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mirror of https://github.com/ppy/osu.git synced 2024-12-15 08:22:56 +08:00

Merge branch 'master' into add-password-support

This commit is contained in:
Dean Herbert 2021-07-14 23:53:03 +09:00
commit b5dd9403b1
25 changed files with 903 additions and 93 deletions

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@ -52,7 +52,7 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<PackageReference Include="ppy.osu.Game.Resources" Version="2021.706.0" /> <PackageReference Include="ppy.osu.Game.Resources" Version="2021.706.0" />
<PackageReference Include="ppy.osu.Framework.Android" Version="2021.713.0" /> <PackageReference Include="ppy.osu.Framework.Android" Version="2021.714.0" />
</ItemGroup> </ItemGroup>
<ItemGroup Label="Transitive Dependencies"> <ItemGroup Label="Transitive Dependencies">
<!-- Realm needs to be directly referenced in all Xamarin projects, as it will not pull in its transitive dependencies otherwise. --> <!-- Realm needs to be directly referenced in all Xamarin projects, as it will not pull in its transitive dependencies otherwise. -->

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@ -0,0 +1,145 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Edit.Checks;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Tests.Beatmaps;
using osuTK;
namespace osu.Game.Rulesets.Osu.Tests.Editor.Checks
{
[TestFixture]
public class CheckTooShortSlidersTest
{
private CheckTooShortSliders check;
[SetUp]
public void Setup()
{
check = new CheckTooShortSliders();
}
[Test]
public void TestLongSlider()
{
Slider slider = new Slider
{
StartTime = 0,
RepeatCount = 0,
Path = new SliderPath(new[]
{
new PathControlPoint(new Vector2(0, 0)),
new PathControlPoint(new Vector2(100, 0))
})
};
slider.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
assertOk(new List<HitObject> { slider });
}
[Test]
public void TestShortSlider()
{
Slider slider = new Slider
{
StartTime = 0,
RepeatCount = 0,
Path = new SliderPath(new[]
{
new PathControlPoint(new Vector2(0, 0)),
new PathControlPoint(new Vector2(25, 0))
})
};
slider.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
assertOk(new List<HitObject> { slider });
}
[Test]
public void TestTooShortSliderExpert()
{
Slider slider = new Slider
{
StartTime = 0,
RepeatCount = 0,
Path = new SliderPath(new[]
{
new PathControlPoint(new Vector2(0, 0)),
new PathControlPoint(new Vector2(10, 0))
})
};
slider.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
assertOk(new List<HitObject> { slider }, DifficultyRating.Expert);
}
[Test]
public void TestTooShortSlider()
{
Slider slider = new Slider
{
StartTime = 0,
RepeatCount = 0,
Path = new SliderPath(new[]
{
new PathControlPoint(new Vector2(0, 0)),
new PathControlPoint(new Vector2(10, 0))
})
};
slider.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
assertTooShort(new List<HitObject> { slider });
}
[Test]
public void TestTooShortSliderWithRepeats()
{
// Would be ok if we looked at the duration, but not if we look at the span duration.
Slider slider = new Slider
{
StartTime = 0,
RepeatCount = 2,
Path = new SliderPath(new[]
{
new PathControlPoint(new Vector2(0, 0)),
new PathControlPoint(new Vector2(10, 0))
})
};
slider.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
assertTooShort(new List<HitObject> { slider });
}
private void assertOk(List<HitObject> hitObjects, DifficultyRating difficultyRating = DifficultyRating.Easy)
{
Assert.That(check.Run(getContext(hitObjects, difficultyRating)), Is.Empty);
}
private void assertTooShort(List<HitObject> hitObjects, DifficultyRating difficultyRating = DifficultyRating.Easy)
{
var issues = check.Run(getContext(hitObjects, difficultyRating)).ToList();
Assert.That(issues, Has.Count.EqualTo(1));
Assert.That(issues.First().Template is CheckTooShortSliders.IssueTemplateTooShort);
}
private BeatmapVerifierContext getContext(List<HitObject> hitObjects, DifficultyRating difficultyRating)
{
var beatmap = new Beatmap<HitObject> { HitObjects = hitObjects };
return new BeatmapVerifierContext(beatmap, new TestWorkingBeatmap(beatmap), difficultyRating);
}
}
}

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@ -0,0 +1,116 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Edit.Checks;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Tests.Beatmaps;
namespace osu.Game.Rulesets.Osu.Tests.Editor.Checks
{
[TestFixture]
public class CheckTooShortSpinnersTest
{
private CheckTooShortSpinners check;
private BeatmapDifficulty difficulty;
[SetUp]
public void Setup()
{
check = new CheckTooShortSpinners();
difficulty = new BeatmapDifficulty();
}
[Test]
public void TestLongSpinner()
{
Spinner spinner = new Spinner { StartTime = 0, Duration = 4000 };
spinner.ApplyDefaults(new ControlPointInfo(), difficulty);
assertOk(new List<HitObject> { spinner }, difficulty);
}
[Test]
public void TestShortSpinner()
{
Spinner spinner = new Spinner { StartTime = 0, Duration = 750 };
spinner.ApplyDefaults(new ControlPointInfo(), difficulty);
assertOk(new List<HitObject> { spinner }, difficulty);
}
[Test]
public void TestVeryShortSpinner()
{
// Spinners at a certain duration only get 1000 points if approached by auto at a certain angle, making it difficult to determine.
Spinner spinner = new Spinner { StartTime = 0, Duration = 475 };
spinner.ApplyDefaults(new ControlPointInfo(), difficulty);
assertVeryShort(new List<HitObject> { spinner }, difficulty);
}
[Test]
public void TestTooShortSpinner()
{
Spinner spinner = new Spinner { StartTime = 0, Duration = 400 };
spinner.ApplyDefaults(new ControlPointInfo(), difficulty);
assertTooShort(new List<HitObject> { spinner }, difficulty);
}
[Test]
public void TestTooShortSpinnerVaryingOd()
{
const double duration = 450;
var difficultyLowOd = new BeatmapDifficulty { OverallDifficulty = 1 };
Spinner spinnerLowOd = new Spinner { StartTime = 0, Duration = duration };
spinnerLowOd.ApplyDefaults(new ControlPointInfo(), difficultyLowOd);
var difficultyHighOd = new BeatmapDifficulty { OverallDifficulty = 10 };
Spinner spinnerHighOd = new Spinner { StartTime = 0, Duration = duration };
spinnerHighOd.ApplyDefaults(new ControlPointInfo(), difficultyHighOd);
assertOk(new List<HitObject> { spinnerLowOd }, difficultyLowOd);
assertTooShort(new List<HitObject> { spinnerHighOd }, difficultyHighOd);
}
private void assertOk(List<HitObject> hitObjects, BeatmapDifficulty beatmapDifficulty)
{
Assert.That(check.Run(getContext(hitObjects, beatmapDifficulty)), Is.Empty);
}
private void assertVeryShort(List<HitObject> hitObjects, BeatmapDifficulty beatmapDifficulty)
{
var issues = check.Run(getContext(hitObjects, beatmapDifficulty)).ToList();
Assert.That(issues, Has.Count.EqualTo(1));
Assert.That(issues.First().Template is CheckTooShortSpinners.IssueTemplateVeryShort);
}
private void assertTooShort(List<HitObject> hitObjects, BeatmapDifficulty beatmapDifficulty)
{
var issues = check.Run(getContext(hitObjects, beatmapDifficulty)).ToList();
Assert.That(issues, Has.Count.EqualTo(1));
Assert.That(issues.First().Template is CheckTooShortSpinners.IssueTemplateTooShort);
}
private BeatmapVerifierContext getContext(List<HitObject> hitObjects, BeatmapDifficulty beatmapDifficulty)
{
var beatmap = new Beatmap<HitObject>
{
HitObjects = hitObjects,
BeatmapInfo = new BeatmapInfo { BaseDifficulty = beatmapDifficulty }
};
return new BeatmapVerifierContext(beatmap, new TestWorkingBeatmap(beatmap));
}
}
}

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@ -0,0 +1,48 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Checks.Components;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Edit.Checks
{
public class CheckTooShortSliders : ICheck
{
/// <summary>
/// The shortest acceptable duration between the head and tail of the slider (so ignoring repeats).
/// </summary>
private const double span_duration_threshold = 125; // 240 BPM 1/2
public CheckMetadata Metadata { get; } = new CheckMetadata(CheckCategory.Spread, "Too short sliders");
public IEnumerable<IssueTemplate> PossibleTemplates => new IssueTemplate[]
{
new IssueTemplateTooShort(this)
};
public IEnumerable<Issue> Run(BeatmapVerifierContext context)
{
if (context.InterpretedDifficulty > DifficultyRating.Easy)
yield break;
foreach (var hitObject in context.Beatmap.HitObjects)
{
if (hitObject is Slider slider && slider.SpanDuration < span_duration_threshold)
yield return new IssueTemplateTooShort(this).Create(slider);
}
}
public class IssueTemplateTooShort : IssueTemplate
{
public IssueTemplateTooShort(ICheck check)
: base(check, IssueType.Problem, "This slider is too short ({0:0} ms), expected at least {1:0} ms.")
{
}
public Issue Create(Slider slider) => new Issue(slider, this, slider.SpanDuration, span_duration_threshold);
}
}
}

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@ -0,0 +1,61 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Checks.Components;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Edit.Checks
{
public class CheckTooShortSpinners : ICheck
{
public CheckMetadata Metadata { get; } = new CheckMetadata(CheckCategory.Spread, "Too short spinners");
public IEnumerable<IssueTemplate> PossibleTemplates => new IssueTemplate[]
{
new IssueTemplateTooShort(this)
};
public IEnumerable<Issue> Run(BeatmapVerifierContext context)
{
double od = context.Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty;
// These are meant to reflect the duration necessary for auto to score at least 1000 points on the spinner.
// It's difficult to eliminate warnings here, as auto achieving 1000 points depends on the approach angle on some spinners.
double warningThreshold = 500 + (od < 5 ? (5 - od) * -21.8 : (od - 5) * 20); // Anything above this is always ok.
double problemThreshold = 450 + (od < 5 ? (5 - od) * -17 : (od - 5) * 17); // Anything below this is never ok.
foreach (var hitObject in context.Beatmap.HitObjects)
{
if (!(hitObject is Spinner spinner))
continue;
if (spinner.Duration < problemThreshold)
yield return new IssueTemplateTooShort(this).Create(spinner);
else if (spinner.Duration < warningThreshold)
yield return new IssueTemplateVeryShort(this).Create(spinner);
}
}
public class IssueTemplateTooShort : IssueTemplate
{
public IssueTemplateTooShort(ICheck check)
: base(check, IssueType.Problem, "This spinner is too short. Auto cannot achieve 1000 points on this.")
{
}
public Issue Create(Spinner spinner) => new Issue(spinner, this);
}
public class IssueTemplateVeryShort : IssueTemplate
{
public IssueTemplateVeryShort(ICheck check)
: base(check, IssueType.Warning, "This spinner may be too short. Ensure auto can achieve 1000 points on this.")
{
}
public Issue Create(Spinner spinner) => new Issue(spinner, this);
}
}
}

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@ -15,10 +15,12 @@ namespace osu.Game.Rulesets.Osu.Edit
{ {
// Compose // Compose
new CheckOffscreenObjects(), new CheckOffscreenObjects(),
new CheckTooShortSpinners(),
// Spread // Spread
new CheckTimeDistanceEquality(), new CheckTimeDistanceEquality(),
new CheckLowDiffOverlaps() new CheckLowDiffOverlaps(),
new CheckTooShortSliders(),
}; };
public IEnumerable<Issue> Run(BeatmapVerifierContext context) public IEnumerable<Issue> Run(BeatmapVerifierContext context)

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@ -4,7 +4,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using osu.Framework.Graphics; using osu.Framework.Graphics.Primitives;
using osu.Framework.Utils; using osu.Framework.Utils;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
@ -26,6 +26,11 @@ namespace osu.Game.Rulesets.Osu.Mods
private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast; private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
/// <summary>
/// Number of previous hitobjects to be shifted together when another object is being moved.
/// </summary>
private const int preceding_hitobjects_to_shift = 10;
private Random rng; private Random rng;
public void ApplyToBeatmap(IBeatmap beatmap) public void ApplyToBeatmap(IBeatmap beatmap)
@ -49,8 +54,9 @@ namespace osu.Game.Rulesets.Osu.Mods
var current = new RandomObjectInfo(hitObject); var current = new RandomObjectInfo(hitObject);
// rateOfChangeMultiplier only changes every i iterations to prevent shaky-line-shaped streams // rateOfChangeMultiplier only changes every 5 iterations in a combo
if (i % 3 == 0) // to prevent shaky-line-shaped streams
if (hitObject.IndexInCurrentCombo % 5 == 0)
rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1; rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
if (hitObject is Spinner) if (hitObject is Spinner)
@ -61,13 +67,35 @@ namespace osu.Game.Rulesets.Osu.Mods
applyRandomisation(rateOfChangeMultiplier, previous, current); applyRandomisation(rateOfChangeMultiplier, previous, current);
hitObject.Position = current.PositionRandomised; // Move hit objects back into the playfield if they are outside of it
Vector2 shift = Vector2.Zero;
// update end position as it may have changed as a result of the position update. switch (hitObject)
current.EndPositionRandomised = current.PositionRandomised; {
case HitCircle circle:
shift = clampHitCircleToPlayfield(circle, current);
break;
if (hitObject is Slider slider) case Slider slider:
moveSliderIntoPlayfield(slider, current); shift = clampSliderToPlayfield(slider, current);
break;
}
if (shift != Vector2.Zero)
{
var toBeShifted = new List<OsuHitObject>();
for (int j = i - 1; j >= i - preceding_hitobjects_to_shift && j >= 0; j--)
{
// only shift hit circles
if (!(hitObjects[j] is HitCircle)) break;
toBeShifted.Add(hitObjects[j]);
}
if (toBeShifted.Count > 0)
applyDecreasingShift(toBeShifted, shift);
}
previous = current; previous = current;
} }
@ -94,7 +122,9 @@ namespace osu.Game.Rulesets.Osu.Mods
// The max. angle (relative to the angle of the vector pointing from the 2nd last to the last hit object) // The max. angle (relative to the angle of the vector pointing from the 2nd last to the last hit object)
// is proportional to the distance between the last and the current hit object // is proportional to the distance between the last and the current hit object
// to allow jumps and prevent too sharp turns during streams. // to allow jumps and prevent too sharp turns during streams.
var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * distanceToPrev / playfield_diagonal;
// Allow maximum jump angle when jump distance is more than half of playfield diagonal length
var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * Math.Min(1f, distanceToPrev / (playfield_diagonal * 0.5f));
current.AngleRad = (float)randomAngleRad + previous.AngleRad; current.AngleRad = (float)randomAngleRad + previous.AngleRad;
if (current.AngleRad < 0) if (current.AngleRad < 0)
@ -109,56 +139,120 @@ namespace osu.Game.Rulesets.Osu.Mods
current.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X); current.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
var position = previous.EndPositionRandomised + posRelativeToPrev; current.PositionRandomised = previous.EndPositionRandomised + posRelativeToPrev;
}
// Move hit objects back into the playfield if they are outside of it, /// <summary>
// which would sometimes happen during big jumps otherwise. /// Move the randomised position of a hit circle so that it fits inside the playfield.
position.X = MathHelper.Clamp(position.X, 0, OsuPlayfield.BASE_SIZE.X); /// </summary>
position.Y = MathHelper.Clamp(position.Y, 0, OsuPlayfield.BASE_SIZE.Y); /// <returns>The deviation from the original randomised position in order to fit within the playfield.</returns>
private Vector2 clampHitCircleToPlayfield(HitCircle circle, RandomObjectInfo objectInfo)
{
var previousPosition = objectInfo.PositionRandomised;
objectInfo.EndPositionRandomised = objectInfo.PositionRandomised = clampToPlayfieldWithPadding(
objectInfo.PositionRandomised,
(float)circle.Radius
);
current.PositionRandomised = position; circle.Position = objectInfo.PositionRandomised;
return objectInfo.PositionRandomised - previousPosition;
} }
/// <summary> /// <summary>
/// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already. /// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already.
/// </summary> /// </summary>
private void moveSliderIntoPlayfield(Slider slider, RandomObjectInfo currentObjectInfo) /// <returns>The deviation from the original randomised position in order to fit within the playfield.</returns>
private Vector2 clampSliderToPlayfield(Slider slider, RandomObjectInfo objectInfo)
{ {
var minMargin = getMinSliderMargin(slider); var possibleMovementBounds = calculatePossibleMovementBounds(slider);
slider.Position = new Vector2( var previousPosition = objectInfo.PositionRandomised;
Math.Clamp(slider.Position.X, minMargin.Left, OsuPlayfield.BASE_SIZE.X - minMargin.Right),
Math.Clamp(slider.Position.Y, minMargin.Top, OsuPlayfield.BASE_SIZE.Y - minMargin.Bottom)
);
currentObjectInfo.PositionRandomised = slider.Position; // Clamp slider position to the placement area
currentObjectInfo.EndPositionRandomised = slider.EndPosition; // If the slider is larger than the playfield, force it to stay at the original position
var newX = possibleMovementBounds.Width < 0
? objectInfo.PositionOriginal.X
: Math.Clamp(previousPosition.X, possibleMovementBounds.Left, possibleMovementBounds.Right);
shiftNestedObjects(slider, currentObjectInfo.PositionRandomised - currentObjectInfo.PositionOriginal); var newY = possibleMovementBounds.Height < 0
? objectInfo.PositionOriginal.Y
: Math.Clamp(previousPosition.Y, possibleMovementBounds.Top, possibleMovementBounds.Bottom);
slider.Position = objectInfo.PositionRandomised = new Vector2(newX, newY);
objectInfo.EndPositionRandomised = slider.EndPosition;
shiftNestedObjects(slider, objectInfo.PositionRandomised - objectInfo.PositionOriginal);
return objectInfo.PositionRandomised - previousPosition;
} }
/// <summary> /// <summary>
/// Calculates the min. distances from the <see cref="Slider"/>'s position to the playfield border for the slider to be fully inside of the playfield. /// Decreasingly shift a list of <see cref="OsuHitObject"/>s by a specified amount.
/// The first item in the list is shifted by the largest amount, while the last item is shifted by the smallest amount.
/// </summary> /// </summary>
private MarginPadding getMinSliderMargin(Slider slider) /// <param name="hitObjects">The list of hit objects to be shifted.</param>
/// <param name="shift">The amount to be shifted.</param>
private void applyDecreasingShift(IList<OsuHitObject> hitObjects, Vector2 shift)
{
for (int i = 0; i < hitObjects.Count; i++)
{
var hitObject = hitObjects[i];
// The first object is shifted by a vector slightly smaller than shift
// The last object is shifted by a vector slightly larger than zero
Vector2 position = hitObject.Position + shift * ((hitObjects.Count - i) / (float)(hitObjects.Count + 1));
hitObject.Position = clampToPlayfieldWithPadding(position, (float)hitObject.Radius);
}
}
/// <summary>
/// Calculates a <see cref="RectangleF"/> which contains all of the possible movements of the slider (in relative X/Y coordinates)
/// such that the entire slider is inside the playfield.
/// </summary>
/// <remarks>
/// If the slider is larger than the playfield, the returned <see cref="RectangleF"/> may have negative width/height.
/// </remarks>
private RectangleF calculatePossibleMovementBounds(Slider slider)
{ {
var pathPositions = new List<Vector2>(); var pathPositions = new List<Vector2>();
slider.Path.GetPathToProgress(pathPositions, 0, 1); slider.Path.GetPathToProgress(pathPositions, 0, 1);
var minMargin = new MarginPadding(); float minX = float.PositiveInfinity;
float maxX = float.NegativeInfinity;
float minY = float.PositiveInfinity;
float maxY = float.NegativeInfinity;
// Compute the bounding box of the slider.
foreach (var pos in pathPositions) foreach (var pos in pathPositions)
{ {
minMargin.Left = Math.Max(minMargin.Left, -pos.X); minX = MathF.Min(minX, pos.X);
minMargin.Right = Math.Max(minMargin.Right, pos.X); maxX = MathF.Max(maxX, pos.X);
minMargin.Top = Math.Max(minMargin.Top, -pos.Y);
minMargin.Bottom = Math.Max(minMargin.Bottom, pos.Y); minY = MathF.Min(minY, pos.Y);
maxY = MathF.Max(maxY, pos.Y);
} }
minMargin.Left = Math.Min(minMargin.Left, OsuPlayfield.BASE_SIZE.X - minMargin.Right); // Take the circle radius into account.
minMargin.Top = Math.Min(minMargin.Top, OsuPlayfield.BASE_SIZE.Y - minMargin.Bottom); var radius = (float)slider.Radius;
return minMargin; minX -= radius;
minY -= radius;
maxX += radius;
maxY += radius;
// Given the bounding box of the slider (via min/max X/Y),
// the amount that the slider can move to the left is minX (with the sign flipped, since positive X is to the right),
// and the amount that it can move to the right is WIDTH - maxX.
// Same calculation applies for the Y axis.
float left = -minX;
float right = OsuPlayfield.BASE_SIZE.X - maxX;
float top = -minY;
float bottom = OsuPlayfield.BASE_SIZE.Y - maxY;
return new RectangleF(left, top, right - left, bottom - top);
} }
/// <summary> /// <summary>
@ -177,6 +271,20 @@ namespace osu.Game.Rulesets.Osu.Mods
} }
} }
/// <summary>
/// Clamp a position to playfield, keeping a specified distance from the edges.
/// </summary>
/// <param name="position">The position to be clamped.</param>
/// <param name="padding">The minimum distance allowed from playfield edges.</param>
/// <returns>The clamped position.</returns>
private Vector2 clampToPlayfieldWithPadding(Vector2 position, float padding)
{
return new Vector2(
Math.Clamp(position.X, padding, OsuPlayfield.BASE_SIZE.X - padding),
Math.Clamp(position.Y, padding, OsuPlayfield.BASE_SIZE.Y - padding)
);
}
private class RandomObjectInfo private class RandomObjectInfo
{ {
public float AngleRad { get; set; } public float AngleRad { get; set; }

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@ -0,0 +1,94 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using Moq;
using NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Checks;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Tests.Beatmaps;
using osuTK;
namespace osu.Game.Tests.Editing.Checks
{
[TestFixture]
public class CheckZeroLengthObjectsTest
{
private CheckZeroLengthObjects check;
[SetUp]
public void Setup()
{
check = new CheckZeroLengthObjects();
}
[Test]
public void TestCircle()
{
assertOk(new List<HitObject>
{
new HitCircle { StartTime = 1000, Position = new Vector2(0, 0) }
});
}
[Test]
public void TestRegularSlider()
{
assertOk(new List<HitObject>
{
getSliderMock(1000).Object
});
}
[Test]
public void TestZeroLengthSlider()
{
assertZeroLength(new List<HitObject>
{
getSliderMock(0).Object
});
}
[Test]
public void TestNegativeLengthSlider()
{
assertZeroLength(new List<HitObject>
{
getSliderMock(-1000).Object
});
}
private Mock<Slider> getSliderMock(double duration)
{
var mockSlider = new Mock<Slider>();
mockSlider.As<IHasDuration>().Setup(d => d.Duration).Returns(duration);
return mockSlider;
}
private void assertOk(List<HitObject> hitObjects)
{
Assert.That(check.Run(getContext(hitObjects)), Is.Empty);
}
private void assertZeroLength(List<HitObject> hitObjects)
{
var issues = check.Run(getContext(hitObjects)).ToList();
Assert.That(issues, Has.Count.EqualTo(1));
Assert.That(issues.First().Template is CheckZeroLengthObjects.IssueTemplateZeroLength);
}
private BeatmapVerifierContext getContext(List<HitObject> hitObjects)
{
var beatmap = new Beatmap<HitObject> { HitObjects = hitObjects };
return new BeatmapVerifierContext(beatmap, new TestWorkingBeatmap(beatmap));
}
}
}

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@ -21,6 +21,7 @@ using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Mods; using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Screens; using osu.Game.Screens;
using osu.Game.Screens.OnlinePlay.Components; using osu.Game.Screens.OnlinePlay.Components;
using osu.Game.Screens.OnlinePlay.Lounge;
using osu.Game.Screens.OnlinePlay.Match.Components; using osu.Game.Screens.OnlinePlay.Match.Components;
using osu.Game.Screens.OnlinePlay.Multiplayer; using osu.Game.Screens.OnlinePlay.Multiplayer;
using osu.Game.Screens.OnlinePlay.Multiplayer.Match; using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
@ -184,6 +185,26 @@ namespace osu.Game.Tests.Visual.Multiplayer
AddUntilStep("play started", () => !multiplayerScreen.IsCurrentScreen()); AddUntilStep("play started", () => !multiplayerScreen.IsCurrentScreen());
} }
[Test]
public void TestSubScreenExitedWhenDisconnectedFromMultiplayerServer()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
AddStep("disconnect", () => client.Disconnect());
AddUntilStep("back in lounge", () => this.ChildrenOfType<LoungeSubScreen>().FirstOrDefault()?.IsCurrentScreen() == true);
}
[Test] [Test]
public void TestLeaveNavigation() public void TestLeaveNavigation()
{ {

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@ -95,6 +95,15 @@ _**italic with underscore, bold with asterisk**_";
}); });
} }
[Test]
public void TestAutoLink()
{
AddStep("Add autolink", () =>
{
markdownContainer.Text = "<https://discord.gg/ppy>";
});
}
[Test] [Test]
public void TestInlineCode() public void TestInlineCode()
{ {

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@ -0,0 +1,103 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osu.Game.Graphics.UserInterfaceV2;
using osu.Game.Overlays;
using osuTK;
namespace osu.Game.Tests.Visual.UserInterface
{
public class TestSceneOsuPopover : OsuGridTestScene
{
public TestSceneOsuPopover()
: base(1, 2)
{
Cell(0, 0).Child = new PopoverContainer
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new OsuSpriteText
{
Text = @"No OverlayColourProvider",
Font = OsuFont.Default.With(size: 40)
},
new TriangleButtonWithPopover()
}
};
Cell(0, 1).Child = new ColourProvidingContainer(OverlayColourScheme.Orange)
{
RelativeSizeAxes = Axes.Both,
Child = new PopoverContainer
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new OsuSpriteText
{
Text = @"With OverlayColourProvider (orange)",
Font = OsuFont.Default.With(size: 40)
},
new TriangleButtonWithPopover()
}
}
};
}
private class TriangleButtonWithPopover : TriangleButton, IHasPopover
{
public TriangleButtonWithPopover()
{
Width = 100;
Height = 30;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
Text = @"open";
Action = this.ShowPopover;
}
public Popover GetPopover() => new OsuPopover
{
Child = new FillFlowContainer
{
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Vertical,
Spacing = new Vector2(10),
Children = new Drawable[]
{
new OsuSpriteText
{
Text = @"sample text"
},
new OsuTextBox
{
Width = 150,
Height = 30
}
}
}
};
}
private class ColourProvidingContainer : Container
{
[Cached]
private OverlayColourProvider provider { get; }
public ColourProvidingContainer(OverlayColourScheme colourScheme)
{
provider = new OverlayColourProvider(colourScheme);
}
}
}
}

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@ -26,6 +26,12 @@ namespace osu.Game.Graphics.Containers.Markdown
title = linkInline.Title; title = linkInline.Title;
} }
public OsuMarkdownLinkText(AutolinkInline autolinkInline)
: base(autolinkInline)
{
text = autolinkInline.Url;
}
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load() private void load()
{ {

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@ -17,6 +17,9 @@ namespace osu.Game.Graphics.Containers.Markdown
protected override void AddLinkText(string text, LinkInline linkInline) protected override void AddLinkText(string text, LinkInline linkInline)
=> AddDrawable(new OsuMarkdownLinkText(text, linkInline)); => AddDrawable(new OsuMarkdownLinkText(text, linkInline));
protected override void AddAutoLink(AutolinkInline autolinkInline)
=> AddDrawable(new OsuMarkdownLinkText(autolinkInline));
protected override void AddImage(LinkInline linkInline) => AddDrawable(new OsuMarkdownImage(linkInline)); protected override void AddImage(LinkInline linkInline) => AddDrawable(new OsuMarkdownImage(linkInline));
// TODO : Change font to monospace // TODO : Change font to monospace

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@ -3,6 +3,7 @@
using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Extensions.Color4Extensions;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Overlays;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring; using osu.Game.Scoring;
using osuTK.Graphics; using osuTK.Graphics;
@ -198,8 +199,14 @@ namespace osu.Game.Graphics
public readonly Color4 GrayE = Color4Extensions.FromHex(@"eee"); public readonly Color4 GrayE = Color4Extensions.FromHex(@"eee");
public readonly Color4 GrayF = Color4Extensions.FromHex(@"fff"); public readonly Color4 GrayF = Color4Extensions.FromHex(@"fff");
// in latest editor design logic, need to figure out where these sit... /// <summary>
/// Equivalent to <see cref="OverlayColourProvider.Lime"/>'s <see cref="OverlayColourProvider.Colour1"/>.
/// </summary>
public readonly Color4 Lime1 = Color4Extensions.FromHex(@"b2ff66"); public readonly Color4 Lime1 = Color4Extensions.FromHex(@"b2ff66");
/// <summary>
/// Equivalent to <see cref="OverlayColourProvider.Orange"/>'s <see cref="OverlayColourProvider.Colour1"/>.
/// </summary>
public readonly Color4 Orange1 = Color4Extensions.FromHex(@"ffd966"); public readonly Color4 Orange1 = Color4Extensions.FromHex(@"ffd966");
// Content Background // Content Background

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@ -0,0 +1,55 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Effects;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Overlays;
using osuTK;
namespace osu.Game.Graphics.UserInterfaceV2
{
public class OsuPopover : Popover
{
private const float fade_duration = 250;
private const double scale_duration = 500;
public OsuPopover(bool withPadding = true)
{
Content.Padding = withPadding ? new MarginPadding(20) : new MarginPadding();
Body.Masking = true;
Body.CornerRadius = 10;
Body.Margin = new MarginPadding(10);
Body.EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Shadow,
Offset = new Vector2(0, 2),
Radius = 5,
Colour = Colour4.Black.Opacity(0.3f)
};
}
[BackgroundDependencyLoader(true)]
private void load([CanBeNull] OverlayColourProvider colourProvider, OsuColour colours)
{
Background.Colour = Arrow.Colour = colourProvider?.Background4 ?? colours.GreySeafoamDarker;
}
protected override Drawable CreateArrow() => Empty();
protected override void PopIn()
{
this.ScaleTo(1, scale_duration, Easing.OutElasticHalf);
this.FadeIn(fade_duration, Easing.OutQuint);
}
protected override void PopOut()
{
this.ScaleTo(0.7f, scale_duration, Easing.OutQuint);
this.FadeOut(fade_duration, Easing.OutQuint);
}
}
}

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@ -525,16 +525,11 @@ namespace osu.Game
private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> beatmap) private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> beatmap)
{ {
beatmap.OldValue?.CancelAsyncLoad(); beatmap.OldValue?.CancelAsyncLoad();
updateModDefaults();
beatmap.NewValue?.BeginAsyncLoad(); beatmap.NewValue?.BeginAsyncLoad();
} }
private void modsChanged(ValueChangedEvent<IReadOnlyList<Mod>> mods) private void modsChanged(ValueChangedEvent<IReadOnlyList<Mod>> mods)
{ {
updateModDefaults();
// a lease may be taken on the mods bindable, at which point we can't really ensure valid mods. // a lease may be taken on the mods bindable, at which point we can't really ensure valid mods.
if (SelectedMods.Disabled) if (SelectedMods.Disabled)
return; return;
@ -546,19 +541,6 @@ namespace osu.Game
} }
} }
private void updateModDefaults()
{
BeatmapDifficulty baseDifficulty = Beatmap.Value.BeatmapInfo.BaseDifficulty;
if (baseDifficulty != null && SelectedMods.Value.Any(m => m is IApplicableToDifficulty))
{
var adjustedDifficulty = baseDifficulty.Clone();
foreach (var mod in SelectedMods.Value.OfType<IApplicableToDifficulty>())
mod.ReadFromDifficulty(adjustedDifficulty);
}
}
#endregion #endregion
private PerformFromMenuRunner performFromMainMenuTask; private PerformFromMenuRunner performFromMainMenuTask;

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@ -14,6 +14,7 @@ namespace osu.Game.Overlays
public static OverlayColourProvider Red { get; } = new OverlayColourProvider(OverlayColourScheme.Red); public static OverlayColourProvider Red { get; } = new OverlayColourProvider(OverlayColourScheme.Red);
public static OverlayColourProvider Pink { get; } = new OverlayColourProvider(OverlayColourScheme.Pink); public static OverlayColourProvider Pink { get; } = new OverlayColourProvider(OverlayColourScheme.Pink);
public static OverlayColourProvider Orange { get; } = new OverlayColourProvider(OverlayColourScheme.Orange); public static OverlayColourProvider Orange { get; } = new OverlayColourProvider(OverlayColourScheme.Orange);
public static OverlayColourProvider Lime { get; } = new OverlayColourProvider(OverlayColourScheme.Lime);
public static OverlayColourProvider Green { get; } = new OverlayColourProvider(OverlayColourScheme.Green); public static OverlayColourProvider Green { get; } = new OverlayColourProvider(OverlayColourScheme.Green);
public static OverlayColourProvider Purple { get; } = new OverlayColourProvider(OverlayColourScheme.Purple); public static OverlayColourProvider Purple { get; } = new OverlayColourProvider(OverlayColourScheme.Purple);
public static OverlayColourProvider Blue { get; } = new OverlayColourProvider(OverlayColourScheme.Blue); public static OverlayColourProvider Blue { get; } = new OverlayColourProvider(OverlayColourScheme.Blue);
@ -51,7 +52,7 @@ namespace osu.Game.Overlays
private Color4 getColour(float saturation, float lightness) => Color4.FromHsl(new Vector4(getBaseHue(colourScheme), saturation, lightness, 1)); private Color4 getColour(float saturation, float lightness) => Color4.FromHsl(new Vector4(getBaseHue(colourScheme), saturation, lightness, 1));
// See https://github.com/ppy/osu-web/blob/4218c288292d7c810b619075471eaea8bbb8f9d8/app/helpers.php#L1463 // See https://github.com/ppy/osu-web/blob/5a536d217a21582aad999db50a981003d3ad5659/app/helpers.php#L1620-L1628
private static float getBaseHue(OverlayColourScheme colourScheme) private static float getBaseHue(OverlayColourScheme colourScheme)
{ {
switch (colourScheme) switch (colourScheme)
@ -66,10 +67,13 @@ namespace osu.Game.Overlays
return 333 / 360f; return 333 / 360f;
case OverlayColourScheme.Orange: case OverlayColourScheme.Orange:
return 46 / 360f; return 45 / 360f;
case OverlayColourScheme.Lime:
return 90 / 360f;
case OverlayColourScheme.Green: case OverlayColourScheme.Green:
return 115 / 360f; return 125 / 360f;
case OverlayColourScheme.Purple: case OverlayColourScheme.Purple:
return 255 / 360f; return 255 / 360f;
@ -85,6 +89,7 @@ namespace osu.Game.Overlays
Red, Red,
Pink, Pink,
Orange, Orange,
Lime,
Green, Green,
Purple, Purple,
Blue Blue

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@ -27,7 +27,8 @@ namespace osu.Game.Rulesets.Edit
// Compose // Compose
new CheckUnsnappedObjects(), new CheckUnsnappedObjects(),
new CheckConcurrentObjects() new CheckConcurrentObjects(),
new CheckZeroLengthObjects(),
}; };
public IEnumerable<Issue> Run(BeatmapVerifierContext context) public IEnumerable<Issue> Run(BeatmapVerifierContext context)

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@ -0,0 +1,47 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using osu.Game.Rulesets.Edit.Checks.Components;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Rulesets.Edit.Checks
{
public class CheckZeroLengthObjects : ICheck
{
/// <summary>
/// The duration can be this low before being treated as having no length, in case of precision errors. Unit is milliseconds.
/// </summary>
private const double leniency = 0.5d;
public CheckMetadata Metadata { get; } = new CheckMetadata(CheckCategory.Compose, "Zero-length hitobjects");
public IEnumerable<IssueTemplate> PossibleTemplates => new IssueTemplate[]
{
new IssueTemplateZeroLength(this)
};
public IEnumerable<Issue> Run(BeatmapVerifierContext context)
{
foreach (var hitObject in context.Beatmap.HitObjects)
{
if (!(hitObject is IHasDuration hasDuration))
continue;
if (hasDuration.Duration < leniency)
yield return new IssueTemplateZeroLength(this).Create(hitObject, hasDuration.Duration);
}
}
public class IssueTemplateZeroLength : IssueTemplate
{
public IssueTemplateZeroLength(ICheck check)
: base(check, IssueType.Problem, "{0} has a duration of {1:0}.")
{
}
public Issue Create(HitObject hitobject, double duration) => new Issue(hitobject, this, hitobject.GetType(), duration);
}
}
}

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@ -10,13 +10,6 @@ namespace osu.Game.Rulesets.Mods
/// </summary> /// </summary>
public interface IApplicableToDifficulty : IApplicableMod public interface IApplicableToDifficulty : IApplicableMod
{ {
/// <summary>
/// Called when a beatmap is changed. Can be used to read default values.
/// Any changes made will not be preserved.
/// </summary>
/// <param name="difficulty">The difficulty to read from.</param>
void ReadFromDifficulty(BeatmapDifficulty difficulty);
/// <summary> /// <summary>
/// Called post beatmap conversion. Can be used to apply changes to difficulty attributes. /// Called post beatmap conversion. Can be used to apply changes to difficulty attributes.
/// </summary> /// </summary>

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@ -2,7 +2,6 @@
// See the LICENCE file in the repository root for full licence text. // See the LICENCE file in the repository root for full licence text.
using System; using System;
using System.Diagnostics;
using System.Linq; using System.Linq;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Audio; using osu.Framework.Audio;
@ -72,25 +71,20 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
{ {
var localUser = Client.LocalUser; var localUser = Client.LocalUser;
if (localUser == null) int newCountReady = Room?.Users.Count(u => u.State == MultiplayerUserState.Ready) ?? 0;
return; int newCountTotal = Room?.Users.Count(u => u.State != MultiplayerUserState.Spectating) ?? 0;
Debug.Assert(Room != null); switch (localUser?.State)
int newCountReady = Room.Users.Count(u => u.State == MultiplayerUserState.Ready);
int newCountTotal = Room.Users.Count(u => u.State != MultiplayerUserState.Spectating);
string countText = $"({newCountReady} / {newCountTotal} ready)";
switch (localUser.State)
{ {
case MultiplayerUserState.Idle: default:
button.Text = "Ready"; button.Text = "Ready";
updateButtonColour(true); updateButtonColour(true);
break; break;
case MultiplayerUserState.Spectating: case MultiplayerUserState.Spectating:
case MultiplayerUserState.Ready: case MultiplayerUserState.Ready:
string countText = $"({newCountReady} / {newCountTotal} ready)";
if (Room?.Host?.Equals(localUser) == true) if (Room?.Host?.Equals(localUser) == true)
{ {
button.Text = $"Start match {countText}"; button.Text = $"Start match {countText}";
@ -108,7 +102,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
bool enableButton = Client.Room?.State == MultiplayerRoomState.Open && !operationInProgress.Value; bool enableButton = Client.Room?.State == MultiplayerRoomState.Open && !operationInProgress.Value;
// When the local user is the host and spectating the match, the "start match" state should be enabled if any users are ready. // When the local user is the host and spectating the match, the "start match" state should be enabled if any users are ready.
if (localUser.State == MultiplayerUserState.Spectating) if (localUser?.State == MultiplayerUserState.Spectating)
enableButton &= Room?.Host?.Equals(localUser) == true && newCountReady > 0; enableButton &= Room?.Host?.Equals(localUser) == true && newCountReady > 0;
button.Enabled.Value = enableButton; button.Enabled.Value = enableButton;

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@ -2,7 +2,6 @@
// See the LICENCE file in the repository root for full licence text. // See the LICENCE file in the repository root for full licence text.
using System; using System;
using System.Diagnostics;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
@ -57,14 +56,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
private void updateState() private void updateState()
{ {
var localUser = Client.LocalUser; switch (Client.LocalUser?.State)
if (localUser == null)
return;
Debug.Assert(Room != null);
switch (localUser.State)
{ {
default: default:
button.Text = "Spectate"; button.Text = "Spectate";
@ -81,7 +73,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
break; break;
} }
button.Enabled.Value = Client.Room?.State != MultiplayerRoomState.Closed && !operationInProgress.Value; button.Enabled.Value = Client.Room != null
&& Client.Room.State != MultiplayerRoomState.Closed
&& !operationInProgress.Value;
} }
private class ButtonWithTrianglesExposed : TriangleButton private class ButtonWithTrianglesExposed : TriangleButton

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@ -48,6 +48,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
[Resolved] [Resolved]
private OngoingOperationTracker ongoingOperationTracker { get; set; } private OngoingOperationTracker ongoingOperationTracker { get; set; }
[Resolved]
private Bindable<Room> currentRoom { get; set; }
private MultiplayerMatchSettingsOverlay settingsOverlay; private MultiplayerMatchSettingsOverlay settingsOverlay;
private readonly IBindable<bool> isConnected = new Bindable<bool>(); private readonly IBindable<bool> isConnected = new Bindable<bool>();
@ -273,6 +276,17 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
if (!connected.NewValue) if (!connected.NewValue)
Schedule(this.Exit); Schedule(this.Exit);
}, true); }, true);
currentRoom.BindValueChanged(room =>
{
if (room.NewValue == null)
{
// the room has gone away.
// this could mean something happened during the join process, or an external connection issue occurred.
// one specific scenario is where the underlying room is created, but the signalr server returns an error during the join process. this triggers a PartRoom operation (see https://github.com/ppy/osu/blob/7654df94f6f37b8382be7dfcb4f674e03bd35427/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerRoomManager.cs#L97)
Schedule(this.Exit);
}
}, true);
} }
protected override void UpdateMods() protected override void UpdateMods()
@ -310,7 +324,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
public override bool OnExiting(IScreen next) public override bool OnExiting(IScreen next)
{ {
if (client.Room == null) // the room may not be left immediately after a disconnection due to async flow,
// so checking the IsConnected status is also required.
if (client.Room == null || !client.IsConnected.Value)
{ {
// room has not been created yet; exit immediately. // room has not been created yet; exit immediately.
return base.OnExiting(next); return base.OnExiting(next);

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@ -36,7 +36,7 @@
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets> <IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference> </PackageReference>
<PackageReference Include="Realm" Version="10.3.0" /> <PackageReference Include="Realm" Version="10.3.0" />
<PackageReference Include="ppy.osu.Framework" Version="2021.713.0" /> <PackageReference Include="ppy.osu.Framework" Version="2021.714.0" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2021.706.0" /> <PackageReference Include="ppy.osu.Game.Resources" Version="2021.706.0" />
<PackageReference Include="Sentry" Version="3.6.0" /> <PackageReference Include="Sentry" Version="3.6.0" />
<PackageReference Include="SharpCompress" Version="0.28.3" /> <PackageReference Include="SharpCompress" Version="0.28.3" />

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@ -70,7 +70,7 @@
<Reference Include="System.Net.Http" /> <Reference Include="System.Net.Http" />
</ItemGroup> </ItemGroup>
<ItemGroup Label="Package References"> <ItemGroup Label="Package References">
<PackageReference Include="ppy.osu.Framework.iOS" Version="2021.713.0" /> <PackageReference Include="ppy.osu.Framework.iOS" Version="2021.714.0" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2021.706.0" /> <PackageReference Include="ppy.osu.Game.Resources" Version="2021.706.0" />
</ItemGroup> </ItemGroup>
<!-- See https://github.com/dotnet/runtime/issues/35988 (can be removed after Xamarin uses net5.0 / net6.0) --> <!-- See https://github.com/dotnet/runtime/issues/35988 (can be removed after Xamarin uses net5.0 / net6.0) -->
@ -93,7 +93,7 @@
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="2.2.6" /> <PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="2.2.6" />
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="2.2.6" /> <PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="2.2.6" />
<PackageReference Include="Newtonsoft.Json" Version="13.0.1" /> <PackageReference Include="Newtonsoft.Json" Version="13.0.1" />
<PackageReference Include="ppy.osu.Framework" Version="2021.713.0" /> <PackageReference Include="ppy.osu.Framework" Version="2021.714.0" />
<PackageReference Include="SharpCompress" Version="0.28.3" /> <PackageReference Include="SharpCompress" Version="0.28.3" />
<PackageReference Include="NUnit" Version="3.13.2" /> <PackageReference Include="NUnit" Version="3.13.2" />
<PackageReference Include="SharpRaven" Version="2.4.0" /> <PackageReference Include="SharpRaven" Version="2.4.0" />