*OnlineId =*/ sr.ReadInt64();
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else if (version >= 20121008)
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/*OnlineId =*/ sr.ReadInt32();
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//new ASCIIEncoding().GetString(SevenZipHelper.Decompress(ReplayCompressed)));
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score.Replay = new LegacyReplay();
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//float lastTime = 0;
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//foreach (var l in File.ReadAllText(@"C:\Users\Dean\Desktop\2157025197").Split(','))
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//{
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// var split = l.Split('|');
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// if (split.Length < 4 || float.Parse(split[0]) < 0) continue;
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// lastTime += float.Parse(split[0]);
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// list.Add(new LegacyReplay.LegacyReplayInputHandler.LegacyReplayFrame(
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// lastTime,
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// float.Parse(split[1]),
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// 384 - float.Parse(split[2]),
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// (LegacyReplay.LegacyReplayInputHandler.LegacyButtonState)int.Parse(split[3])
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// ));
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//}
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}
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return score;
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}
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}
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class TestCaseReplay : TestCasePlayer
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{
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private WorkingBeatmap beatmap;
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private LegacyReplayInputHandler replay;
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private InputHandler replay;
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private Func<Stream> getReplayStream;
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private ScoreDatabase scoreDatabase;
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public override string Name => @"Replay";
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public override string Description => @"Testing replay playback.";
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public override void Reset()
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[BackgroundDependencyLoader]
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private void load(Storage storage)
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{
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base.Reset();
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var list = new List<LegacyReplayInputHandler.LegacyReplayFrame>();
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float lastTime = 0;
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foreach (var l in File.ReadAllText(@"C:\Users\Dean\Desktop\2157025197").Split(','))
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{
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var split = l.Split('|');
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if (split.Length < 4 || float.Parse(split[0]) < 0) continue;
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lastTime += float.Parse(split[0]);
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list.Add(new LegacyReplayInputHandler.LegacyReplayFrame(
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lastTime,
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float.Parse(split[1]),
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384 - float.Parse(split[2]),
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(LegacyReplayInputHandler.LegacyButtonState)int.Parse(split[3])
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));
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}
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replay = new LegacyReplayInputHandler(list);
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//var data = File.ReadAllBytes(@"C:\Users\Dean\.osu\Replays\Tao - O2i3 - Ooi [Game Edit] [Advanced] (2016-08-08) Osu.osr");
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//using (MemoryStream dataStream = new MemoryStream(data))
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//{
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// var obj = SerializationReader.DynamicDeserializer.Deserialize(dataStream);
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// Console.WriteLine(obj);
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//}
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scoreDatabase = new ScoreDatabase(storage);
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}
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protected override Player CreatePlayer(WorkingBeatmap beatmap)
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{
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var player = base.CreatePlayer(beatmap);
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player.ReplayInputHandler = replay;
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player.ReplayInputHandler = scoreDatabase.ReadReplayFile(@"Tao - O2i3 - Ooi [Game Edit] [Advanced] (2016-08-08) Osu.osr").Replay.GetInputHandler();
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return player;
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}
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}
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public class LegacyReplay : Replay
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{
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private new List<LegacyReplayFrame> frames = new List<LegacyReplayFrame>();
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public override ReplayInputHandler GetInputHandler() => new LegacyReplayInputHandler(frames);
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/// <summary>
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/// The ReplayHandler will take a replay and handle the propagation of updates to the input stack.
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/// It handles logic of any frames which *must* be executed.
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/// </summary>
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public class LegacyReplayInputHandler : ReplayInputHandler
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{
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private readonly List<LegacyReplayFrame> replayContent;
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int currentFrameIndex;
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public LegacyReplayFrame CurrentFrame => !hasFrames ? null : replayContent[currentFrameIndex];
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public LegacyReplayFrame NextFrame => !hasFrames ? null : replayContent[MathHelper.Clamp(currentDirection > 0 ? currentFrameIndex + 1 : currentFrameIndex - 1, 0, replayContent.Count - 1)];
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public LegacyReplayInputHandler(List<LegacyReplayFrame> replayContent)
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{
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this.replayContent = replayContent;
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}
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private bool nextFrame()
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{
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int newFrame = MathHelper.Clamp(currentFrameIndex + (currentDirection > 0 ? 1 : -1), 0, replayContent.Count - 1);
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//ensure we aren't at an extent.
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if (newFrame == currentFrameIndex) return false;
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currentFrameIndex = newFrame;
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return true;
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}
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public void SetPosition(Vector2 pos)
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{
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}
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private Vector2? position
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{
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get
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{
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if (!hasFrames)
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return null;
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if (AtLastFrame)
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return CurrentFrame.Position;
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return Interpolation.ValueAt(currentTime, CurrentFrame.Position, NextFrame.Position, CurrentFrame.Time, NextFrame.Time);
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}
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}
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public override List<InputState> GetPendingStates()
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{
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return new List<InputState>
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{
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new InputState
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{
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Mouse = new ReplayMouseState(
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ToScreenSpace(position ?? Vector2.Zero),
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new List<MouseState.ButtonState>
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{
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new MouseState.ButtonState(MouseButton.Left)
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{
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State = CurrentFrame?.MouseLeft ?? false
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},
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new MouseState.ButtonState(MouseButton.Right)
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{
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State = CurrentFrame?.MouseRight ?? false
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},
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}
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),
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Keyboard = new ReplayKeyboardState(new List<Key>())
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}
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};
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}
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public bool AtLastFrame => currentFrameIndex == replayContent.Count - 1;
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public bool AtFirstFrame => currentFrameIndex == 0;
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public Vector2 Size => new Vector2(512, 384);
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private const double sixty_frame_time = 1000 / 60;
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double currentTime;
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int currentDirection;
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/// <summary>
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/// When set, we will ensure frames executed by nested drawables are frame-accurate to replay data.
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/// Disabling this can make replay playback smoother (useful for autoplay, currently).
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/// </summary>
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public bool FrameAccuratePlayback = true;
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private bool hasFrames => replayContent.Count > 0;
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bool inImportantSection =>
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FrameAccuratePlayback &&
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//a button is in a pressed state
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(currentDirection > 0 ? CurrentFrame : NextFrame)?.ButtonState > LegacyButtonState.None &&
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//the next frame is within an allowable time span
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Math.Abs(currentTime - NextFrame?.Time ?? 0) <= sixty_frame_time * 1.2;
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/// <summary>
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/// Update the current frame based on an incoming time value.
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/// There are cases where we return a "must-use" time value that is different from the input.
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/// This is to ensure accurate playback of replay data.
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/// </summary>
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/// <param name="time">The time which we should use for finding the current frame.</param>
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/// <returns>The usable time value. If null, we shouldn't be running components reliant on this data.</returns>
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public override double? SetFrameFromTime(double time)
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{
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currentDirection = time.CompareTo(currentTime);
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if (currentDirection == 0) currentDirection = 1;
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if (hasFrames)
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{
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//if we changed frames, we want to execute once *exactly* on the frame's time.
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if (currentDirection == time.CompareTo(NextFrame.Time) && nextFrame())
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return currentTime = CurrentFrame.Time;
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//if we didn't change frames, we need to ensure we are allowed to run frames in between, else return null.
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if (inImportantSection)
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return null;
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}
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return currentTime = time;
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}
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private class ReplayMouseState : MouseState
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{
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public ReplayMouseState(Vector2 position, List<ButtonState> list)
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{
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Position = position;
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ButtonStates = list;
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}
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}
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private class ReplayKeyboardState : KeyboardState
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{
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public ReplayKeyboardState(List<Key> keys)
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{
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Keys = keys;
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}
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}
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}
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[Flags]
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public enum LegacyButtonState
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{
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None = 0,
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Left1 = 1,
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Right1 = 2,
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Left2 = 4,
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Right2 = 8,
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Smoke = 16
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}
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public class LegacyReplayFrame
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{
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public Vector2 Position => new Vector2(MouseX, MouseY);
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public float MouseX;
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public float MouseY;
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public bool MouseLeft;
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public bool MouseRight;
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public bool MouseLeft1;
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public bool MouseRight1;
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public bool MouseLeft2;
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public bool MouseRight2;
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public LegacyButtonState ButtonState;
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public double Time;
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public LegacyReplayFrame(double time, float posX, float posY, LegacyButtonState buttonState)
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{
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MouseX = posX;
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MouseY = posY;
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ButtonState = buttonState;
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SetButtonStates(buttonState);
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Time = time;
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}
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public void SetButtonStates(LegacyButtonState buttonState)
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{
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ButtonState = buttonState;
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MouseLeft = (buttonState & (LegacyButtonState.Left1 | LegacyButtonState.Left2)) > 0;
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MouseLeft1 = (buttonState & LegacyButtonState.Left1) > 0;
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MouseLeft2 = (buttonState & LegacyButtonState.Left2) > 0;
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MouseRight = (buttonState & (LegacyButtonState.Right1 | LegacyButtonState.Right2)) > 0;
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MouseRight1 = (buttonState & LegacyButtonState.Right1) > 0;
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MouseRight2 = (buttonState & LegacyButtonState.Right2) > 0;
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}
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public LegacyReplayFrame(Stream s) : this(new SerializationReader(s))
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{
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}
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public LegacyReplayFrame(SerializationReader sr)
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{
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ButtonState = (LegacyButtonState)sr.ReadByte();
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SetButtonStates(ButtonState);
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byte bt = sr.ReadByte();
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if (bt > 0)//Handle Pre-Taiko compatible replays.
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SetButtonStates(LegacyButtonState.Right1);
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MouseX = sr.ReadSingle();
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MouseY = sr.ReadSingle();
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Time = sr.ReadInt32();
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}
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public void ReadFromStream(SerializationReader sr)
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{
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throw new System.NotImplementedException();
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}
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public void WriteToStream(SerializationWriter sw)
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{
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sw.Write((byte)ButtonState);
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sw.Write((byte)0);
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sw.Write(MouseX);
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sw.Write(MouseY);
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sw.Write(Time);
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}
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public override string ToString()
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{
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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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@ -8,7 +8,7 @@ namespace osu.Game.Modes.Osu
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{
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class OsuScoreProcessor : ScoreProcessor
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{
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public OsuScoreProcessor(int hitObjectCount)
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public OsuScoreProcessor(int hitObjectCount = 0)
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: base(hitObjectCount)
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{
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Health.Value = 1;
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@ -1,244 +0,0 @@
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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 System;
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using System.Collections.Generic;
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using System.IO;
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using osu.Framework.Input.Handlers;
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using osu.Framework.MathUtils;
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using osu.Framework.Platform;
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using OpenTK;
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using osu.Framework.Input;
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using osu.Game.IO.Legacy;
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using OpenTK.Input;
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using KeyboardState = osu.Framework.Input.KeyboardState;
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using MouseState = osu.Framework.Input.MouseState;
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namespace osu.Game.Input.Handlers
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{
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/// <summary>
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/// The ReplayHandler will take a replay and handle the propagation of updates to the input stack.
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/// It handles logic of any frames which *must* be executed.
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/// </summary>
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public class LegacyReplayInputHandler : InputHandler
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{
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public Func<Vector2, Vector2> ToScreenSpace { private get; set; }
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private readonly List<LegacyReplayFrame> replayContent;
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int currentFrameIndex;
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public LegacyReplayFrame CurrentFrame => !hasFrames ? null : replayContent[currentFrameIndex];
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public LegacyReplayFrame NextFrame => !hasFrames ? null : replayContent[MathHelper.Clamp(currentDirection > 0 ? currentFrameIndex + 1 : currentFrameIndex - 1, 0, replayContent.Count - 1)];
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public override bool Initialize(GameHost host) => true;
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public override bool IsActive => true;
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public override int Priority => 0;
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public LegacyReplayInputHandler(List<LegacyReplayFrame> replayContent)
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{
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this.replayContent = replayContent;
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}
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private bool nextFrame()
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{
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int newFrame = MathHelper.Clamp(currentFrameIndex + (currentDirection > 0 ? 1 : -1), 0, replayContent.Count - 1);
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//ensure we aren't at an extent.
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if (newFrame == currentFrameIndex) return false;
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currentFrameIndex = newFrame;
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return true;
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}
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public void SetPosition(Vector2 pos)
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{
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}
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private Vector2? position
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{
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get
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{
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if (!hasFrames)
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return null;
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if (AtLastFrame)
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return CurrentFrame.Position;
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return Interpolation.ValueAt(currentTime, CurrentFrame.Position, NextFrame.Position, CurrentFrame.Time, NextFrame.Time);
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}
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}
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public override List<InputState> GetPendingStates()
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{
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return new List<InputState>
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{
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new InputState
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{
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Mouse = new ReplayMouseState(
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ToScreenSpace(position ?? Vector2.Zero),
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new List<MouseState.ButtonState>
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{
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new MouseState.ButtonState(MouseButton.Left) { State = CurrentFrame?.MouseLeft ?? false },
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new MouseState.ButtonState(MouseButton.Right) { State = CurrentFrame?.MouseRight ?? false },
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}
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),
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Keyboard = new ReplayKeyboardState(new List<Key>())
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}
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};
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}
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public bool AtLastFrame => currentFrameIndex == replayContent.Count - 1;
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public bool AtFirstFrame => currentFrameIndex == 0;
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public Vector2 Size => new Vector2(512, 384);
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private const double sixty_frame_time = 1000 / 60;
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double currentTime;
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int currentDirection;
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/// <summary>
|
||||
/// When set, we will ensure frames executed by nested drawables are frame-accurate to replay data.
|
||||
/// Disabling this can make replay playback smoother (useful for autoplay, currently).
|
||||
/// </summary>
|
||||
public bool FrameAccuratePlayback = true;
|
||||
|
||||
private bool hasFrames => replayContent.Count > 0;
|
||||
|
||||
bool inImportantSection =>
|
||||
FrameAccuratePlayback &&
|
||||
//a button is in a pressed state
|
||||
(currentDirection > 0 ? CurrentFrame : NextFrame)?.ButtonState > LegacyButtonState.None &&
|
||||
//the next frame is within an allowable time span
|
||||
Math.Abs(currentTime - NextFrame?.Time ?? 0) <= sixty_frame_time * 1.2;
|
||||
|
||||
/// <summary>
|
||||
/// Update the current frame based on an incoming time value.
|
||||
/// There are cases where we return a "must-use" time value that is different from the input.
|
||||
/// This is to ensure accurate playback of replay data.
|
||||
/// </summary>
|
||||
/// <param name="time">The time which we should use for finding the current frame.</param>
|
||||
/// <returns>The usable time value. If null, we shouldn't be running components reliant on this data.</returns>
|
||||
public double? SetFrameFromTime(double time)
|
||||
{
|
||||
currentDirection = time.CompareTo(currentTime);
|
||||
if (currentDirection == 0) currentDirection = 1;
|
||||
|
||||
if (hasFrames)
|
||||
{
|
||||
//if we changed frames, we want to execute once *exactly* on the frame's time.
|
||||
if (currentDirection == time.CompareTo(NextFrame.Time) && nextFrame())
|
||||
return currentTime = CurrentFrame.Time;
|
||||
|
||||
//if we didn't change frames, we need to ensure we are allowed to run frames in between, else return null.
|
||||
if (inImportantSection)
|
||||
return null;
|
||||
}
|
||||
|
||||
return currentTime = time;
|
||||
}
|
||||
|
||||
private class ReplayMouseState : MouseState
|
||||
{
|
||||
public ReplayMouseState(Vector2 position, List<ButtonState> list)
|
||||
{
|
||||
Position = position;
|
||||
ButtonStates = list;
|
||||
}
|
||||
}
|
||||
|
||||
private class ReplayKeyboardState : KeyboardState
|
||||
{
|
||||
public ReplayKeyboardState(List<Key> keys)
|
||||
{
|
||||
Keys = keys;
|
||||
}
|
||||
}
|
||||
|
||||
[Flags]
|
||||
public enum LegacyButtonState
|
||||
{
|
||||
None = 0,
|
||||
Left1 = 1,
|
||||
Right1 = 2,
|
||||
Left2 = 4,
|
||||
Right2 = 8,
|
||||
Smoke = 16
|
||||
}
|
||||
|
||||
public class LegacyReplayFrame
|
||||
{
|
||||
public Vector2 Position => new Vector2(MouseX, MouseY);
|
||||
|
||||
public float MouseX;
|
||||
public float MouseY;
|
||||
public bool MouseLeft;
|
||||
public bool MouseRight;
|
||||
public bool MouseLeft1;
|
||||
public bool MouseRight1;
|
||||
public bool MouseLeft2;
|
||||
public bool MouseRight2;
|
||||
public LegacyButtonState ButtonState;
|
||||
public double Time;
|
||||
|
||||
public LegacyReplayFrame(double time, float posX, float posY, LegacyButtonState buttonState)
|
||||
{
|
||||
MouseX = posX;
|
||||
MouseY = posY;
|
||||
ButtonState = buttonState;
|
||||
SetButtonStates(buttonState);
|
||||
Time = time;
|
||||
}
|
||||
|
||||
public void SetButtonStates(LegacyButtonState buttonState)
|
||||
{
|
||||
ButtonState = buttonState;
|
||||
MouseLeft = (buttonState & (LegacyButtonState.Left1 | LegacyButtonState.Left2)) > 0;
|
||||
MouseLeft1 = (buttonState & LegacyButtonState.Left1) > 0;
|
||||
MouseLeft2 = (buttonState & LegacyButtonState.Left2) > 0;
|
||||
MouseRight = (buttonState & (LegacyButtonState.Right1 | LegacyButtonState.Right2)) > 0;
|
||||
MouseRight1 = (buttonState & LegacyButtonState.Right1) > 0;
|
||||
MouseRight2 = (buttonState & LegacyButtonState.Right2) > 0;
|
||||
}
|
||||
|
||||
public LegacyReplayFrame(Stream s) : this(new SerializationReader(s))
|
||||
{
|
||||
}
|
||||
|
||||
public LegacyReplayFrame(SerializationReader sr)
|
||||
{
|
||||
ButtonState = (LegacyButtonState)sr.ReadByte();
|
||||
SetButtonStates(ButtonState);
|
||||
|
||||
byte bt = sr.ReadByte();
|
||||
if (bt > 0)//Handle Pre-Taiko compatible replays.
|
||||
SetButtonStates(LegacyButtonState.Right1);
|
||||
|
||||
MouseX = sr.ReadSingle();
|
||||
MouseY = sr.ReadSingle();
|
||||
Time = sr.ReadInt32();
|
||||
}
|
||||
|
||||
public void ReadFromStream(SerializationReader sr)
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
|
||||
public void WriteToStream(SerializationWriter sw)
|
||||
{
|
||||
sw.Write((byte)ButtonState);
|
||||
sw.Write((byte)0);
|
||||
sw.Write(MouseX);
|
||||
sw.Write(MouseY);
|
||||
sw.Write(Time);
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"{Time}\t({MouseX},{MouseY})\t{MouseLeft}\t{MouseRight}\t{MouseLeft1}\t{MouseRight1}\t{MouseLeft2}\t{MouseRight2}\t{ButtonState}";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
41
osu.Game/Input/Handlers/ReplayInputHandler.cs
Normal file
41
osu.Game/Input/Handlers/ReplayInputHandler.cs
Normal file
@ -0,0 +1,41 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using osu.Framework.Input.Handlers;
|
||||
using osu.Framework.MathUtils;
|
||||
using osu.Framework.Platform;
|
||||
using OpenTK;
|
||||
using osu.Framework.Input;
|
||||
using osu.Game.IO.Legacy;
|
||||
using OpenTK.Input;
|
||||
using KeyboardState = osu.Framework.Input.KeyboardState;
|
||||
using MouseState = osu.Framework.Input.MouseState;
|
||||
|
||||
namespace osu.Game.Input.Handlers
|
||||
{
|
||||
public abstract class ReplayInputHandler : InputHandler
|
||||
{
|
||||
/// <summary>
|
||||
/// A function provided to convert replay coordinates from gamefield to screen space.
|
||||
/// </summary>
|
||||
public Func<Vector2, Vector2> ToScreenSpace { protected get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Update the current frame based on an incoming time value.
|
||||
/// There are cases where we return a "must-use" time value that is different from the input.
|
||||
/// This is to ensure accurate playback of replay data.
|
||||
/// </summary>
|
||||
/// <param name="time">The time which we should use for finding the current frame.</param>
|
||||
/// <returns>The usable time value. If null, we shouldn't be running components reliant on this data.</returns>
|
||||
public abstract double? SetFrameFromTime(double time);
|
||||
|
||||
public override bool Initialize(GameHost host) => true;
|
||||
|
||||
public override bool IsActive => true;
|
||||
|
||||
public override int Priority => 0;
|
||||
}
|
||||
}
|
@ -30,7 +30,7 @@ namespace osu.Game.Modes
|
||||
|
||||
public abstract IEnumerable<Mod> GetModsFor(ModType type);
|
||||
|
||||
public abstract ScoreProcessor CreateScoreProcessor(int hitObjectCount);
|
||||
public abstract ScoreProcessor CreateScoreProcessor(int hitObjectCount = 0);
|
||||
|
||||
public abstract HitRenderer CreateHitRendererWith(Beatmap beatmap, InputManager input = null);
|
||||
|
||||
|
@ -1,6 +1,9 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using osu.Framework.Input.Handlers;
|
||||
using osu.Game.Input.Handlers;
|
||||
|
||||
namespace osu.Game.Modes
|
||||
{
|
||||
public class Score
|
||||
@ -10,5 +13,12 @@ namespace osu.Game.Modes
|
||||
public double Combo { get; set; }
|
||||
public double MaxCombo { get; set; }
|
||||
public double Health { get; set; }
|
||||
|
||||
public Replay Replay;
|
||||
}
|
||||
|
||||
public class Replay
|
||||
{
|
||||
public virtual ReplayInputHandler GetInputHandler() => null;
|
||||
}
|
||||
}
|
||||
|
@ -26,6 +26,7 @@ using osu.Framework.Graphics.Transforms;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Logging;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Input.Handlers;
|
||||
using osu.Game.Graphics.Cursor;
|
||||
using osu.Game.Input.Handlers;
|
||||
|
||||
@ -339,7 +340,7 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
private Bindable<bool> mouseWheelDisabled;
|
||||
|
||||
public LegacyReplayInputHandler ReplayInputHandler;
|
||||
public ReplayInputHandler ReplayInputHandler;
|
||||
|
||||
protected override bool OnWheel(InputState state) => mouseWheelDisabled.Value && !isPaused;
|
||||
}
|
||||
|
@ -6,6 +6,7 @@ using osu.Framework.Configuration;
|
||||
using osu.Framework.Input;
|
||||
using osu.Game.Configuration;
|
||||
using System.Linq;
|
||||
using osu.Framework.Input.Handlers;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Input.Handlers;
|
||||
using OpenTK.Input;
|
||||
@ -23,8 +24,8 @@ namespace osu.Game.Screens.Play
|
||||
private ManualClock clock = new ManualClock();
|
||||
private IFrameBasedClock parentClock;
|
||||
|
||||
private LegacyReplayInputHandler replayInputHandler;
|
||||
public LegacyReplayInputHandler ReplayInputHandler
|
||||
private ReplayInputHandler replayInputHandler;
|
||||
public ReplayInputHandler ReplayInputHandler
|
||||
{
|
||||
get { return replayInputHandler; }
|
||||
set
|
||||
|
@ -79,7 +79,7 @@
|
||||
<Compile Include="Graphics\UserInterface\OsuSliderBar.cs" />
|
||||
<Compile Include="Graphics\UserInterface\OsuTextBox.cs" />
|
||||
<Compile Include="Graphics\UserInterface\TwoLayerButton.cs" />
|
||||
<Compile Include="Input\Handlers\LegacyReplayInputHandler.cs" />
|
||||
<Compile Include="Input\Handlers\ReplayInputHandler.cs" />
|
||||
<Compile Include="IO\Legacy\ILegacySerializable.cs" />
|
||||
<Compile Include="IO\Legacy\SerializationReader.cs" />
|
||||
<Compile Include="IO\Legacy\SerializationWriter.cs" />
|
||||
|
Loading…
Reference in New Issue
Block a user