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Merge pull request #8800 from iiSaLMaN/allow-cancelling-completion
Fix results screen pushed after rewinding in-between push delay
This commit is contained in:
commit
af32f51116
@ -27,7 +27,6 @@ namespace osu.Game.Rulesets.Mania.Tests
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private const double time_after_tail = 5250;
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private const double time_after_tail = 5250;
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private List<JudgementResult> judgementResults;
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private List<JudgementResult> judgementResults;
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private bool allJudgedFired;
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/// <summary>
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/// <summary>
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/// -----[ ]-----
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/// -----[ ]-----
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@ -283,20 +282,15 @@ namespace osu.Game.Rulesets.Mania.Tests
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{
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{
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if (currentPlayer == p) judgementResults.Add(result);
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if (currentPlayer == p) judgementResults.Add(result);
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};
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};
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p.ScoreProcessor.AllJudged += () =>
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{
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if (currentPlayer == p) allJudgedFired = true;
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};
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};
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};
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LoadScreen(currentPlayer = p);
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LoadScreen(currentPlayer = p);
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allJudgedFired = false;
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judgementResults = new List<JudgementResult>();
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judgementResults = new List<JudgementResult>();
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});
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});
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AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
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AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
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AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
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AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
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AddUntilStep("Wait for all judged", () => allJudgedFired);
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AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
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}
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}
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private class ScoreAccessibleReplayPlayer : ReplayPlayer
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private class ScoreAccessibleReplayPlayer : ReplayPlayer
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@ -354,7 +354,6 @@ namespace osu.Game.Rulesets.Osu.Tests
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private ScoreAccessibleReplayPlayer currentPlayer;
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private ScoreAccessibleReplayPlayer currentPlayer;
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private List<JudgementResult> judgementResults;
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private List<JudgementResult> judgementResults;
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private bool allJudgedFired;
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private void performTest(List<OsuHitObject> hitObjects, List<ReplayFrame> frames)
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private void performTest(List<OsuHitObject> hitObjects, List<ReplayFrame> frames)
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{
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{
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@ -380,20 +379,15 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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{
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if (currentPlayer == p) judgementResults.Add(result);
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if (currentPlayer == p) judgementResults.Add(result);
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};
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};
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p.ScoreProcessor.AllJudged += () =>
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{
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if (currentPlayer == p) allJudgedFired = true;
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};
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};
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};
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LoadScreen(currentPlayer = p);
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LoadScreen(currentPlayer = p);
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allJudgedFired = false;
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judgementResults = new List<JudgementResult>();
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judgementResults = new List<JudgementResult>();
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});
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});
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AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
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AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
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AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
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AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
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AddUntilStep("Wait for all judged", () => allJudgedFired);
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AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
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}
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}
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private class TestHitCircle : HitCircle
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private class TestHitCircle : HitCircle
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@ -47,7 +47,6 @@ namespace osu.Game.Rulesets.Osu.Tests
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private const double time_slider_end = 4000;
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private const double time_slider_end = 4000;
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private List<JudgementResult> judgementResults;
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private List<JudgementResult> judgementResults;
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private bool allJudgedFired;
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/// <summary>
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/// <summary>
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/// Scenario:
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/// Scenario:
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@ -375,20 +374,15 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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{
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if (currentPlayer == p) judgementResults.Add(result);
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if (currentPlayer == p) judgementResults.Add(result);
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};
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};
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p.ScoreProcessor.AllJudged += () =>
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{
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if (currentPlayer == p) allJudgedFired = true;
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};
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};
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};
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LoadScreen(currentPlayer = p);
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LoadScreen(currentPlayer = p);
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allJudgedFired = false;
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judgementResults = new List<JudgementResult>();
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judgementResults = new List<JudgementResult>();
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});
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});
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AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
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AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
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AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
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AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
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AddUntilStep("Wait for all judged", () => allJudgedFired);
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AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
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}
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}
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private class ScoreAccessibleReplayPlayer : ReplayPlayer
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private class ScoreAccessibleReplayPlayer : ReplayPlayer
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@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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[Test]
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[Test]
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public void TestZeroTickTimeOffsets()
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public void TestZeroTickTimeOffsets()
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{
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{
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AddUntilStep("gameplay finished", () => Player.ScoreProcessor.HasCompleted);
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AddUntilStep("gameplay finished", () => Player.ScoreProcessor.HasCompleted.Value);
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AddAssert("all tick offsets are 0", () => Player.Results.Where(r => r.HitObject is SwellTick).All(r => r.TimeOffset == 0));
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AddAssert("all tick offsets are 0", () => Player.Results.Where(r => r.HitObject is SwellTick).All(r => r.TimeOffset == 0));
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}
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}
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@ -0,0 +1,139 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Storyboards;
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using osuTK;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneCompletionCancellation : PlayerTestScene
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{
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private Track track;
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[Resolved]
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private AudioManager audio { get; set; }
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private int resultsDisplayWaitCount =>
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(int)((Screens.Play.Player.RESULTS_DISPLAY_DELAY / TimePerAction) * 2);
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protected override bool AllowFail => false;
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public TestSceneCompletionCancellation()
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: base(new OsuRuleset())
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{
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}
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[SetUpSteps]
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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// Ensure track has actually running before attempting to seek
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AddUntilStep("wait for track to start running", () => track.IsRunning);
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}
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[Test]
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public void TestCancelCompletionOnRewind()
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{
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complete();
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cancel();
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checkNoRanking();
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}
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[Test]
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public void TestReCompleteAfterCancellation()
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{
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complete();
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cancel();
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complete();
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AddUntilStep("attempted to push ranking", () => ((FakeRankingPushPlayer)Player).GotoRankingInvoked);
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}
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/// <summary>
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/// Tests whether can still pause after cancelling completion by reverting <see cref="IScreen.ValidForResume"/> back to true.
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/// </summary>
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[Test]
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public void TestCanPauseAfterCancellation()
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{
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complete();
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cancel();
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AddStep("pause", () => Player.Pause());
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AddAssert("paused successfully", () => Player.GameplayClockContainer.IsPaused.Value);
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checkNoRanking();
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}
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private void complete()
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{
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AddStep("seek to completion", () => track.Seek(5000));
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AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
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}
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private void cancel()
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{
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AddStep("rewind to cancel", () => track.Seek(4000));
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AddUntilStep("completion cleared by processor", () => !Player.ScoreProcessor.HasCompleted.Value);
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}
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private void checkNoRanking()
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{
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// wait to ensure there was no attempt of pushing the results screen.
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AddWaitStep("wait", resultsDisplayWaitCount);
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AddAssert("no attempt to push ranking", () => !((FakeRankingPushPlayer)Player).GotoRankingInvoked);
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}
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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{
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var working = new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audio);
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track = working.Track;
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return working;
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}
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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var beatmap = new Beatmap();
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for (int i = 1; i <= 19; i++)
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{
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beatmap.HitObjects.Add(new HitCircle
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{
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Position = new Vector2(256, 192),
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StartTime = i * 250,
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});
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}
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return beatmap;
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}
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new FakeRankingPushPlayer();
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public class FakeRankingPushPlayer : TestPlayer
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{
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public bool GotoRankingInvoked;
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public FakeRankingPushPlayer()
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: base(true, true)
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{
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}
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protected override void GotoRanking()
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{
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GotoRankingInvoked = true;
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}
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}
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}
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}
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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|
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using System;
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using System;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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@ -12,11 +13,6 @@ namespace osu.Game.Rulesets.Scoring
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{
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{
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public abstract class JudgementProcessor : Component
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public abstract class JudgementProcessor : Component
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{
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{
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/// <summary>
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/// Invoked when all <see cref="HitObject"/>s have been judged by this <see cref="JudgementProcessor"/>.
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/// </summary>
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public event Action AllJudged;
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/// <summary>
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/// <summary>
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/// Invoked when a new judgement has occurred. This occurs after the judgement has been processed by this <see cref="JudgementProcessor"/>.
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/// Invoked when a new judgement has occurred. This occurs after the judgement has been processed by this <see cref="JudgementProcessor"/>.
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/// </summary>
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/// </summary>
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@ -32,10 +28,12 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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/// </summary>
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public int JudgedHits { get; private set; }
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public int JudgedHits { get; private set; }
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private readonly BindableBool hasCompleted = new BindableBool();
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/// <summary>
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/// <summary>
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/// Whether all <see cref="Judgement"/>s have been processed.
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/// Whether all <see cref="Judgement"/>s have been processed.
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/// </summary>
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/// </summary>
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public bool HasCompleted => JudgedHits == MaxHits;
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public IBindable<bool> HasCompleted => hasCompleted;
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/// <summary>
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/// <summary>
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/// Applies a <see cref="IBeatmap"/> to this <see cref="ScoreProcessor"/>.
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/// Applies a <see cref="IBeatmap"/> to this <see cref="ScoreProcessor"/>.
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@ -60,8 +58,7 @@ namespace osu.Game.Rulesets.Scoring
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NewJudgement?.Invoke(result);
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NewJudgement?.Invoke(result);
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if (HasCompleted)
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updateHasCompleted();
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AllJudged?.Invoke();
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}
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}
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/// <summary>
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/// <summary>
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@ -72,6 +69,8 @@ namespace osu.Game.Rulesets.Scoring
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{
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{
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JudgedHits--;
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JudgedHits--;
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updateHasCompleted();
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RevertResultInternal(result);
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RevertResultInternal(result);
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}
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}
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@ -134,5 +133,7 @@ namespace osu.Game.Rulesets.Scoring
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ApplyResult(result);
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ApplyResult(result);
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}
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}
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}
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}
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private void updateHasCompleted() => hasCompleted.Value = JudgedHits == MaxHits;
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}
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}
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}
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}
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@ -51,7 +51,7 @@ namespace osu.Game.Screens.Play
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isBreakTime.Value = getCurrentBreak()?.HasEffect == true
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isBreakTime.Value = getCurrentBreak()?.HasEffect == true
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|| Clock.CurrentTime < gameplayStartTime
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|| Clock.CurrentTime < gameplayStartTime
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|| scoreProcessor?.HasCompleted == true;
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|| scoreProcessor?.HasCompleted.Value == true;
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}
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}
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private BreakPeriod getCurrentBreak()
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private BreakPeriod getCurrentBreak()
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@ -37,6 +37,11 @@ namespace osu.Game.Screens.Play
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[Cached]
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[Cached]
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public class Player : ScreenWithBeatmapBackground
|
public class Player : ScreenWithBeatmapBackground
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{
|
{
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/// <summary>
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/// The delay upon completion of the beatmap before displaying the results screen.
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|
/// </summary>
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public const double RESULTS_DISPLAY_DELAY = 1000.0;
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public override bool AllowBackButton => false; // handled by HoldForMenuButton
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public override bool AllowBackButton => false; // handled by HoldForMenuButton
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|
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protected override UserActivity InitialActivity => new UserActivity.SoloGame(Beatmap.Value.BeatmapInfo, Ruleset.Value);
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protected override UserActivity InitialActivity => new UserActivity.SoloGame(Beatmap.Value.BeatmapInfo, Ruleset.Value);
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@ -197,7 +202,7 @@ namespace osu.Game.Screens.Play
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};
|
};
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|
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// Bind the judgement processors to ourselves
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// Bind the judgement processors to ourselves
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ScoreProcessor.AllJudged += onCompletion;
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ScoreProcessor.HasCompleted.ValueChanged += updateCompletionState;
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HealthProcessor.Failed += onFail;
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HealthProcessor.Failed += onFail;
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foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
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foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
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@ -412,22 +417,33 @@ namespace osu.Game.Screens.Play
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|||||||
|
|
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private ScheduledDelegate completionProgressDelegate;
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private ScheduledDelegate completionProgressDelegate;
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|
|
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private void onCompletion()
|
private void updateCompletionState(ValueChangedEvent<bool> completionState)
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{
|
{
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// screen may be in the exiting transition phase.
|
// screen may be in the exiting transition phase.
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if (!this.IsCurrentScreen())
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if (!this.IsCurrentScreen())
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return;
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return;
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|
|
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|
if (!completionState.NewValue)
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|
{
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completionProgressDelegate?.Cancel();
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completionProgressDelegate = null;
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ValidForResume = true;
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|
return;
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|
}
|
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|
|
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|
if (completionProgressDelegate != null)
|
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|
throw new InvalidOperationException($"{nameof(updateCompletionState)} was fired more than once");
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|
|
||||||
// Only show the completion screen if the player hasn't failed
|
// Only show the completion screen if the player hasn't failed
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if (HealthProcessor.HasFailed || completionProgressDelegate != null)
|
if (HealthProcessor.HasFailed)
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return;
|
return;
|
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|
|
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ValidForResume = false;
|
ValidForResume = false;
|
||||||
|
|
||||||
if (!showResults) return;
|
if (!showResults) return;
|
||||||
|
|
||||||
using (BeginDelayedSequence(1000))
|
using (BeginDelayedSequence(RESULTS_DISPLAY_DELAY))
|
||||||
scheduleGotoRanking();
|
completionProgressDelegate = Schedule(GotoRanking);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected virtual ScoreInfo CreateScore()
|
protected virtual ScoreInfo CreateScore()
|
||||||
@ -679,12 +695,6 @@ namespace osu.Game.Screens.Play
|
|||||||
storyboardReplacesBackground.Value = false;
|
storyboardReplacesBackground.Value = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void scheduleGotoRanking()
|
|
||||||
{
|
|
||||||
completionProgressDelegate?.Cancel();
|
|
||||||
completionProgressDelegate = Schedule(GotoRanking);
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -46,7 +46,7 @@ namespace osu.Game.Tests.Visual
|
|||||||
public bool CheckFailed(bool failed)
|
public bool CheckFailed(bool failed)
|
||||||
{
|
{
|
||||||
if (!failed)
|
if (!failed)
|
||||||
return ScoreProcessor.HasCompleted && !HealthProcessor.HasFailed;
|
return ScoreProcessor.HasCompleted.Value && !HealthProcessor.HasFailed;
|
||||||
|
|
||||||
return HealthProcessor.HasFailed;
|
return HealthProcessor.HasFailed;
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user