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mirror of https://github.com/ppy/osu.git synced 2025-01-13 14:12:56 +08:00

Merge branch 'master' into mania-endtime-object-conversion

This commit is contained in:
Dean Herbert 2017-05-22 12:14:53 +09:00 committed by GitHub
commit b50f9cad44
16 changed files with 521 additions and 44 deletions

@ -1 +1 @@
Subproject commit 60e0a343d2bf590f736782e2bb2a01c132e6cac0 Subproject commit 42e26d49b9046fcb96c123b0dfb48e06d741e162

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@ -87,9 +87,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
Patterns.PatternGenerator conversion = null; Patterns.PatternGenerator conversion = null;
if (distanceData != null) if (distanceData != null)
{ conversion = new DistanceObjectPatternGenerator(random, original, beatmap, lastPattern);
// Slider
}
else if (endTimeData != null) else if (endTimeData != null)
conversion = new EndTimeObjectPatternGenerator(random, original, beatmap); conversion = new EndTimeObjectPatternGenerator(random, original, beatmap);
else if (positionData != null) else if (positionData != null)

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@ -0,0 +1,490 @@
// 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.Linq;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets.Mania.MathUtils;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Mania.Objects;
namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
{
/// <summary>
/// A pattern generator for IHasDistance hit objects.
/// </summary>
internal class DistanceObjectPatternGenerator : PatternGenerator
{
/// <summary>
/// Base osu! slider scoring distance.
/// </summary>
private const float osu_base_scoring_distance = 100;
private readonly double endTime;
private readonly double segmentDuration;
private readonly int repeatCount;
private PatternType convertType;
public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern)
: base(random, hitObject, beatmap, previousPattern)
{
ControlPoint overridePoint;
ControlPoint controlPoint = Beatmap.TimingInfo.TimingPointAt(hitObject.StartTime, out overridePoint);
convertType = PatternType.None;
if ((overridePoint ?? controlPoint)?.KiaiMode == false)
convertType = PatternType.LowProbability;
var distanceData = hitObject as IHasDistance;
var repeatsData = hitObject as IHasRepeats;
repeatCount = repeatsData?.RepeatCount ?? 1;
double speedAdjustment = beatmap.TimingInfo.SpeedMultiplierAt(hitObject.StartTime);
double speedAdjustedBeatLength = beatmap.TimingInfo.BeatLengthAt(hitObject.StartTime) * speedAdjustment;
// The true distance, accounting for any repeats
double distance = (distanceData?.Distance ?? 0) * repeatCount;
// The velocity of the osu! hit object - calculated as the velocity of a slider
double osuVelocity = osu_base_scoring_distance * beatmap.BeatmapInfo.Difficulty.SliderMultiplier / speedAdjustedBeatLength;
// The duration of the osu! hit object
double osuDuration = distance / osuVelocity;
endTime = hitObject.StartTime + osuDuration;
segmentDuration = (endTime - HitObject.StartTime) / repeatCount;
}
public override Pattern Generate()
{
if (repeatCount > 1)
{
if (segmentDuration <= 90)
return generateRandomHoldNotes(HitObject.StartTime, 1);
if (segmentDuration <= 120)
{
convertType |= PatternType.ForceNotStack;
return generateRandomNotes(HitObject.StartTime, repeatCount + 1);
}
if (segmentDuration <= 160)
return generateStair(HitObject.StartTime);
if (segmentDuration <= 200 && ConversionDifficulty > 3)
return generateRandomMultipleNotes(HitObject.StartTime);
double duration = endTime - HitObject.StartTime;
if (duration >= 4000)
return generateNRandomNotes(HitObject.StartTime, 0.23, 0, 0);
if (segmentDuration > 400 && repeatCount < AvailableColumns - 1 - RandomStart)
return generateTiledHoldNotes(HitObject.StartTime);
return generateHoldAndNormalNotes(HitObject.StartTime);
}
if (segmentDuration <= 110)
{
if (PreviousPattern.ColumnWithObjects < AvailableColumns)
convertType |= PatternType.ForceNotStack;
else
convertType &= ~PatternType.ForceNotStack;
return generateRandomNotes(HitObject.StartTime, segmentDuration < 80 ? 1 : 2);
}
if (ConversionDifficulty > 6.5)
{
if ((convertType & PatternType.LowProbability) > 0)
return generateNRandomNotes(HitObject.StartTime, 0.78, 0.3, 0);
return generateNRandomNotes(HitObject.StartTime, 0.85, 0.36, 0.03);
}
if (ConversionDifficulty > 4)
{
if ((convertType & PatternType.LowProbability) > 0)
return generateNRandomNotes(HitObject.StartTime, 0.43, 0.08, 0);
return generateNRandomNotes(HitObject.StartTime, 0.56, 0.18, 0);
}
if (ConversionDifficulty > 2.5)
{
if ((convertType & PatternType.LowProbability) > 0)
return generateNRandomNotes(HitObject.StartTime, 0.3, 0, 0);
return generateNRandomNotes(HitObject.StartTime, 0.37, 0.08, 0);
}
if ((convertType & PatternType.LowProbability) > 0)
return generateNRandomNotes(HitObject.StartTime, 0.17, 0, 0);
return generateNRandomNotes(HitObject.StartTime, 0.27, 0, 0);
}
/// <summary>
/// Generates random hold notes that start at an span the same amount of rows.
/// </summary>
/// <param name="startTime">Start time of each hold note.</param>
/// <param name="noteCount">Number of hold notes.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateRandomHoldNotes(double startTime, int noteCount)
{
// - - - -
// ■ - ■ ■
// □ - □ □
// ■ - ■ ■
var pattern = new Pattern();
int usableColumns = AvailableColumns - RandomStart - PreviousPattern.ColumnWithObjects;
int nextColumn = Random.Next(RandomStart, AvailableColumns);
for (int i = 0; i < Math.Min(usableColumns, noteCount); i++)
{
while (pattern.ColumnHasObject(nextColumn) || PreviousPattern.ColumnHasObject(nextColumn)) //find available column
nextColumn = Random.Next(RandomStart, AvailableColumns);
addToPattern(pattern, nextColumn, startTime, endTime);
}
// This is can't be combined with the above loop due to RNG
for (int i = 0; i < noteCount - usableColumns; i++)
{
while (pattern.ColumnHasObject(nextColumn))
nextColumn = Random.Next(RandomStart, AvailableColumns);
addToPattern(pattern, nextColumn, startTime, endTime);
}
return pattern;
}
/// <summary>
/// Generates random notes, with one note per row and no stacking.
/// </summary>
/// <param name="startTime">The start time.</param>
/// <param name="noteCount">The number of notes.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateRandomNotes(double startTime, int noteCount)
{
// - - - -
// x - - -
// - - x -
// - - - x
// x - - -
var pattern = new Pattern();
int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnWithObjects < AvailableColumns)
{
while (PreviousPattern.ColumnHasObject(nextColumn))
nextColumn = Random.Next(RandomStart, AvailableColumns);
}
int lastColumn = nextColumn;
for (int i = 0; i < noteCount; i++)
{
addToPattern(pattern, nextColumn, startTime, startTime);
while (nextColumn == lastColumn)
nextColumn = Random.Next(RandomStart, AvailableColumns);
lastColumn = nextColumn;
startTime += segmentDuration;
}
return pattern;
}
/// <summary>
/// Generates a stair of notes, with one note per row.
/// </summary>
/// <param name="startTime">The start time.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateStair(double startTime)
{
// - - - -
// x - - -
// - x - -
// - - x -
// - - - x
// - - x -
// - x - -
// x - - -
var pattern = new Pattern();
int column = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
bool increasing = Random.NextDouble() > 0.5;
for (int i = 0; i <= repeatCount; i++)
{
addToPattern(pattern, column, startTime, startTime);
startTime += segmentDuration;
// Check if we're at the borders of the stage, and invert the pattern if so
if (increasing)
{
if (column >= AvailableColumns - 1)
{
increasing = false;
column--;
}
else
column++;
}
else
{
if (column <= RandomStart)
{
increasing = true;
column++;
}
else
column--;
}
}
return pattern;
}
/// <summary>
/// Generates random notes with 1-2 notes per row and no stacking.
/// </summary>
/// <param name="startTime">The start time.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateRandomMultipleNotes(double startTime)
{
// - - - -
// x - - -
// - x x -
// - - - x
// x - x -
var pattern = new Pattern();
bool legacy = AvailableColumns >= 4 && AvailableColumns <= 8;
int interval = Random.Next(1, AvailableColumns - (legacy ? 1 : 0));
int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
for (int i = 0; i <= repeatCount; i++)
{
addToPattern(pattern, nextColumn, startTime, startTime);
nextColumn += interval;
if (nextColumn >= AvailableColumns - RandomStart)
nextColumn = nextColumn - AvailableColumns - RandomStart + (legacy ? 1 : 0);
nextColumn += RandomStart;
// If we're in 2K, let's not add many consecutive doubles
if (AvailableColumns > 2)
addToPattern(pattern, nextColumn, startTime, startTime);
nextColumn = Random.Next(RandomStart, AvailableColumns);
startTime += segmentDuration;
}
return pattern;
}
/// <summary>
/// Generates random hold notes. The amount of hold notes generated is determined by probabilities.
/// </summary>
/// <param name="startTime">The hold note start time.</param>
/// <param name="p2">The probability required for 2 hold notes to be generated.</param>
/// <param name="p3">The probability required for 3 hold notes to be generated.</param>
/// <param name="p4">The probability required for 4 hold notes to be generated.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateNRandomNotes(double startTime, double p2, double p3, double p4)
{
// - - - -
// ■ - ■ ■
// □ - □ □
// ■ - ■ ■
switch (AvailableColumns)
{
case 2:
p2 = 0;
p3 = 0;
p4 = 0;
break;
case 3:
p2 = Math.Max(p2, 0.1);
p3 = 0;
p4 = 0;
break;
case 4:
p2 = Math.Max(p2, 0.3);
p3 = Math.Max(p3, 0.04);
p4 = 0;
break;
case 5:
p2 = Math.Max(p2, 0.34);
p3 = Math.Max(p3, 0.1);
p4 = Math.Max(p4, 0.03);
break;
}
Func<SampleInfo, bool> isDoubleSample = sample => sample.Name == SampleInfo.HIT_CLAP && sample.Name == SampleInfo.HIT_FINISH;
bool canGenerateTwoNotes = (convertType & PatternType.LowProbability) == 0;
canGenerateTwoNotes &= HitObject.Samples.Any(isDoubleSample) || sampleInfoListAt(HitObject.StartTime).Any(isDoubleSample);
if (canGenerateTwoNotes)
p2 = 1;
return generateRandomHoldNotes(startTime, GetRandomNoteCount(p2, p3, p4));
}
/// <summary>
/// Generates tiled hold notes. You can think of this as a stair of hold notes.
/// </summary>
/// <param name="startTime">The first hold note start time.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateTiledHoldNotes(double startTime)
{
// - - - -
// ■ ■ ■ ■
// □ □ □ □
// □ □ □ □
// □ □ □ ■
// □ □ ■ -
// □ ■ - -
// ■ - - -
var pattern = new Pattern();
int columnRepeat = Math.Min(repeatCount, AvailableColumns);
int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnWithObjects < AvailableColumns)
{
while (PreviousPattern.ColumnHasObject(nextColumn))
nextColumn = Random.Next(RandomStart, AvailableColumns);
}
for (int i = 0; i < columnRepeat; i++)
{
while (pattern.ColumnHasObject(nextColumn))
nextColumn = Random.Next(RandomStart, AvailableColumns);
addToPattern(pattern, nextColumn, startTime, endTime);
startTime += segmentDuration;
}
return pattern;
}
/// <summary>
/// Generates a hold note alongside normal notes.
/// </summary>
/// <param name="startTime">The start time of notes.</param>
/// <returns>The <see cref="Pattern"/> containing the hit objects.</returns>
private Pattern generateHoldAndNormalNotes(double startTime)
{
// - - - -
// ■ x x -
// ■ - x x
// ■ x - x
// ■ - x x
var pattern = new Pattern();
int holdColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
if ((convertType & PatternType.ForceNotStack) > 0 && PreviousPattern.ColumnWithObjects < AvailableColumns)
{
while (PreviousPattern.ColumnHasObject(holdColumn))
holdColumn = Random.Next(RandomStart, AvailableColumns);
}
// Create the hold note
addToPattern(pattern, holdColumn, startTime, endTime);
int noteCount = 1;
if (ConversionDifficulty > 6.5)
noteCount = GetRandomNoteCount(0.63, 0);
else if (ConversionDifficulty > 4)
noteCount = GetRandomNoteCount(AvailableColumns < 6 ? 0.12 : 0.45, 0);
else if (ConversionDifficulty > 2.5)
noteCount = GetRandomNoteCount(AvailableColumns < 6 ? 0 : 0.24, 0);
noteCount = Math.Min(AvailableColumns - 1, noteCount);
bool ignoreHead = !sampleInfoListAt(startTime).Any(s => s.Name == SampleInfo.HIT_WHISTLE || s.Name == SampleInfo.HIT_FINISH || s.Name == SampleInfo.HIT_CLAP);
int nextColumn = Random.Next(RandomStart, AvailableColumns);
var rowPattern = new Pattern();
for (int i = 0; i <= repeatCount; i++)
{
if (!(ignoreHead && startTime == HitObject.StartTime))
{
for (int j = 0; j < noteCount; j++)
{
while (rowPattern.ColumnHasObject(nextColumn) || nextColumn == holdColumn)
nextColumn = Random.Next(RandomStart, AvailableColumns);
addToPattern(rowPattern, nextColumn, startTime, startTime);
}
}
pattern.Add(rowPattern);
rowPattern.Clear();
startTime += segmentDuration;
}
return pattern;
}
/// <summary>
/// Retrieves the sample info list at a point in time.
/// </summary>
/// <param name="time">The time to retrieve the sample info list from.</param>
/// <returns></returns>
private SampleInfoList sampleInfoListAt(double time)
{
var curveData = HitObject as IHasCurve;
if (curveData == null)
return HitObject.Samples;
double segmentTime = (endTime - HitObject.StartTime) / repeatCount;
int index = (int)(segmentTime == 0 ? 0 : (time - HitObject.StartTime) / segmentTime);
return curveData.RepeatSamples[index];
}
/// <summary>
/// Constructs and adds a note to a pattern.
/// </summary>
/// <param name="pattern">The pattern to add to.</param>
/// <param name="column">The column to add the note to.</param>
/// <param name="startTime">The start time of the note.</param>
/// <param name="endTime">The end time of the note (set to <paramref name="startTime"/> for a non-hold note).</param>
private void addToPattern(Pattern pattern, int column, double startTime, double endTime)
{
ManiaHitObject newObject;
if (startTime == endTime)
{
newObject = new Note
{
StartTime = startTime,
Samples = sampleInfoListAt(startTime),
Column = column
};
}
else
{
newObject = new HoldNote
{
StartTime = startTime,
Samples = sampleInfoListAt(startTime),
EndSamples = sampleInfoListAt(endTime),
Column = column,
Duration = endTime - startTime
};
}
pattern.Add(newObject);
}
}
}

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@ -3,7 +3,6 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Mania.Objects;
namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns

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@ -51,7 +51,7 @@ namespace osu.Game.Rulesets.Mania.Timing
var controlPoint = drawableControlPoints.LastOrDefault(t => t.CanContain(drawable)) ?? drawableControlPoints.FirstOrDefault(); var controlPoint = drawableControlPoints.LastOrDefault(t => t.CanContain(drawable)) ?? drawableControlPoints.FirstOrDefault();
if (controlPoint == null) if (controlPoint == null)
throw new Exception("Could not find suitable timing section to add object to."); throw new InvalidOperationException("Could not find suitable timing section to add object to.");
controlPoint.Add(drawable); controlPoint.Add(drawable);
} }

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@ -34,7 +34,7 @@ namespace osu.Game.Rulesets.Mania.UI
ControlPoint firstTimingChange = Beatmap.TimingInfo.ControlPoints.FirstOrDefault(t => t.TimingChange); ControlPoint firstTimingChange = Beatmap.TimingInfo.ControlPoints.FirstOrDefault(t => t.TimingChange);
if (firstTimingChange == null) if (firstTimingChange == null)
throw new Exception("The Beatmap contains no timing points!"); throw new InvalidOperationException("The Beatmap contains no timing points!");
// Generate the timing points, making non-timing changes use the previous timing change // Generate the timing points, making non-timing changes use the previous timing change
var timingChanges = Beatmap.TimingInfo.ControlPoints.Select(c => var timingChanges = Beatmap.TimingInfo.ControlPoints.Select(c =>

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@ -48,6 +48,7 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="Beatmaps\Patterns\Legacy\EndTimeObjectPatternGenerator.cs" /> <Compile Include="Beatmaps\Patterns\Legacy\EndTimeObjectPatternGenerator.cs" />
<Compile Include="Beatmaps\Patterns\Legacy\DistanceObjectPatternGenerator.cs" />
<Compile Include="Beatmaps\Patterns\Legacy\PatternGenerator.cs" /> <Compile Include="Beatmaps\Patterns\Legacy\PatternGenerator.cs" />
<Compile Include="Beatmaps\Patterns\PatternGenerator.cs" /> <Compile Include="Beatmaps\Patterns\PatternGenerator.cs" />
<Compile Include="Beatmaps\Patterns\Legacy\PatternType.cs" /> <Compile Include="Beatmaps\Patterns\Legacy\PatternType.cs" />

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@ -30,6 +30,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
private readonly TextAwesome symbol; private readonly TextAwesome symbol;
private readonly Color4 baseColour = OsuColour.FromHex(@"002c3c");
private readonly Color4 fillColour = OsuColour.FromHex(@"005b7c");
private Color4 normalColour; private Color4 normalColour;
private Color4 completeColour; private Color4 completeColour;
@ -154,13 +157,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(OsuColour colours) private void load(OsuColour colours)
{ {
normalColour = colours.SpinnerBase; normalColour = baseColour;
background.AccentColour = normalColour; background.AccentColour = normalColour;
completeColour = colours.YellowLight.Opacity(0.75f); completeColour = colours.YellowLight.Opacity(0.75f);
disc.AccentColour = colours.SpinnerFill; disc.AccentColour = fillColour;
circle.Colour = colours.BlueDark; circle.Colour = colours.BlueDark;
glow.Colour = colours.BlueDark; glow.Colour = colours.BlueDark;
} }

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@ -87,8 +87,5 @@ namespace osu.Game.Graphics
public readonly Color4 RedDarker = FromHex(@"870000"); public readonly Color4 RedDarker = FromHex(@"870000");
public readonly Color4 ChatBlue = FromHex(@"17292e"); public readonly Color4 ChatBlue = FromHex(@"17292e");
public readonly Color4 SpinnerBase = FromHex(@"002c3c");
public readonly Color4 SpinnerFill = FromHex(@"005b7c");
} }
} }

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@ -288,7 +288,7 @@ namespace osu.Game.Online.API
{ {
APIRequest req; APIRequest req;
while (oldQueue.TryDequeue(out req)) while (oldQueue.TryDequeue(out req))
req.Fail(new Exception(@"Disconnected from server")); req.Fail(new WebException(@"Disconnected from server"));
} }
} }

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@ -2,6 +2,7 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using osu.Framework.IO.Network; using osu.Framework.IO.Network;
using osu.Game.Online.Chat; using osu.Game.Online.Chat;
@ -20,10 +21,7 @@ namespace osu.Game.Online.API.Requests
protected override WebRequest CreateWebRequest() protected override WebRequest CreateWebRequest()
{ {
string channelString = string.Empty; string channelString = string.Join(",", channels.Select(x => x.Id));
foreach (Channel c in channels)
channelString += c.Id + ",";
channelString = channelString.TrimEnd(',');
var req = base.CreateWebRequest(); var req = base.CreateWebRequest();
req.AddParameter(@"channels", channelString); req.AddParameter(@"channels", channelString);

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@ -23,7 +23,7 @@ namespace osu.Game.Online.Chat
[JsonProperty(@"channel_id")] [JsonProperty(@"channel_id")]
public int Id; public int Id;
public readonly SortedList<Message> Messages = new SortedList<Message>((m1, m2) => m1.Id.CompareTo(m2.Id)); public readonly SortedList<Message> Messages = new SortedList<Message>(Comparer<Message>.Default);
//internal bool Joined; //internal bool Joined;

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@ -8,7 +8,7 @@ using osu.Game.Users;
namespace osu.Game.Online.Chat namespace osu.Game.Online.Chat
{ {
public class Message public class Message : IComparable<Message>, IEquatable<Message>
{ {
[JsonProperty(@"message_id")] [JsonProperty(@"message_id")]
public readonly long Id; public readonly long Id;
@ -42,17 +42,11 @@ namespace osu.Game.Online.Chat
Id = id; Id = id;
} }
public override bool Equals(object obj) public int CompareTo(Message other) => Id.CompareTo(other.Id);
{
var objMessage = obj as Message;
return Id == objMessage?.Id; public bool Equals(Message other) => Id == other?.Id;
}
public override int GetHashCode() public override int GetHashCode() => Id.GetHashCode();
{
return Id.GetHashCode();
}
} }
public enum TargetType public enum TargetType

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@ -13,7 +13,7 @@ namespace osu.Game.Overlays.Chat
public class DrawableChannel : Container public class DrawableChannel : Container
{ {
public readonly Channel Channel; public readonly Channel Channel;
private readonly FillFlowContainer flow; private readonly FillFlowContainer<ChatLine> flow;
private readonly ScrollContainer scroll; private readonly ScrollContainer scroll;
public DrawableChannel(Channel channel) public DrawableChannel(Channel channel)
@ -29,7 +29,7 @@ namespace osu.Game.Overlays.Chat
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
Children = new Drawable[] Children = new Drawable[]
{ {
flow = new FillFlowContainer flow = new FillFlowContainer<ChatLine>
{ {
Direction = FillDirection.Vertical, Direction = FillDirection.Vertical,
RelativeSizeAxes = Axes.X, RelativeSizeAxes = Axes.X,
@ -63,19 +63,18 @@ namespace osu.Game.Overlays.Chat
var displayMessages = newMessages.Skip(Math.Max(0, newMessages.Count() - Channel.MAX_HISTORY)); var displayMessages = newMessages.Skip(Math.Max(0, newMessages.Count() - Channel.MAX_HISTORY));
//up to last Channel.MAX_HISTORY messages
flow.Add(displayMessages.Select(m => new ChatLine(m)));
if (scroll.IsScrolledToEnd(10) || !flow.Children.Any()) if (scroll.IsScrolledToEnd(10) || !flow.Children.Any())
scrollToEnd(); scrollToEnd();
//up to last Channel.MAX_HISTORY messages var staleMessages = flow.Children.Where(c => c.LifetimeEnd == double.MaxValue).ToArray();
foreach (Message m in displayMessages) int count = staleMessages.Length - Channel.MAX_HISTORY;
{
var d = new ChatLine(m);
flow.Add(d);
}
while (flow.Children.Count(c => c.LifetimeEnd == double.MaxValue) > Channel.MAX_HISTORY) for (int i = 0; i < count; i++)
{ {
var d = flow.Children.First(c => c.LifetimeEnd == double.MaxValue); var d = staleMessages[i];
if (!scroll.IsScrolledToEnd(10)) if (!scroll.IsScrolledToEnd(10))
scroll.OffsetScrollPosition(-d.DrawHeight); scroll.OffsetScrollPosition(-d.DrawHeight);
d.Expire(); d.Expire();

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@ -229,6 +229,7 @@ namespace osu.Game.Overlays
Scheduler.Add(delegate Scheduler.Add(delegate
{ {
loading.FadeOut(100); loading.FadeOut(100);
loading.Expire();
addChannel(channels.Find(c => c.Name == @"#lazer")); addChannel(channels.Find(c => c.Name == @"#lazer"));
addChannel(channels.Find(c => c.Name == @"#osu")); addChannel(channels.Find(c => c.Name == @"#osu"));
@ -320,11 +321,8 @@ namespace osu.Game.Overlays
fetchReq = new GetMessagesRequest(careChannels, lastMessageId); fetchReq = new GetMessagesRequest(careChannels, lastMessageId);
fetchReq.Success += delegate (List<Message> messages) fetchReq.Success += delegate (List<Message> messages)
{ {
var ids = messages.Where(m => m.TargetType == TargetType.Channel).Select(m => m.TargetId).Distinct(); foreach (var group in messages.Where(m => m.TargetType == TargetType.Channel).GroupBy(m => m.TargetId))
careChannels.Find(c => c.Id == group.Key)?.AddNewMessages(group.ToArray());
//batch messages per channel.
foreach (var id in ids)
careChannels.Find(c => c.Id == id)?.AddNewMessages(messages.Where(m => m.TargetId == id).ToArray());
lastMessageId = messages.LastOrDefault()?.Id ?? lastMessageId; lastMessageId = messages.LastOrDefault()?.Id ?? lastMessageId;

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@ -150,7 +150,7 @@ namespace osu.Game.Screens.Play
FramedClock = offsetClock, FramedClock = offsetClock,
OnRetry = Restart, OnRetry = Restart,
OnQuit = Exit, OnQuit = Exit,
CheckCanPause = () => ValidForResume && !HasFailed, CheckCanPause = () => ValidForResume && !HasFailed && !HitRenderer.HasReplayLoaded,
Retries = RestartCount, Retries = RestartCount,
OnPause = () => { OnPause = () => {
hudOverlay.KeyCounter.IsCounting = pauseContainer.IsPaused; hudOverlay.KeyCounter.IsCounting = pauseContainer.IsPaused;