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Fix GameplaySampleTriggerSource not considering nested objects when determining the best sample to play

This commit is contained in:
Dean Herbert 2023-02-16 17:34:38 +09:00
parent b59ec551f6
commit affa9507a1

View File

@ -7,6 +7,7 @@ using System.Linq;
using osu.Framework.Graphics.Containers;
using osu.Game.Audio;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Skinning;
namespace osu.Game.Rulesets.UI
@ -68,11 +69,17 @@ namespace osu.Game.Rulesets.UI
protected HitObject GetMostValidObject()
{
// The most optimal lookup case we have is when an object is alive. There are usually very few alive objects so there's no drawbacks in attempting this lookup each time.
var hitObject = hitObjectContainer.AliveObjects.FirstOrDefault(h => h.Result?.HasResult != true)?.HitObject;
var drawableHitObject = hitObjectContainer.AliveObjects.FirstOrDefault(h => h.Result?.HasResult != true);
if (drawableHitObject != null)
{
// A hit object may have a more valid nested object.
drawableHitObject = getMostValidNestedDrawable(drawableHitObject);
return drawableHitObject.HitObject;
}
// In the case a next object isn't available in drawable form, we need to do a somewhat expensive traversal to get a valid sound to play.
if (hitObject == null)
{
// This lookup can be skipped if the last entry is still valid (in the future and not yet hit).
if (fallbackObject == null || fallbackObject.Result?.HasResult == true)
{
@ -81,14 +88,42 @@ namespace osu.Game.Rulesets.UI
fallbackObject = hitObjectContainer.Entries
.Where(e => e.Result?.HasResult != true).MinBy(e => e.HitObject.StartTime);
if (fallbackObject != null)
return fallbackObject.HitObject;
// In the case there are no unjudged objects, the last hit object should be used instead.
fallbackObject ??= hitObjectContainer.Entries.LastOrDefault();
}
hitObject = fallbackObject?.HitObject;
if (fallbackObject == null)
return null;
bool fallbackHasResult = fallbackObject.Result?.HasResult == true;
// If the fallback has been judged then we want the sample from the object itself.
if (fallbackHasResult)
return fallbackObject.HitObject;
// Else we want the earliest (including nested).
// In cases of nested objects, they will always have earlier sample data than their parent object.
return getEarliestNestedObject(fallbackObject.HitObject);
}
return hitObject;
private DrawableHitObject getMostValidNestedDrawable(DrawableHitObject o)
{
var nestedWithoutResult = o.NestedHitObjects.FirstOrDefault(n => n.Result?.HasResult != true);
if (nestedWithoutResult == null)
return o;
return getMostValidNestedDrawable(nestedWithoutResult);
}
private HitObject getEarliestNestedObject(HitObject hitObject)
{
var nested = hitObject.NestedHitObjects.FirstOrDefault();
return nested != null ? getEarliestNestedObject(nested) : hitObject;
}
private SkinnableSound getNextSample()