mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 10:33:30 +08:00
Merge branch 'master' into realm-key-binding-store
This commit is contained in:
commit
c0b1c2f39b
@ -51,7 +51,7 @@
|
||||
<Reference Include="Java.Interop" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<PackageReference Include="ppy.osu.Game.Resources" Version="2021.412.0" />
|
||||
<PackageReference Include="ppy.osu.Framework.Android" Version="2021.421.0" />
|
||||
<PackageReference Include="ppy.osu.Game.Resources" Version="2021.422.0" />
|
||||
<PackageReference Include="ppy.osu.Framework.Android" Version="2021.422.1" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
|
@ -10,6 +10,7 @@ using osu.Game.Rulesets.Catch.UI;
|
||||
using osu.Framework.Graphics;
|
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
|
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
|
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using osu.Game.Configuration;
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@ -20,6 +21,7 @@ using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
|
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using osu.Game.Skinning;
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using osu.Game.Tests.Visual;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Tests
|
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{
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@ -170,16 +172,25 @@ namespace osu.Game.Rulesets.Catch.Tests
|
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}
|
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|
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[Test]
|
||||
public void TestCatcherStacking()
|
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public void TestCatcherRandomStacking()
|
||||
{
|
||||
AddStep("catch more fruits", () => attemptCatch(() => new Fruit
|
||||
{
|
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X = (RNG.NextSingle() - 0.5f) * Catcher.CalculateCatchWidth(Vector2.One)
|
||||
}, 50));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestCatcherStackingSameCaughtPosition()
|
||||
{
|
||||
AddStep("catch fruit", () => attemptCatch(new Fruit()));
|
||||
checkPlate(1);
|
||||
AddStep("catch more fruits", () => attemptCatch(new Fruit(), 9));
|
||||
AddStep("catch more fruits", () => attemptCatch(() => new Fruit(), 9));
|
||||
checkPlate(10);
|
||||
AddAssert("caught objects are stacked", () =>
|
||||
catcher.CaughtObjects.All(obj => obj.Y <= 0) &&
|
||||
catcher.CaughtObjects.Any(obj => obj.Y == 0) &&
|
||||
catcher.CaughtObjects.Any(obj => obj.Y < -20));
|
||||
catcher.CaughtObjects.All(obj => obj.Y <= Catcher.CAUGHT_FRUIT_VERTICAL_OFFSET) &&
|
||||
catcher.CaughtObjects.Any(obj => obj.Y == Catcher.CAUGHT_FRUIT_VERTICAL_OFFSET) &&
|
||||
catcher.CaughtObjects.Any(obj => obj.Y < -25));
|
||||
}
|
||||
|
||||
[Test]
|
||||
@ -189,11 +200,11 @@ namespace osu.Game.Rulesets.Catch.Tests
|
||||
AddStep("catch tiny droplet", () => attemptCatch(new TinyDroplet()));
|
||||
AddAssert("tiny droplet is exploded", () => catcher.CaughtObjects.Count() == 1 && droppedObjectContainer.Count == 1);
|
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AddUntilStep("wait explosion", () => !droppedObjectContainer.Any());
|
||||
AddStep("catch more fruits", () => attemptCatch(new Fruit(), 9));
|
||||
AddStep("catch more fruits", () => attemptCatch(() => new Fruit(), 9));
|
||||
AddStep("explode", () => catcher.Explode());
|
||||
AddAssert("fruits are exploded", () => !catcher.CaughtObjects.Any() && droppedObjectContainer.Count == 10);
|
||||
AddUntilStep("wait explosion", () => !droppedObjectContainer.Any());
|
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AddStep("catch fruits", () => attemptCatch(new Fruit(), 10));
|
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AddStep("catch fruits", () => attemptCatch(() => new Fruit(), 10));
|
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AddStep("drop", () => catcher.Drop());
|
||||
AddAssert("fruits are dropped", () => !catcher.CaughtObjects.Any() && droppedObjectContainer.Count == 10);
|
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}
|
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@ -222,10 +233,15 @@ namespace osu.Game.Rulesets.Catch.Tests
|
||||
|
||||
private void checkHyperDash(bool state) => AddAssert($"catcher is {(state ? "" : "not ")}hyper dashing", () => catcher.HyperDashing == state);
|
||||
|
||||
private void attemptCatch(CatchHitObject hitObject, int count = 1)
|
||||
private void attemptCatch(CatchHitObject hitObject)
|
||||
{
|
||||
attemptCatch(() => hitObject, 1);
|
||||
}
|
||||
|
||||
private void attemptCatch(Func<CatchHitObject> hitObject, int count)
|
||||
{
|
||||
for (var i = 0; i < count; i++)
|
||||
attemptCatch(hitObject, out _, out _);
|
||||
attemptCatch(hitObject(), out _, out _);
|
||||
}
|
||||
|
||||
private void attemptCatch(CatchHitObject hitObject, out DrawableCatchHitObject drawableObject, out JudgementResult result)
|
||||
|
@ -8,6 +8,8 @@ using osu.Framework.Extensions.IEnumerableExtensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Testing;
|
||||
using osu.Framework.Threading;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Configuration;
|
||||
@ -31,12 +33,32 @@ namespace osu.Game.Rulesets.Catch.Tests
|
||||
|
||||
private float circleSize;
|
||||
|
||||
private ScheduledDelegate addManyFruit;
|
||||
|
||||
private BeatmapDifficulty beatmapDifficulty;
|
||||
|
||||
public TestSceneCatcherArea()
|
||||
{
|
||||
AddSliderStep<float>("circle size", 0, 8, 5, createCatcher);
|
||||
AddToggleStep("hyper dash", t => this.ChildrenOfType<TestCatcherArea>().ForEach(area => area.ToggleHyperDash(t)));
|
||||
|
||||
AddStep("catch fruit", () => attemptCatch(new Fruit()));
|
||||
AddStep("catch centered fruit", () => attemptCatch(new Fruit()));
|
||||
AddStep("catch many random fruit", () =>
|
||||
{
|
||||
int count = 50;
|
||||
|
||||
addManyFruit?.Cancel();
|
||||
addManyFruit = Scheduler.AddDelayed(() =>
|
||||
{
|
||||
attemptCatch(new Fruit
|
||||
{
|
||||
X = (RNG.NextSingle() - 0.5f) * Catcher.CalculateCatchWidth(beatmapDifficulty) * 0.6f,
|
||||
});
|
||||
|
||||
if (count-- == 0)
|
||||
addManyFruit?.Cancel();
|
||||
}, 50, true);
|
||||
});
|
||||
AddStep("catch fruit last in combo", () => attemptCatch(new Fruit { LastInCombo = true }));
|
||||
AddStep("catch kiai fruit", () => attemptCatch(new TestSceneCatcher.TestKiaiFruit()));
|
||||
AddStep("miss last in combo", () => attemptCatch(new Fruit { X = 100, LastInCombo = true }));
|
||||
@ -45,10 +67,7 @@ namespace osu.Game.Rulesets.Catch.Tests
|
||||
private void attemptCatch(Fruit fruit)
|
||||
{
|
||||
fruit.X = fruit.OriginalX + catcher.X;
|
||||
fruit.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty
|
||||
{
|
||||
CircleSize = circleSize
|
||||
});
|
||||
fruit.ApplyDefaults(new ControlPointInfo(), beatmapDifficulty);
|
||||
|
||||
foreach (var area in this.ChildrenOfType<CatcherArea>())
|
||||
{
|
||||
@ -71,6 +90,11 @@ namespace osu.Game.Rulesets.Catch.Tests
|
||||
{
|
||||
circleSize = size;
|
||||
|
||||
beatmapDifficulty = new BeatmapDifficulty
|
||||
{
|
||||
CircleSize = circleSize
|
||||
};
|
||||
|
||||
SetContents(() =>
|
||||
{
|
||||
var droppedObjectContainer = new Container<CaughtObject>
|
||||
@ -84,7 +108,7 @@ namespace osu.Game.Rulesets.Catch.Tests
|
||||
Children = new Drawable[]
|
||||
{
|
||||
droppedObjectContainer,
|
||||
new TestCatcherArea(droppedObjectContainer, new BeatmapDifficulty { CircleSize = size })
|
||||
new TestCatcherArea(droppedObjectContainer, beatmapDifficulty)
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.TopCentre,
|
||||
|
@ -114,6 +114,7 @@ namespace osu.Game.Rulesets.Catch
|
||||
return new Mod[]
|
||||
{
|
||||
new CatchModDifficultyAdjust(),
|
||||
new CatchModClassic(),
|
||||
};
|
||||
|
||||
case ModType.Automation:
|
||||
|
11
osu.Game.Rulesets.Catch/Mods/CatchModClassic.cs
Normal file
11
osu.Game.Rulesets.Catch/Mods/CatchModClassic.cs
Normal file
@ -0,0 +1,11 @@
|
||||
// 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.Game.Rulesets.Mods;
|
||||
|
||||
namespace osu.Game.Rulesets.Catch.Mods
|
||||
{
|
||||
public class CatchModClassic : ModClassic
|
||||
{
|
||||
}
|
||||
}
|
@ -53,6 +53,16 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
/// </summary>
|
||||
public const double BASE_SPEED = 1.0;
|
||||
|
||||
/// <summary>
|
||||
/// The amount by which caught fruit should be offset from the plate surface to make them look visually "caught".
|
||||
/// </summary>
|
||||
public const float CAUGHT_FRUIT_VERTICAL_OFFSET = -5;
|
||||
|
||||
/// <summary>
|
||||
/// The amount by which caught fruit should be scaled down to fit on the plate.
|
||||
/// </summary>
|
||||
private const float caught_fruit_scale_adjust = 0.5f;
|
||||
|
||||
[NotNull]
|
||||
private readonly Container trailsTarget;
|
||||
|
||||
@ -202,13 +212,13 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
/// Calculates the width of the area used for attempting catches in gameplay.
|
||||
/// </summary>
|
||||
/// <param name="scale">The scale of the catcher.</param>
|
||||
internal static float CalculateCatchWidth(Vector2 scale) => CatcherArea.CATCHER_SIZE * Math.Abs(scale.X) * ALLOWED_CATCH_RANGE;
|
||||
public static float CalculateCatchWidth(Vector2 scale) => CatcherArea.CATCHER_SIZE * Math.Abs(scale.X) * ALLOWED_CATCH_RANGE;
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the width of the area used for attempting catches in gameplay.
|
||||
/// </summary>
|
||||
/// <param name="difficulty">The beatmap difficulty.</param>
|
||||
internal static float CalculateCatchWidth(BeatmapDifficulty difficulty) => CalculateCatchWidth(calculateScale(difficulty));
|
||||
public static float CalculateCatchWidth(BeatmapDifficulty difficulty) => CalculateCatchWidth(calculateScale(difficulty));
|
||||
|
||||
/// <summary>
|
||||
/// Determine if this catcher can catch a <see cref="CatchHitObject"/> in the current position.
|
||||
@ -240,7 +250,7 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
|
||||
if (result.IsHit)
|
||||
{
|
||||
var positionInStack = computePositionInStack(new Vector2(palpableObject.X - X, 0), palpableObject.DisplaySize.X / 2);
|
||||
var positionInStack = computePositionInStack(new Vector2(palpableObject.X - X, 0), palpableObject.DisplaySize.X);
|
||||
|
||||
if (CatchFruitOnPlate)
|
||||
placeCaughtObject(palpableObject, positionInStack);
|
||||
@ -470,7 +480,7 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
caughtObject.CopyStateFrom(drawableObject);
|
||||
caughtObject.Anchor = Anchor.TopCentre;
|
||||
caughtObject.Position = position;
|
||||
caughtObject.Scale /= 2;
|
||||
caughtObject.Scale *= caught_fruit_scale_adjust;
|
||||
|
||||
caughtObjectContainer.Add(caughtObject);
|
||||
|
||||
@ -480,19 +490,21 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
|
||||
private Vector2 computePositionInStack(Vector2 position, float displayRadius)
|
||||
{
|
||||
const float radius_div_2 = CatchHitObject.OBJECT_RADIUS / 2;
|
||||
const float allowance = 10;
|
||||
// this is taken from osu-stable (lenience should be 10 * 10 at standard scale).
|
||||
const float lenience_adjust = 10 / CatchHitObject.OBJECT_RADIUS;
|
||||
|
||||
while (caughtObjectContainer.Any(f => Vector2Extensions.Distance(f.Position, position) < (displayRadius + radius_div_2) / (allowance / 2)))
|
||||
float adjustedRadius = displayRadius * lenience_adjust;
|
||||
float checkDistance = MathF.Pow(adjustedRadius, 2);
|
||||
|
||||
// offset fruit vertically to better place "above" the plate.
|
||||
position.Y += CAUGHT_FRUIT_VERTICAL_OFFSET;
|
||||
|
||||
while (caughtObjectContainer.Any(f => Vector2Extensions.DistanceSquared(f.Position, position) < checkDistance))
|
||||
{
|
||||
float diff = (displayRadius + radius_div_2) / allowance;
|
||||
|
||||
position.X += (RNG.NextSingle() - 0.5f) * diff * 2;
|
||||
position.Y -= RNG.NextSingle() * diff;
|
||||
position.X += RNG.NextSingle(-adjustedRadius, adjustedRadius);
|
||||
position.Y -= RNG.NextSingle(0, 5);
|
||||
}
|
||||
|
||||
position.X = Math.Clamp(position.X, -CatcherArea.CATCHER_SIZE / 2, CatcherArea.CATCHER_SIZE / 2);
|
||||
|
||||
return position;
|
||||
}
|
||||
|
||||
|
@ -324,6 +324,33 @@ namespace osu.Game.Rulesets.Mania.Tests
|
||||
assertTailJudgement(HitResult.Ok);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestZeroLength()
|
||||
{
|
||||
var beatmap = new Beatmap<ManiaHitObject>
|
||||
{
|
||||
HitObjects =
|
||||
{
|
||||
new HoldNote
|
||||
{
|
||||
StartTime = 1000,
|
||||
Duration = 0,
|
||||
Column = 0,
|
||||
},
|
||||
},
|
||||
BeatmapInfo = { Ruleset = new ManiaRuleset().RulesetInfo },
|
||||
};
|
||||
|
||||
performTest(new List<ReplayFrame>
|
||||
{
|
||||
new ManiaReplayFrame(beatmap.HitObjects[0].StartTime, ManiaAction.Key1),
|
||||
new ManiaReplayFrame(beatmap.HitObjects[0].GetEndTime() + 1),
|
||||
}, beatmap);
|
||||
|
||||
AddAssert("hold note hit", () => judgementResults.Where(j => beatmap.HitObjects[0].NestedHitObjects.Contains(j.HitObject))
|
||||
.All(j => j.Type.IsHit()));
|
||||
}
|
||||
|
||||
private void assertHeadJudgement(HitResult result)
|
||||
=> AddAssert($"head judged as {result}", () => judgementResults.First(j => j.HitObject is Note).Type == result);
|
||||
|
||||
|
@ -73,7 +73,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
|
||||
return;
|
||||
|
||||
base.OnMouseUp(e);
|
||||
EndPlacement(true);
|
||||
EndPlacement(HitObject.Duration > 0);
|
||||
}
|
||||
|
||||
private double originalStartTime;
|
||||
|
@ -239,6 +239,7 @@ namespace osu.Game.Rulesets.Mania
|
||||
new ManiaModDualStages(),
|
||||
new ManiaModMirror(),
|
||||
new ManiaModDifficultyAdjust(),
|
||||
new ManiaModClassic(),
|
||||
new ManiaModInvert(),
|
||||
new ManiaModConstantSpeed()
|
||||
};
|
||||
|
11
osu.Game.Rulesets.Mania/Mods/ManiaModClassic.cs
Normal file
11
osu.Game.Rulesets.Mania/Mods/ManiaModClassic.cs
Normal file
@ -0,0 +1,11 @@
|
||||
// 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.Game.Rulesets.Mods;
|
||||
|
||||
namespace osu.Game.Rulesets.Mania.Mods
|
||||
{
|
||||
public class ManiaModClassic : ModClassic
|
||||
{
|
||||
}
|
||||
}
|
@ -221,7 +221,7 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
|
||||
// As the note is being held, adjust the size of the sizing container. This has two effects:
|
||||
// 1. The contained masking container will mask the body and ticks.
|
||||
// 2. The head note will move along with the new "head position" in the container.
|
||||
if (Head.IsHit && releaseTime == null)
|
||||
if (Head.IsHit && releaseTime == null && DrawHeight > 0)
|
||||
{
|
||||
// How far past the hit target this hold note is. Always a positive value.
|
||||
float yOffset = Math.Max(0, Direction.Value == ScrollingDirection.Up ? -Y : Y);
|
||||
|
@ -21,6 +21,7 @@ using osu.Game.Rulesets.Osu.UI;
|
||||
using osu.Game.Rulesets.Replays;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Scoring;
|
||||
using osu.Game.Screens.Play;
|
||||
using osu.Game.Storyboards;
|
||||
using osu.Game.Tests.Visual;
|
||||
using osuTK;
|
||||
@ -193,7 +194,7 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
|
||||
addSeekStep(0);
|
||||
|
||||
AddStep("adjust track rate", () => Player.GameplayClockContainer.UserPlaybackRate.Value = rate);
|
||||
AddStep("adjust track rate", () => ((MasterGameplayClockContainer)Player.GameplayClockContainer).UserPlaybackRate.Value = rate);
|
||||
|
||||
addSeekStep(1000);
|
||||
AddAssert("progress almost same", () => Precision.AlmostEquals(expectedProgress, drawableSpinner.Progress, 0.05));
|
||||
|
@ -3,8 +3,11 @@
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Osu.Objects.Drawables;
|
||||
@ -27,8 +30,16 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
|
||||
private class OsuEditPlayfield : OsuPlayfield
|
||||
{
|
||||
private Bindable<bool> hitAnimations;
|
||||
|
||||
protected override GameplayCursorContainer CreateCursor() => null;
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuConfigManager config)
|
||||
{
|
||||
hitAnimations = config.GetBindable<bool>(OsuSetting.EditorHitAnimations);
|
||||
}
|
||||
|
||||
protected override void OnNewDrawableHitObject(DrawableHitObject d)
|
||||
{
|
||||
d.ApplyCustomUpdateState += updateState;
|
||||
@ -42,7 +53,7 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
|
||||
private void updateState(DrawableHitObject hitObject, ArmedState state)
|
||||
{
|
||||
if (state == ArmedState.Idle)
|
||||
if (state == ArmedState.Idle || hitAnimations.Value)
|
||||
return;
|
||||
|
||||
// adjust the visuals of certain object types to make them stay on screen for longer than usual.
|
||||
@ -58,8 +69,17 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
|
||||
case DrawableHitCircle circle: // also handles slider heads
|
||||
circle.ApproachCircle
|
||||
.FadeOutFromOne(editor_hit_object_fade_out_extension)
|
||||
.FadeOutFromOne(editor_hit_object_fade_out_extension * 4)
|
||||
.Expire();
|
||||
|
||||
circle.ApproachCircle.ScaleTo(1.1f, 300, Easing.OutQuint);
|
||||
|
||||
var circlePieceDrawable = circle.CirclePiece.Drawable;
|
||||
|
||||
// clear any explode animation logic.
|
||||
circlePieceDrawable.ApplyTransformsAt(circle.HitStateUpdateTime, true);
|
||||
circlePieceDrawable.ClearTransformsAfter(circle.HitStateUpdateTime, true);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
@ -71,7 +91,7 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
|
||||
hitObject.RemoveTransform(existing);
|
||||
|
||||
using (hitObject.BeginAbsoluteSequence(existing.StartTime))
|
||||
using (hitObject.BeginAbsoluteSequence(hitObject.HitStateUpdateTime))
|
||||
hitObject.FadeOut(editor_hit_object_fade_out_extension).Expire();
|
||||
}
|
||||
}
|
||||
|
@ -4,7 +4,6 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
@ -16,22 +15,8 @@ using osu.Game.Rulesets.UI;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Mods
|
||||
{
|
||||
public class OsuModClassic : Mod, IApplicableToHitObject, IApplicableToDrawableHitObjects, IApplicableToDrawableRuleset<OsuHitObject>
|
||||
public class OsuModClassic : ModClassic, IApplicableToHitObject, IApplicableToDrawableHitObjects, IApplicableToDrawableRuleset<OsuHitObject>
|
||||
{
|
||||
public override string Name => "Classic";
|
||||
|
||||
public override string Acronym => "CL";
|
||||
|
||||
public override double ScoreMultiplier => 1;
|
||||
|
||||
public override IconUsage? Icon => FontAwesome.Solid.History;
|
||||
|
||||
public override string Description => "Feeling nostalgic?";
|
||||
|
||||
public override bool Ranked => false;
|
||||
|
||||
public override ModType Type => ModType.Conversion;
|
||||
|
||||
[SettingSource("No slider head accuracy requirement", "Scores sliders proportionally to the number of ticks hit.")]
|
||||
public Bindable<bool> NoSliderHeadAccuracy { get; } = new BindableBool(true);
|
||||
|
||||
|
@ -182,6 +182,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
||||
// todo: temporary / arbitrary, used for lifetime optimisation.
|
||||
this.Delay(800).FadeOut();
|
||||
|
||||
(CirclePiece.Drawable as IMainCirclePiece)?.Animate(state);
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case ArmedState.Idle:
|
||||
|
17
osu.Game.Rulesets.Osu/Skinning/Default/IMainCirclePiece.cs
Normal file
17
osu.Game.Rulesets.Osu/Skinning/Default/IMainCirclePiece.cs
Normal file
@ -0,0 +1,17 @@
|
||||
// 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.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Osu.Objects.Drawables;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Skinning.Default
|
||||
{
|
||||
public interface IMainCirclePiece
|
||||
{
|
||||
/// <summary>
|
||||
/// Begins animating this <see cref="IMainCirclePiece"/>.
|
||||
/// </summary>
|
||||
/// <param name="state">The <see cref="ArmedState"/> of the related <see cref="DrawableHitCircle"/>.</param>
|
||||
void Animate(ArmedState state);
|
||||
}
|
||||
}
|
@ -13,7 +13,7 @@ using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Skinning.Default
|
||||
{
|
||||
public class MainCirclePiece : CompositeDrawable
|
||||
public class MainCirclePiece : CompositeDrawable, IMainCirclePiece
|
||||
{
|
||||
private readonly CirclePiece circle;
|
||||
private readonly RingPiece ring;
|
||||
@ -67,12 +67,9 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
|
||||
}, true);
|
||||
|
||||
indexInCurrentCombo.BindValueChanged(index => number.Text = (index.NewValue + 1).ToString(), true);
|
||||
|
||||
drawableObject.ApplyCustomUpdateState += updateState;
|
||||
updateState(drawableObject, drawableObject.State.Value);
|
||||
}
|
||||
|
||||
private void updateState(DrawableHitObject drawableObject, ArmedState state)
|
||||
public void Animate(ArmedState state)
|
||||
{
|
||||
using (BeginAbsoluteSequence(drawableObject.StateUpdateTime))
|
||||
glow.FadeOut(400);
|
||||
|
@ -12,6 +12,7 @@ using osu.Game.Graphics.Sprites;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Osu.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Osu.Skinning.Default;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
@ -19,7 +20,7 @@ using static osu.Game.Skinning.LegacySkinConfiguration;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Skinning.Legacy
|
||||
{
|
||||
public class LegacyMainCirclePiece : CompositeDrawable
|
||||
public class LegacyMainCirclePiece : CompositeDrawable, IMainCirclePiece
|
||||
{
|
||||
private readonly string priorityLookup;
|
||||
private readonly bool hasNumber;
|
||||
@ -138,12 +139,9 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
|
||||
accentColour.BindValueChanged(colour => hitCircleSprite.Colour = LegacyColourCompatibility.DisallowZeroAlpha(colour.NewValue), true);
|
||||
if (hasNumber)
|
||||
indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
|
||||
|
||||
drawableObject.ApplyCustomUpdateState += updateState;
|
||||
updateState(drawableObject, drawableObject.State.Value);
|
||||
}
|
||||
|
||||
private void updateState(DrawableHitObject drawableObject, ArmedState state)
|
||||
public void Animate(ArmedState state)
|
||||
{
|
||||
const double legacy_fade_duration = 240;
|
||||
|
||||
|
11
osu.Game.Rulesets.Taiko/Mods/TaikoModClassic.cs
Normal file
11
osu.Game.Rulesets.Taiko/Mods/TaikoModClassic.cs
Normal file
@ -0,0 +1,11 @@
|
||||
// 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.Game.Rulesets.Mods;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Mods
|
||||
{
|
||||
public class TaikoModClassic : ModClassic
|
||||
{
|
||||
}
|
||||
}
|
@ -135,6 +135,7 @@ namespace osu.Game.Rulesets.Taiko
|
||||
{
|
||||
new TaikoModRandom(),
|
||||
new TaikoModDifficultyAdjust(),
|
||||
new TaikoModClassic(),
|
||||
};
|
||||
|
||||
case ModType.Automation:
|
||||
|
@ -1,32 +0,0 @@
|
||||
// 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 NUnit.Framework;
|
||||
using osu.Framework.Testing;
|
||||
using osu.Game.Rulesets.Osu;
|
||||
using osu.Game.Screens.Play;
|
||||
using osu.Game.Tests.Visual;
|
||||
|
||||
namespace osu.Game.Tests.Gameplay
|
||||
{
|
||||
[HeadlessTest]
|
||||
public class TestSceneGameplayClockContainer : OsuTestScene
|
||||
{
|
||||
[Test]
|
||||
public void TestStartThenElapsedTime()
|
||||
{
|
||||
GameplayClockContainer gcc = null;
|
||||
|
||||
AddStep("create container", () =>
|
||||
{
|
||||
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
|
||||
working.LoadTrack();
|
||||
|
||||
Add(gcc = new GameplayClockContainer(working, 0));
|
||||
});
|
||||
|
||||
AddStep("start track", () => gcc.Start());
|
||||
AddUntilStep("elapsed greater than zero", () => gcc.GameplayClock.ElapsedFrameTime > 0);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,58 @@
|
||||
// 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 NUnit.Framework;
|
||||
using osu.Framework.Testing;
|
||||
using osu.Game.Rulesets.Osu;
|
||||
using osu.Game.Screens.Play;
|
||||
using osu.Game.Tests.Visual;
|
||||
|
||||
namespace osu.Game.Tests.Gameplay
|
||||
{
|
||||
[HeadlessTest]
|
||||
public class TestSceneMasterGameplayClockContainer : OsuTestScene
|
||||
{
|
||||
[Test]
|
||||
public void TestStartThenElapsedTime()
|
||||
{
|
||||
GameplayClockContainer gcc = null;
|
||||
|
||||
AddStep("create container", () =>
|
||||
{
|
||||
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
|
||||
working.LoadTrack();
|
||||
|
||||
Add(gcc = new MasterGameplayClockContainer(working, 0));
|
||||
});
|
||||
|
||||
AddStep("start clock", () => gcc.Start());
|
||||
AddUntilStep("elapsed greater than zero", () => gcc.GameplayClock.ElapsedFrameTime > 0);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestElapseThenReset()
|
||||
{
|
||||
GameplayClockContainer gcc = null;
|
||||
|
||||
AddStep("create container", () =>
|
||||
{
|
||||
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
|
||||
working.LoadTrack();
|
||||
|
||||
Add(gcc = new MasterGameplayClockContainer(working, 0));
|
||||
});
|
||||
|
||||
AddStep("start clock", () => gcc.Start());
|
||||
AddUntilStep("current time greater 2000", () => gcc.GameplayClock.CurrentTime > 2000);
|
||||
|
||||
double timeAtReset = 0;
|
||||
AddStep("reset clock", () =>
|
||||
{
|
||||
timeAtReset = gcc.GameplayClock.CurrentTime;
|
||||
gcc.Reset();
|
||||
});
|
||||
|
||||
AddAssert("current time < time at reset", () => gcc.GameplayClock.CurrentTime < timeAtReset);
|
||||
}
|
||||
}
|
||||
}
|
@ -20,6 +20,7 @@ using osu.Game.Rulesets;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu;
|
||||
using osu.Game.Rulesets.Osu.Mods;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using osu.Game.Screens.Play;
|
||||
using osu.Game.Skinning;
|
||||
using osu.Game.Storyboards;
|
||||
@ -67,15 +68,17 @@ namespace osu.Game.Tests.Gameplay
|
||||
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
|
||||
working.LoadTrack();
|
||||
|
||||
Add(gameplayContainer = new GameplayClockContainer(working, 0));
|
||||
|
||||
gameplayContainer.Add(sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
|
||||
Add(gameplayContainer = new MasterGameplayClockContainer(working, 0)
|
||||
{
|
||||
Clock = gameplayContainer.GameplayClock
|
||||
IsPaused = { Value = true },
|
||||
Child = new FrameStabilityContainer
|
||||
{
|
||||
Child = sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
AddStep("start time", () => gameplayContainer.Start());
|
||||
AddStep("reset clock", () => gameplayContainer.Start());
|
||||
|
||||
AddUntilStep("sample played", () => sample.RequestedPlaying);
|
||||
AddUntilStep("sample has lifetime end", () => sample.LifetimeEnd < double.MaxValue);
|
||||
@ -92,11 +95,13 @@ namespace osu.Game.Tests.Gameplay
|
||||
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
|
||||
working.LoadTrack();
|
||||
|
||||
Add(gameplayContainer = new GameplayClockContainer(working, 1000, true));
|
||||
|
||||
gameplayContainer.Add(sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
|
||||
Add(gameplayContainer = new MasterGameplayClockContainer(working, 1000, true)
|
||||
{
|
||||
Clock = gameplayContainer.GameplayClock
|
||||
IsPaused = { Value = true },
|
||||
Child = new FrameStabilityContainer
|
||||
{
|
||||
Child = sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
@ -140,7 +145,7 @@ namespace osu.Game.Tests.Gameplay
|
||||
|
||||
var beatmapSkinSourceContainer = new BeatmapSkinProvidingContainer(Beatmap.Value.Skin);
|
||||
|
||||
Add(gameplayContainer = new GameplayClockContainer(Beatmap.Value, 0)
|
||||
Add(gameplayContainer = new MasterGameplayClockContainer(Beatmap.Value, 0)
|
||||
{
|
||||
Child = beatmapSkinSourceContainer
|
||||
});
|
||||
|
@ -41,6 +41,32 @@ namespace osu.Game.Tests.NonVisual.Multiplayer
|
||||
checkPlayingUserCount(0);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestPlayingUsersUpdatedOnJoin()
|
||||
{
|
||||
AddStep("leave room", () => Client.LeaveRoom());
|
||||
AddUntilStep("wait for room part", () => Client.Room == null);
|
||||
|
||||
AddStep("create room initially in gameplay", () =>
|
||||
{
|
||||
Room.RoomID.Value = null;
|
||||
Client.RoomSetupAction = room =>
|
||||
{
|
||||
room.State = MultiplayerRoomState.Playing;
|
||||
room.Users.Add(new MultiplayerRoomUser(55)
|
||||
{
|
||||
User = new User { Id = 55 },
|
||||
State = MultiplayerUserState.Playing
|
||||
});
|
||||
};
|
||||
|
||||
RoomManager.CreateRoom(Room);
|
||||
});
|
||||
|
||||
AddUntilStep("wait for room join", () => Client.Room != null);
|
||||
checkPlayingUserCount(1);
|
||||
}
|
||||
|
||||
private void checkPlayingUserCount(int expectedCount)
|
||||
=> AddAssert($"{"user".ToQuantity(expectedCount)} playing", () => Client.CurrentMatchPlayingUserIds.Count == expectedCount);
|
||||
|
||||
|
@ -12,6 +12,7 @@ using osu.Game.Rulesets.Osu;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
|
||||
using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components;
|
||||
using osu.Game.Rulesets.Osu.UI;
|
||||
using osu.Game.Tests.Beatmaps;
|
||||
using osu.Game.Screens.Edit.Compose.Components;
|
||||
using osuTK;
|
||||
@ -41,6 +42,28 @@ namespace osu.Game.Tests.Visual.Editing
|
||||
});
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestNudgeSelection()
|
||||
{
|
||||
HitCircle[] addedObjects = null;
|
||||
|
||||
AddStep("add hitobjects", () => EditorBeatmap.AddRange(addedObjects = new[]
|
||||
{
|
||||
new HitCircle { StartTime = 100 },
|
||||
new HitCircle { StartTime = 200, Position = new Vector2(50) },
|
||||
new HitCircle { StartTime = 300, Position = new Vector2(100) },
|
||||
new HitCircle { StartTime = 400, Position = new Vector2(150) },
|
||||
}));
|
||||
|
||||
AddStep("select objects", () => EditorBeatmap.SelectedHitObjects.AddRange(addedObjects));
|
||||
|
||||
AddStep("nudge forwards", () => InputManager.Key(Key.K));
|
||||
AddAssert("objects moved forwards in time", () => addedObjects[0].StartTime > 100);
|
||||
|
||||
AddStep("nudge backwards", () => InputManager.Key(Key.J));
|
||||
AddAssert("objects reverted to original position", () => addedObjects[0].StartTime == 100);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestBasicSelect()
|
||||
{
|
||||
@ -156,9 +179,35 @@ namespace osu.Game.Tests.Visual.Editing
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestQuickDeleteRemovesObject()
|
||||
public void TestQuickDeleteRemovesObjectInPlacement()
|
||||
{
|
||||
var addedObject = new HitCircle { StartTime = 1000 };
|
||||
var addedObject = new HitCircle
|
||||
{
|
||||
StartTime = 0,
|
||||
Position = OsuPlayfield.BASE_SIZE * 0.5f
|
||||
};
|
||||
|
||||
AddStep("add hitobject", () => EditorBeatmap.Add(addedObject));
|
||||
|
||||
AddStep("enter placement mode", () => InputManager.PressKey(Key.Number2));
|
||||
|
||||
moveMouseToObject(() => addedObject);
|
||||
|
||||
AddStep("hold shift", () => InputManager.PressKey(Key.ShiftLeft));
|
||||
AddStep("right click", () => InputManager.Click(MouseButton.Right));
|
||||
AddStep("release shift", () => InputManager.ReleaseKey(Key.ShiftLeft));
|
||||
|
||||
AddAssert("no hitobjects in beatmap", () => EditorBeatmap.HitObjects.Count == 0);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestQuickDeleteRemovesObjectInSelection()
|
||||
{
|
||||
var addedObject = new HitCircle
|
||||
{
|
||||
StartTime = 0,
|
||||
Position = OsuPlayfield.BASE_SIZE * 0.5f
|
||||
};
|
||||
|
||||
AddStep("add hitobject", () => EditorBeatmap.Add(addedObject));
|
||||
|
||||
|
@ -130,9 +130,9 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
|
||||
public double GameplayClockTime => GameplayClockContainer.GameplayClock.CurrentTime;
|
||||
|
||||
protected override void UpdateAfterChildren()
|
||||
protected override void Update()
|
||||
{
|
||||
base.UpdateAfterChildren();
|
||||
base.Update();
|
||||
|
||||
if (!FirstFrameClockTime.HasValue)
|
||||
{
|
||||
|
@ -33,7 +33,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
var working = CreateWorkingBeatmap(CreateBeatmap(new OsuRuleset().RulesetInfo));
|
||||
working.LoadTrack();
|
||||
|
||||
Child = gameplayClockContainer = new GameplayClockContainer(working, 0)
|
||||
Child = gameplayClockContainer = new MasterGameplayClockContainer(working, 0)
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Children = new Drawable[]
|
||||
@ -80,7 +80,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
|
||||
AddStep("click", () =>
|
||||
{
|
||||
increment = skip_time - gameplayClock.CurrentTime - GameplayClockContainer.MINIMUM_SKIP_TIME / 2;
|
||||
increment = skip_time - gameplayClock.CurrentTime - MasterGameplayClockContainer.MINIMUM_SKIP_TIME / 2;
|
||||
InputManager.Click(MouseButton.Left);
|
||||
});
|
||||
AddStep("click", () => InputManager.Click(MouseButton.Left));
|
||||
|
@ -288,7 +288,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
|
||||
public override void WatchUser(int userId)
|
||||
{
|
||||
if (sentState)
|
||||
if (!PlayingUsers.Contains(userId) && sentState)
|
||||
{
|
||||
// usually the server would do this.
|
||||
sendState(beatmapId);
|
||||
|
@ -83,6 +83,28 @@ namespace osu.Game.Tests.Visual.Online
|
||||
};
|
||||
});
|
||||
|
||||
[Test]
|
||||
public void TestSystemMessageOrdering()
|
||||
{
|
||||
var standardMessage = new Message(messageIdSequence++)
|
||||
{
|
||||
Sender = admin,
|
||||
Content = "I am a wang!"
|
||||
};
|
||||
|
||||
var infoMessage1 = new InfoMessage($"the system is calling {messageIdSequence++}");
|
||||
var infoMessage2 = new InfoMessage($"the system is calling {messageIdSequence++}");
|
||||
|
||||
AddStep("message from admin", () => testChannel.AddNewMessages(standardMessage));
|
||||
AddStep("message from system", () => testChannel.AddNewMessages(infoMessage1));
|
||||
AddStep("message from system", () => testChannel.AddNewMessages(infoMessage2));
|
||||
|
||||
AddAssert("message order is correct", () => testChannel.Messages.Count == 3
|
||||
&& testChannel.Messages[0] == standardMessage
|
||||
&& testChannel.Messages[1] == infoMessage1
|
||||
&& testChannel.Messages[2] == infoMessage2);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestManyMessages()
|
||||
{
|
||||
|
@ -143,6 +143,7 @@ namespace osu.Game.Configuration
|
||||
SetDefault(OsuSetting.DiscordRichPresence, DiscordRichPresenceMode.Full);
|
||||
|
||||
SetDefault(OsuSetting.EditorWaveformOpacity, 0.25f);
|
||||
SetDefault(OsuSetting.EditorHitAnimations, false);
|
||||
}
|
||||
|
||||
public OsuConfigManager(Storage storage)
|
||||
@ -266,6 +267,7 @@ namespace osu.Game.Configuration
|
||||
GameplayDisableWinKey,
|
||||
SeasonalBackgroundMode,
|
||||
EditorWaveformOpacity,
|
||||
EditorHitAnimations,
|
||||
DiscordRichPresence,
|
||||
AutomaticallyDownloadWhenSpectating,
|
||||
ShowOnlineExplicitContent,
|
||||
|
@ -71,6 +71,8 @@ namespace osu.Game.Input.Bindings
|
||||
new KeyBinding(new[] { InputKey.F3 }, GlobalAction.EditorTimingMode),
|
||||
new KeyBinding(new[] { InputKey.F4 }, GlobalAction.EditorSetupMode),
|
||||
new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.A }, GlobalAction.EditorVerifyMode),
|
||||
new KeyBinding(new[] { InputKey.J }, GlobalAction.EditorNudgeLeft),
|
||||
new KeyBinding(new[] { InputKey.K }, GlobalAction.EditorNudgeRight),
|
||||
};
|
||||
|
||||
public IEnumerable<KeyBinding> InGameKeyBindings => new[]
|
||||
@ -251,5 +253,11 @@ namespace osu.Game.Input.Bindings
|
||||
|
||||
[Description("Verify mode")]
|
||||
EditorVerifyMode,
|
||||
|
||||
[Description("Nudge selection left")]
|
||||
EditorNudgeLeft,
|
||||
|
||||
[Description("Nudge selection right")]
|
||||
EditorNudgeRight
|
||||
}
|
||||
}
|
||||
|
@ -8,10 +8,8 @@ namespace osu.Game.Online.Chat
|
||||
{
|
||||
public class InfoMessage : LocalMessage
|
||||
{
|
||||
private static int infoID = -1;
|
||||
|
||||
public InfoMessage(string message)
|
||||
: base(infoID--)
|
||||
: base(null)
|
||||
{
|
||||
Timestamp = DateTimeOffset.Now;
|
||||
Content = message;
|
||||
|
@ -59,7 +59,7 @@ namespace osu.Game.Online.Chat
|
||||
return Id.Value.CompareTo(other.Id.Value);
|
||||
}
|
||||
|
||||
public virtual bool Equals(Message other) => Id == other?.Id;
|
||||
public virtual bool Equals(Message other) => Id.HasValue && Id == other?.Id;
|
||||
|
||||
// ReSharper disable once ImpureMethodCallOnReadonlyValueField
|
||||
public override int GetHashCode() => Id.GetHashCode();
|
||||
|
@ -144,6 +144,8 @@ namespace osu.Game.Online.Multiplayer
|
||||
Room = joinedRoom;
|
||||
apiRoom = room;
|
||||
defaultPlaylistItemId = apiRoom.Playlist.FirstOrDefault()?.ID ?? 0;
|
||||
foreach (var user in joinedRoom.Users)
|
||||
updateUserPlayingState(user.UserID, user.State);
|
||||
}, cancellationSource.Token).ConfigureAwait(false);
|
||||
|
||||
// Update room settings.
|
||||
|
@ -47,6 +47,8 @@ namespace osu.Game.Online.Spectator
|
||||
|
||||
private readonly BindableList<int> playingUsers = new BindableList<int>();
|
||||
|
||||
private readonly Dictionary<int, SpectatorState> playingUserStates = new Dictionary<int, SpectatorState>();
|
||||
|
||||
[CanBeNull]
|
||||
private IBeatmap currentBeatmap;
|
||||
|
||||
@ -69,7 +71,7 @@ namespace osu.Game.Online.Spectator
|
||||
public event Action<int, FrameDataBundle> OnNewFrames;
|
||||
|
||||
/// <summary>
|
||||
/// Called whenever a user starts a play session.
|
||||
/// Called whenever a user starts a play session, or immediately if the user is being watched and currently in a play session.
|
||||
/// </summary>
|
||||
public event Action<int, SpectatorState> OnUserBeganPlaying;
|
||||
|
||||
@ -123,7 +125,11 @@ namespace osu.Game.Online.Spectator
|
||||
}
|
||||
else
|
||||
{
|
||||
playingUsers.Clear();
|
||||
lock (userLock)
|
||||
{
|
||||
playingUsers.Clear();
|
||||
playingUserStates.Clear();
|
||||
}
|
||||
}
|
||||
}, true);
|
||||
}
|
||||
@ -131,8 +137,13 @@ namespace osu.Game.Online.Spectator
|
||||
|
||||
Task ISpectatorClient.UserBeganPlaying(int userId, SpectatorState state)
|
||||
{
|
||||
if (!playingUsers.Contains(userId))
|
||||
playingUsers.Add(userId);
|
||||
lock (userLock)
|
||||
{
|
||||
if (!playingUsers.Contains(userId))
|
||||
playingUsers.Add(userId);
|
||||
|
||||
playingUserStates[userId] = state;
|
||||
}
|
||||
|
||||
OnUserBeganPlaying?.Invoke(userId, state);
|
||||
|
||||
@ -141,7 +152,11 @@ namespace osu.Game.Online.Spectator
|
||||
|
||||
Task ISpectatorClient.UserFinishedPlaying(int userId, SpectatorState state)
|
||||
{
|
||||
playingUsers.Remove(userId);
|
||||
lock (userLock)
|
||||
{
|
||||
playingUsers.Remove(userId);
|
||||
playingUserStates.Remove(userId);
|
||||
}
|
||||
|
||||
OnUserFinishedPlaying?.Invoke(userId, state);
|
||||
|
||||
@ -268,5 +283,37 @@ namespace osu.Game.Online.Spectator
|
||||
|
||||
lastSendTime = Time.Current;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to retrieve the <see cref="SpectatorState"/> for a currently-playing user.
|
||||
/// </summary>
|
||||
/// <param name="userId">The user.</param>
|
||||
/// <param name="state">The current <see cref="SpectatorState"/> for the user, if they're playing. <c>null</c> if the user is not playing.</param>
|
||||
/// <returns><c>true</c> if successful (the user is playing), <c>false</c> otherwise.</returns>
|
||||
public bool TryGetPlayingUserState(int userId, out SpectatorState state)
|
||||
{
|
||||
lock (userLock)
|
||||
return playingUserStates.TryGetValue(userId, out state);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Bind an action to <see cref="OnUserBeganPlaying"/> with the option of running the bound action once immediately.
|
||||
/// </summary>
|
||||
/// <param name="callback">The action to perform when a user begins playing.</param>
|
||||
/// <param name="runOnceImmediately">Whether the action provided in <paramref name="callback"/> should be run once immediately for all users currently playing.</param>
|
||||
public void BindUserBeganPlaying(Action<int, SpectatorState> callback, bool runOnceImmediately = false)
|
||||
{
|
||||
// The lock is taken before the event is subscribed to to prevent doubling of events.
|
||||
lock (userLock)
|
||||
{
|
||||
OnUserBeganPlaying += callback;
|
||||
|
||||
if (!runOnceImmediately)
|
||||
return;
|
||||
|
||||
foreach (var (userId, state) in playingUserStates)
|
||||
callback(userId, state);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,6 +1,7 @@
|
||||
// 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.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Effects;
|
||||
@ -13,6 +14,8 @@ using osu.Framework.Input.Events;
|
||||
using osuTK.Input;
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Audio;
|
||||
using osu.Framework.Audio.Sample;
|
||||
|
||||
namespace osu.Game.Overlays.Toolbar
|
||||
{
|
||||
@ -20,6 +23,8 @@ namespace osu.Game.Overlays.Toolbar
|
||||
{
|
||||
protected Drawable ModeButtonLine { get; private set; }
|
||||
|
||||
private readonly Dictionary<string, Sample> selectionSamples = new Dictionary<string, Sample>();
|
||||
|
||||
public ToolbarRulesetSelector()
|
||||
{
|
||||
RelativeSizeAxes = Axes.Y;
|
||||
@ -27,7 +32,7 @@ namespace osu.Game.Overlays.Toolbar
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
private void load(AudioManager audio)
|
||||
{
|
||||
AddRangeInternal(new[]
|
||||
{
|
||||
@ -54,6 +59,9 @@ namespace osu.Game.Overlays.Toolbar
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
foreach (var ruleset in Rulesets.AvailableRulesets)
|
||||
selectionSamples[ruleset.ShortName] = audio.Samples.Get($"UI/ruleset-select-{ruleset.ShortName}");
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
@ -72,6 +80,10 @@ namespace osu.Game.Overlays.Toolbar
|
||||
if (SelectedTab != null)
|
||||
{
|
||||
ModeButtonLine.MoveToX(SelectedTab.DrawPosition.X, !hasInitialPosition ? 0 : 200, Easing.OutQuint);
|
||||
|
||||
if (hasInitialPosition)
|
||||
selectionSamples[SelectedTab.Value.ShortName]?.Play();
|
||||
|
||||
hasInitialPosition = true;
|
||||
}
|
||||
});
|
||||
|
@ -14,6 +14,7 @@ using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Screens.Edit;
|
||||
using osu.Game.Screens.Edit.Compose;
|
||||
using osuTK;
|
||||
using osuTK.Input;
|
||||
|
||||
namespace osu.Game.Rulesets.Edit
|
||||
{
|
||||
@ -128,8 +129,11 @@ namespace osu.Game.Rulesets.Edit
|
||||
case DoubleClickEvent _:
|
||||
return false;
|
||||
|
||||
case MouseButtonEvent _:
|
||||
return true;
|
||||
case MouseButtonEvent mouse:
|
||||
// placement blueprints should generally block mouse from reaching underlying components (ie. performing clicks on interface buttons).
|
||||
// for now, the one exception we want to allow is when using a non-main mouse button when shift is pressed, which is used to trigger object deletion
|
||||
// while in placement mode.
|
||||
return mouse.Button == MouseButton.Left || !mouse.ShiftPressed;
|
||||
|
||||
default:
|
||||
return false;
|
||||
|
24
osu.Game/Rulesets/Mods/ModClassic.cs
Normal file
24
osu.Game/Rulesets/Mods/ModClassic.cs
Normal file
@ -0,0 +1,24 @@
|
||||
// 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.Graphics.Sprites;
|
||||
|
||||
namespace osu.Game.Rulesets.Mods
|
||||
{
|
||||
public abstract class ModClassic : Mod
|
||||
{
|
||||
public override string Name => "Classic";
|
||||
|
||||
public override string Acronym => "CL";
|
||||
|
||||
public override double ScoreMultiplier => 1;
|
||||
|
||||
public override IconUsage? Icon => FontAwesome.Solid.History;
|
||||
|
||||
public override string Description => "Feeling nostalgic?";
|
||||
|
||||
public override bool Ranked => false;
|
||||
|
||||
public override ModType Type => ModType.Conversion;
|
||||
}
|
||||
}
|
@ -65,14 +65,21 @@ namespace osu.Game.Scoring
|
||||
{
|
||||
get
|
||||
{
|
||||
var rulesetInstance = Ruleset?.CreateInstance();
|
||||
if (rulesetInstance == null)
|
||||
return mods ?? Array.Empty<Mod>();
|
||||
|
||||
Mod[] scoreMods = Array.Empty<Mod>();
|
||||
|
||||
if (mods != null)
|
||||
return mods;
|
||||
scoreMods = mods;
|
||||
else if (localAPIMods != null)
|
||||
scoreMods = apiMods.Select(m => m.ToMod(rulesetInstance)).ToArray();
|
||||
|
||||
if (localAPIMods == null)
|
||||
return Array.Empty<Mod>();
|
||||
if (IsLegacyScore)
|
||||
scoreMods = scoreMods.Append(rulesetInstance.GetAllMods().OfType<ModClassic>().Single()).ToArray();
|
||||
|
||||
var rulesetInstance = Ruleset.CreateInstance();
|
||||
return apiMods.Select(m => m.ToMod(rulesetInstance)).ToArray();
|
||||
return scoreMods;
|
||||
}
|
||||
set
|
||||
{
|
||||
|
@ -519,7 +519,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
// Apply the start time at the newly snapped-to position
|
||||
double offset = result.Time.Value - movementBlueprints.First().HitObject.StartTime;
|
||||
|
||||
Beatmap.PerformOnSelection(obj => obj.StartTime += offset);
|
||||
if (offset != 0)
|
||||
Beatmap.PerformOnSelection(obj => obj.StartTime += offset);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
@ -12,9 +12,11 @@ using osu.Framework.Graphics.Colour;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Primitives;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Input.Bindings;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Input.Bindings;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Screens.Edit.Components.Timelines.Summary.Parts;
|
||||
@ -237,10 +239,48 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
|
||||
}
|
||||
}
|
||||
|
||||
internal class TimelineSelectionHandler : SelectionHandler
|
||||
internal class TimelineSelectionHandler : SelectionHandler, IKeyBindingHandler<GlobalAction>
|
||||
{
|
||||
// for now we always allow movement. snapping is provided by the Timeline's "distance" snap implementation
|
||||
public override bool HandleMovement(MoveSelectionEvent moveEvent) => true;
|
||||
|
||||
public bool OnPressed(GlobalAction action)
|
||||
{
|
||||
switch (action)
|
||||
{
|
||||
case GlobalAction.EditorNudgeLeft:
|
||||
nudgeSelection(-1);
|
||||
return true;
|
||||
|
||||
case GlobalAction.EditorNudgeRight:
|
||||
nudgeSelection(1);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void OnReleased(GlobalAction action)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Nudge the current selection by the specified multiple of beat divisor lengths,
|
||||
/// based on the timing at the first object in the selection.
|
||||
/// </summary>
|
||||
/// <param name="amount">The direction and count of beat divisor lengths to adjust.</param>
|
||||
private void nudgeSelection(int amount)
|
||||
{
|
||||
var selected = EditorBeatmap.SelectedHitObjects;
|
||||
|
||||
if (selected.Count == 0)
|
||||
return;
|
||||
|
||||
var timingPoint = EditorBeatmap.ControlPointInfo.TimingPointAt(selected.First().StartTime);
|
||||
double adjustment = timingPoint.BeatLength / EditorBeatmap.BeatDivisor * amount;
|
||||
|
||||
EditorBeatmap.PerformOnSelection(h => h.StartTime += adjustment);
|
||||
}
|
||||
}
|
||||
|
||||
private class TimelineDragBox : DragBox
|
||||
|
@ -224,9 +224,10 @@ namespace osu.Game.Screens.Edit
|
||||
},
|
||||
new MenuItem("View")
|
||||
{
|
||||
Items = new[]
|
||||
Items = new MenuItem[]
|
||||
{
|
||||
new WaveformOpacityMenu(config)
|
||||
new WaveformOpacityMenuItem(config.GetBindable<float>(OsuSetting.EditorWaveformOpacity)),
|
||||
new HitAnimationsMenuItem(config.GetBindable<bool>(OsuSetting.EditorHitAnimations))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
21
osu.Game/Screens/Edit/HitAnimationsMenuItem.cs
Normal file
21
osu.Game/Screens/Edit/HitAnimationsMenuItem.cs
Normal file
@ -0,0 +1,21 @@
|
||||
// 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.Bindables;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
|
||||
namespace osu.Game.Screens.Edit
|
||||
{
|
||||
internal class HitAnimationsMenuItem : ToggleMenuItem
|
||||
{
|
||||
[UsedImplicitly]
|
||||
private readonly Bindable<bool> hitAnimations;
|
||||
|
||||
public HitAnimationsMenuItem(Bindable<bool> hitAnimations)
|
||||
: base("Hit animations")
|
||||
{
|
||||
State.BindTo(this.hitAnimations = hitAnimations);
|
||||
}
|
||||
}
|
||||
}
|
@ -4,18 +4,17 @@
|
||||
using System.Collections.Generic;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics.UserInterface;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
|
||||
namespace osu.Game.Screens.Edit
|
||||
{
|
||||
internal class WaveformOpacityMenu : MenuItem
|
||||
internal class WaveformOpacityMenuItem : MenuItem
|
||||
{
|
||||
private readonly Bindable<float> waveformOpacity;
|
||||
|
||||
private readonly Dictionary<float, ToggleMenuItem> menuItemLookup = new Dictionary<float, ToggleMenuItem>();
|
||||
|
||||
public WaveformOpacityMenu(OsuConfigManager config)
|
||||
public WaveformOpacityMenuItem(Bindable<float> waveformOpacity)
|
||||
: base("Waveform opacity")
|
||||
{
|
||||
Items = new[]
|
||||
@ -26,7 +25,7 @@ namespace osu.Game.Screens.Edit
|
||||
createMenuItem(1f),
|
||||
};
|
||||
|
||||
waveformOpacity = config.GetBindable<float>(OsuSetting.EditorWaveformOpacity);
|
||||
this.waveformOpacity = waveformOpacity;
|
||||
waveformOpacity.BindValueChanged(opacity =>
|
||||
{
|
||||
foreach (var kvp in menuItemLookup)
|
@ -19,7 +19,7 @@ namespace osu.Game.Screens.Play
|
||||
/// </summary>
|
||||
public class GameplayClock : IFrameBasedClock
|
||||
{
|
||||
private readonly IFrameBasedClock underlyingClock;
|
||||
internal readonly IFrameBasedClock UnderlyingClock;
|
||||
|
||||
public readonly BindableBool IsPaused = new BindableBool();
|
||||
|
||||
@ -30,12 +30,12 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
public GameplayClock(IFrameBasedClock underlyingClock)
|
||||
{
|
||||
this.underlyingClock = underlyingClock;
|
||||
UnderlyingClock = underlyingClock;
|
||||
}
|
||||
|
||||
public double CurrentTime => underlyingClock.CurrentTime;
|
||||
public double CurrentTime => UnderlyingClock.CurrentTime;
|
||||
|
||||
public double Rate => underlyingClock.Rate;
|
||||
public double Rate => UnderlyingClock.Rate;
|
||||
|
||||
/// <summary>
|
||||
/// The rate of gameplay when playback is at 100%.
|
||||
@ -59,19 +59,19 @@ namespace osu.Game.Screens.Play
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsRunning => underlyingClock.IsRunning;
|
||||
public bool IsRunning => UnderlyingClock.IsRunning;
|
||||
|
||||
public void ProcessFrame()
|
||||
{
|
||||
// intentionally not updating the underlying clock (handled externally).
|
||||
}
|
||||
|
||||
public double ElapsedFrameTime => underlyingClock.ElapsedFrameTime;
|
||||
public double ElapsedFrameTime => UnderlyingClock.ElapsedFrameTime;
|
||||
|
||||
public double FramesPerSecond => underlyingClock.FramesPerSecond;
|
||||
public double FramesPerSecond => UnderlyingClock.FramesPerSecond;
|
||||
|
||||
public FrameTimeInfo TimeInfo => underlyingClock.TimeInfo;
|
||||
public FrameTimeInfo TimeInfo => UnderlyingClock.TimeInfo;
|
||||
|
||||
public IClock Source => underlyingClock;
|
||||
public IClock Source => UnderlyingClock;
|
||||
}
|
||||
}
|
||||
|
@ -1,300 +1,148 @@
|
||||
// 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;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using osu.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Audio;
|
||||
using osu.Framework.Audio.Track;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Configuration;
|
||||
|
||||
namespace osu.Game.Screens.Play
|
||||
{
|
||||
/// <summary>
|
||||
/// Encapsulates gameplay timing logic and provides a <see cref="Play.GameplayClock"/> for children.
|
||||
/// Encapsulates gameplay timing logic and provides a <see cref="GameplayClock"/> via DI for gameplay components to use.
|
||||
/// </summary>
|
||||
public class GameplayClockContainer : Container
|
||||
public abstract class GameplayClockContainer : Container
|
||||
{
|
||||
private readonly WorkingBeatmap beatmap;
|
||||
|
||||
[NotNull]
|
||||
private ITrack track;
|
||||
/// <summary>
|
||||
/// The final clock which is exposed to gameplay components.
|
||||
/// </summary>
|
||||
public GameplayClock GameplayClock { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether gameplay is paused.
|
||||
/// </summary>
|
||||
public readonly BindableBool IsPaused = new BindableBool();
|
||||
|
||||
/// <summary>
|
||||
/// The decoupled clock used for gameplay. Should be used for seeks and clock control.
|
||||
/// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
|
||||
/// </summary>
|
||||
private readonly DecoupleableInterpolatingFramedClock adjustableClock;
|
||||
|
||||
private readonly double gameplayStartTime;
|
||||
private readonly bool startAtGameplayStart;
|
||||
|
||||
private readonly double firstHitObjectTime;
|
||||
|
||||
public readonly BindableNumber<double> UserPlaybackRate = new BindableDouble(1)
|
||||
{
|
||||
Default = 1,
|
||||
MinValue = 0.5,
|
||||
MaxValue = 2,
|
||||
Precision = 0.1,
|
||||
};
|
||||
protected readonly DecoupleableInterpolatingFramedClock AdjustableSource;
|
||||
|
||||
/// <summary>
|
||||
/// The final clock which is exposed to underlying components.
|
||||
/// The source clock.
|
||||
/// </summary>
|
||||
public GameplayClock GameplayClock => localGameplayClock;
|
||||
|
||||
[Cached(typeof(GameplayClock))]
|
||||
private readonly LocalGameplayClock localGameplayClock;
|
||||
|
||||
private Bindable<double> userAudioOffset;
|
||||
|
||||
private readonly FramedOffsetClock userOffsetClock;
|
||||
|
||||
private readonly FramedOffsetClock platformOffsetClock;
|
||||
protected IClock SourceClock { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new <see cref="GameplayClockContainer"/>.
|
||||
/// </summary>
|
||||
/// <param name="beatmap">The beatmap being played.</param>
|
||||
/// <param name="gameplayStartTime">The suggested time to start gameplay at.</param>
|
||||
/// <param name="startAtGameplayStart">
|
||||
/// Whether <paramref name="gameplayStartTime"/> should be used regardless of when storyboard events and hitobjects are supposed to start.
|
||||
/// </param>
|
||||
public GameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime, bool startAtGameplayStart = false)
|
||||
/// <param name="sourceClock">The source <see cref="IClock"/> used for timing.</param>
|
||||
protected GameplayClockContainer(IClock sourceClock)
|
||||
{
|
||||
this.beatmap = beatmap;
|
||||
this.gameplayStartTime = gameplayStartTime;
|
||||
this.startAtGameplayStart = startAtGameplayStart;
|
||||
track = beatmap.Track;
|
||||
|
||||
firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
|
||||
SourceClock = sourceClock;
|
||||
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
|
||||
adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
|
||||
AdjustableSource = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
|
||||
IsPaused.BindValueChanged(OnIsPausedChanged);
|
||||
}
|
||||
|
||||
// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
|
||||
// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
|
||||
platformOffsetClock = new HardwareCorrectionOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
|
||||
|
||||
// the final usable gameplay clock with user-set offsets applied.
|
||||
userOffsetClock = new HardwareCorrectionOffsetClock(platformOffsetClock);
|
||||
|
||||
// the clock to be exposed via DI to children.
|
||||
localGameplayClock = new LocalGameplayClock(userOffsetClock);
|
||||
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
|
||||
{
|
||||
var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
|
||||
|
||||
dependencies.CacheAs(GameplayClock = CreateGameplayClock(AdjustableSource));
|
||||
GameplayClock.IsPaused.BindTo(IsPaused);
|
||||
|
||||
IsPaused.BindValueChanged(onPauseChanged);
|
||||
return dependencies;
|
||||
}
|
||||
|
||||
private void onPauseChanged(ValueChangedEvent<bool> isPaused)
|
||||
{
|
||||
if (isPaused.NewValue)
|
||||
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => adjustableClock.Stop());
|
||||
else
|
||||
this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
|
||||
}
|
||||
|
||||
private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
|
||||
|
||||
/// <summary>
|
||||
/// Duration before gameplay start time required before skip button displays.
|
||||
/// Starts gameplay.
|
||||
/// </summary>
|
||||
public const double MINIMUM_SKIP_TIME = 1000;
|
||||
|
||||
private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1);
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuConfigManager config)
|
||||
public virtual void Start()
|
||||
{
|
||||
userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
|
||||
userAudioOffset.BindValueChanged(offset => userOffsetClock.Offset = offset.NewValue, true);
|
||||
// Ensure that the source clock is set.
|
||||
ChangeSource(SourceClock);
|
||||
|
||||
// sane default provided by ruleset.
|
||||
double startTime = gameplayStartTime;
|
||||
|
||||
if (!startAtGameplayStart)
|
||||
{
|
||||
startTime = Math.Min(0, startTime);
|
||||
|
||||
// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
|
||||
// this is commonly used to display an intro before the audio track start.
|
||||
double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
|
||||
if (firstStoryboardEvent != null)
|
||||
startTime = Math.Min(startTime, firstStoryboardEvent.Value);
|
||||
|
||||
// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
|
||||
// this is not available as an option in the live editor but can still be applied via .osu editing.
|
||||
if (beatmap.BeatmapInfo.AudioLeadIn > 0)
|
||||
startTime = Math.Min(startTime, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
|
||||
}
|
||||
|
||||
Seek(startTime);
|
||||
|
||||
adjustableClock.ProcessFrame();
|
||||
}
|
||||
|
||||
public void Restart()
|
||||
{
|
||||
Task.Run(() =>
|
||||
{
|
||||
track.Seek(0);
|
||||
track.Stop();
|
||||
|
||||
Schedule(() =>
|
||||
{
|
||||
adjustableClock.ChangeSource(track);
|
||||
updateRate();
|
||||
|
||||
if (!IsPaused.Value)
|
||||
Start();
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
public void Start()
|
||||
{
|
||||
if (!adjustableClock.IsRunning)
|
||||
if (!AdjustableSource.IsRunning)
|
||||
{
|
||||
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
|
||||
// This accounts for the audio clock source potentially taking time to enter a completely stopped state
|
||||
// This accounts for the clock source potentially taking time to enter a completely stopped state
|
||||
Seek(GameplayClock.CurrentTime);
|
||||
|
||||
adjustableClock.Start();
|
||||
AdjustableSource.Start();
|
||||
}
|
||||
|
||||
IsPaused.Value = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Skip forward to the next valid skip point.
|
||||
/// </summary>
|
||||
public void Skip()
|
||||
{
|
||||
if (GameplayClock.CurrentTime > gameplayStartTime - MINIMUM_SKIP_TIME)
|
||||
return;
|
||||
|
||||
double skipTarget = gameplayStartTime - MINIMUM_SKIP_TIME;
|
||||
|
||||
if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
|
||||
// double skip exception for storyboards with very long intros
|
||||
skipTarget = 0;
|
||||
|
||||
Seek(skipTarget);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Seek to a specific time in gameplay.
|
||||
/// <remarks>
|
||||
/// Adjusts for any offsets which have been applied (so the seek may not be the expected point in time on the underlying audio track).
|
||||
/// </remarks>
|
||||
/// </summary>
|
||||
/// <param name="time">The destination time to seek to.</param>
|
||||
public void Seek(double time)
|
||||
public virtual void Seek(double time)
|
||||
{
|
||||
// remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
|
||||
// we may want to consider reversing the application of offsets in the future as it may feel more correct.
|
||||
adjustableClock.Seek(time - totalOffset);
|
||||
AdjustableSource.Seek(time);
|
||||
|
||||
// manually process frame to ensure GameplayClock is correctly updated after a seek.
|
||||
userOffsetClock.ProcessFrame();
|
||||
}
|
||||
|
||||
public void Stop()
|
||||
{
|
||||
IsPaused.Value = true;
|
||||
// Manually process to make sure the gameplay clock is correctly updated after a seek.
|
||||
GameplayClock.UnderlyingClock.ProcessFrame();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Changes the backing clock to avoid using the originally provided track.
|
||||
/// Stops gameplay.
|
||||
/// </summary>
|
||||
public void StopUsingBeatmapClock()
|
||||
{
|
||||
removeSourceClockAdjustments();
|
||||
public virtual void Stop() => IsPaused.Value = true;
|
||||
|
||||
track = new TrackVirtual(track.Length);
|
||||
adjustableClock.ChangeSource(track);
|
||||
/// <summary>
|
||||
/// Resets this <see cref="GameplayClockContainer"/> and the source to an initial state ready for gameplay.
|
||||
/// </summary>
|
||||
public virtual void Reset()
|
||||
{
|
||||
Seek(0);
|
||||
|
||||
// Manually stop the source in order to not affect the IsPaused state.
|
||||
AdjustableSource.Stop();
|
||||
|
||||
if (!IsPaused.Value)
|
||||
Start();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Changes the source clock.
|
||||
/// </summary>
|
||||
/// <param name="sourceClock">The new source.</param>
|
||||
protected void ChangeSource(IClock sourceClock) => AdjustableSource.ChangeSource(SourceClock = sourceClock);
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
if (!IsPaused.Value)
|
||||
{
|
||||
userOffsetClock.ProcessFrame();
|
||||
}
|
||||
GameplayClock.UnderlyingClock.ProcessFrame();
|
||||
|
||||
base.Update();
|
||||
}
|
||||
|
||||
private bool speedAdjustmentsApplied;
|
||||
|
||||
private void updateRate()
|
||||
/// <summary>
|
||||
/// Invoked when the value of <see cref="IsPaused"/> is changed to start or stop the <see cref="AdjustableSource"/> clock.
|
||||
/// </summary>
|
||||
/// <param name="isPaused">Whether the clock should now be paused.</param>
|
||||
protected virtual void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
|
||||
{
|
||||
if (speedAdjustmentsApplied)
|
||||
return;
|
||||
|
||||
track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
||||
track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
||||
|
||||
localGameplayClock.MutableNonGameplayAdjustments.Add(pauseFreqAdjust);
|
||||
localGameplayClock.MutableNonGameplayAdjustments.Add(UserPlaybackRate);
|
||||
|
||||
speedAdjustmentsApplied = true;
|
||||
if (isPaused.NewValue)
|
||||
AdjustableSource.Stop();
|
||||
else
|
||||
AdjustableSource.Start();
|
||||
}
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
base.Dispose(isDisposing);
|
||||
removeSourceClockAdjustments();
|
||||
}
|
||||
|
||||
private void removeSourceClockAdjustments()
|
||||
{
|
||||
if (!speedAdjustmentsApplied) return;
|
||||
|
||||
track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
||||
track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
||||
|
||||
localGameplayClock.MutableNonGameplayAdjustments.Remove(pauseFreqAdjust);
|
||||
localGameplayClock.MutableNonGameplayAdjustments.Remove(UserPlaybackRate);
|
||||
|
||||
speedAdjustmentsApplied = false;
|
||||
}
|
||||
|
||||
private class LocalGameplayClock : GameplayClock
|
||||
{
|
||||
public readonly List<Bindable<double>> MutableNonGameplayAdjustments = new List<Bindable<double>>();
|
||||
|
||||
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments;
|
||||
|
||||
public LocalGameplayClock(FramedOffsetClock underlyingClock)
|
||||
: base(underlyingClock)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
private class HardwareCorrectionOffsetClock : FramedOffsetClock
|
||||
{
|
||||
// we always want to apply the same real-time offset, so it should be adjusted by the difference in playback rate (from realtime) to achieve this.
|
||||
// base implementation already adds offset at 1.0 rate, so we only add the difference from that here.
|
||||
public override double CurrentTime => base.CurrentTime + Offset * (Rate - 1);
|
||||
|
||||
public HardwareCorrectionOffsetClock(IClock source, bool processSource = true)
|
||||
: base(source, processSource)
|
||||
{
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Creates the final <see cref="GameplayClock"/> which is exposed via DI to be used by gameplay components.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Any intermediate clocks such as platform offsets should be applied here.
|
||||
/// </remarks>
|
||||
/// <param name="source">The <see cref="IFrameBasedClock"/> providing the source time.</param>
|
||||
/// <returns>The final <see cref="GameplayClock"/>.</returns>
|
||||
protected abstract GameplayClock CreateGameplayClock(IFrameBasedClock source);
|
||||
}
|
||||
}
|
||||
|
233
osu.Game/Screens/Play/MasterGameplayClockContainer.cs
Normal file
233
osu.Game/Screens/Play/MasterGameplayClockContainer.cs
Normal file
@ -0,0 +1,233 @@
|
||||
// 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;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Audio;
|
||||
using osu.Framework.Audio.Track;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Configuration;
|
||||
|
||||
namespace osu.Game.Screens.Play
|
||||
{
|
||||
/// <summary>
|
||||
/// A <see cref="GameplayClockContainer"/> which uses a <see cref="WorkingBeatmap"/> as a source.
|
||||
/// <para>
|
||||
/// This is the most complete <see cref="GameplayClockContainer"/> which takes into account all user and platform offsets,
|
||||
/// and provides implementations for user actions such as skipping or adjusting playback rates that may occur during gameplay.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is intended to be used as a single controller for gameplay, or as a reference source for other <see cref="GameplayClockContainer"/>s.
|
||||
/// </remarks>
|
||||
public class MasterGameplayClockContainer : GameplayClockContainer
|
||||
{
|
||||
/// <summary>
|
||||
/// Duration before gameplay start time required before skip button displays.
|
||||
/// </summary>
|
||||
public const double MINIMUM_SKIP_TIME = 1000;
|
||||
|
||||
protected Track Track => (Track)SourceClock;
|
||||
|
||||
public readonly BindableNumber<double> UserPlaybackRate = new BindableDouble(1)
|
||||
{
|
||||
Default = 1,
|
||||
MinValue = 0.5,
|
||||
MaxValue = 2,
|
||||
Precision = 0.1,
|
||||
};
|
||||
|
||||
private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
|
||||
|
||||
private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1);
|
||||
|
||||
private readonly WorkingBeatmap beatmap;
|
||||
private readonly double gameplayStartTime;
|
||||
private readonly bool startAtGameplayStart;
|
||||
private readonly double firstHitObjectTime;
|
||||
|
||||
private FramedOffsetClock userOffsetClock;
|
||||
private FramedOffsetClock platformOffsetClock;
|
||||
private MasterGameplayClock masterGameplayClock;
|
||||
private Bindable<double> userAudioOffset;
|
||||
private double startOffset;
|
||||
|
||||
public MasterGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime, bool startAtGameplayStart = false)
|
||||
: base(beatmap.Track)
|
||||
{
|
||||
this.beatmap = beatmap;
|
||||
this.gameplayStartTime = gameplayStartTime;
|
||||
this.startAtGameplayStart = startAtGameplayStart;
|
||||
|
||||
firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuConfigManager config)
|
||||
{
|
||||
userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
|
||||
userAudioOffset.BindValueChanged(offset => userOffsetClock.Offset = offset.NewValue, true);
|
||||
|
||||
// sane default provided by ruleset.
|
||||
startOffset = gameplayStartTime;
|
||||
|
||||
if (!startAtGameplayStart)
|
||||
{
|
||||
startOffset = Math.Min(0, startOffset);
|
||||
|
||||
// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
|
||||
// this is commonly used to display an intro before the audio track start.
|
||||
double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
|
||||
if (firstStoryboardEvent != null)
|
||||
startOffset = Math.Min(startOffset, firstStoryboardEvent.Value);
|
||||
|
||||
// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
|
||||
// this is not available as an option in the live editor but can still be applied via .osu editing.
|
||||
if (beatmap.BeatmapInfo.AudioLeadIn > 0)
|
||||
startOffset = Math.Min(startOffset, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
|
||||
}
|
||||
|
||||
Seek(startOffset);
|
||||
}
|
||||
|
||||
protected override void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
|
||||
{
|
||||
// The source is stopped by a frequency fade first.
|
||||
if (isPaused.NewValue)
|
||||
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => AdjustableSource.Stop());
|
||||
else
|
||||
this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
|
||||
}
|
||||
|
||||
public override void Start()
|
||||
{
|
||||
addSourceClockAdjustments();
|
||||
base.Start();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Seek to a specific time in gameplay.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Adjusts for any offsets which have been applied (so the seek may not be the expected point in time on the underlying audio track).
|
||||
/// </remarks>
|
||||
/// <param name="time">The destination time to seek to.</param>
|
||||
public override void Seek(double time)
|
||||
{
|
||||
// remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
|
||||
// we may want to consider reversing the application of offsets in the future as it may feel more correct.
|
||||
base.Seek(time - totalOffset);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Skip forward to the next valid skip point.
|
||||
/// </summary>
|
||||
public void Skip()
|
||||
{
|
||||
if (GameplayClock.CurrentTime > gameplayStartTime - MINIMUM_SKIP_TIME)
|
||||
return;
|
||||
|
||||
double skipTarget = gameplayStartTime - MINIMUM_SKIP_TIME;
|
||||
|
||||
if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
|
||||
// double skip exception for storyboards with very long intros
|
||||
skipTarget = 0;
|
||||
|
||||
Seek(skipTarget);
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
Seek(startOffset);
|
||||
}
|
||||
|
||||
protected override GameplayClock CreateGameplayClock(IFrameBasedClock source)
|
||||
{
|
||||
// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
|
||||
// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
|
||||
platformOffsetClock = new HardwareCorrectionOffsetClock(source) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
|
||||
|
||||
// the final usable gameplay clock with user-set offsets applied.
|
||||
userOffsetClock = new HardwareCorrectionOffsetClock(platformOffsetClock);
|
||||
|
||||
return masterGameplayClock = new MasterGameplayClock(userOffsetClock);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Changes the backing clock to avoid using the originally provided track.
|
||||
/// </summary>
|
||||
public void StopUsingBeatmapClock()
|
||||
{
|
||||
removeSourceClockAdjustments();
|
||||
ChangeSource(new TrackVirtual(beatmap.Track.Length));
|
||||
addSourceClockAdjustments();
|
||||
}
|
||||
|
||||
private bool speedAdjustmentsApplied;
|
||||
|
||||
private void addSourceClockAdjustments()
|
||||
{
|
||||
if (speedAdjustmentsApplied)
|
||||
return;
|
||||
|
||||
Track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
||||
Track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
||||
|
||||
masterGameplayClock.MutableNonGameplayAdjustments.Add(pauseFreqAdjust);
|
||||
masterGameplayClock.MutableNonGameplayAdjustments.Add(UserPlaybackRate);
|
||||
|
||||
speedAdjustmentsApplied = true;
|
||||
}
|
||||
|
||||
private void removeSourceClockAdjustments()
|
||||
{
|
||||
if (!speedAdjustmentsApplied)
|
||||
return;
|
||||
|
||||
Track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
||||
Track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
||||
|
||||
masterGameplayClock.MutableNonGameplayAdjustments.Remove(pauseFreqAdjust);
|
||||
masterGameplayClock.MutableNonGameplayAdjustments.Remove(UserPlaybackRate);
|
||||
|
||||
speedAdjustmentsApplied = false;
|
||||
}
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
base.Dispose(isDisposing);
|
||||
removeSourceClockAdjustments();
|
||||
}
|
||||
|
||||
private class HardwareCorrectionOffsetClock : FramedOffsetClock
|
||||
{
|
||||
// we always want to apply the same real-time offset, so it should be adjusted by the difference in playback rate (from realtime) to achieve this.
|
||||
// base implementation already adds offset at 1.0 rate, so we only add the difference from that here.
|
||||
public override double CurrentTime => base.CurrentTime + Offset * (Rate - 1);
|
||||
|
||||
public HardwareCorrectionOffsetClock(IClock source, bool processSource = true)
|
||||
: base(source, processSource)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
private class MasterGameplayClock : GameplayClock
|
||||
{
|
||||
public readonly List<Bindable<double>> MutableNonGameplayAdjustments = new List<Bindable<double>>();
|
||||
|
||||
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments;
|
||||
|
||||
public MasterGameplayClock(FramedOffsetClock underlyingClock)
|
||||
: base(underlyingClock)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -295,7 +295,7 @@ namespace osu.Game.Screens.Play
|
||||
IsBreakTime.BindValueChanged(onBreakTimeChanged, true);
|
||||
}
|
||||
|
||||
protected virtual GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new GameplayClockContainer(beatmap, gameplayStart);
|
||||
protected virtual GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new MasterGameplayClockContainer(beatmap, gameplayStart);
|
||||
|
||||
private Drawable createUnderlayComponents() =>
|
||||
DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both };
|
||||
@ -342,7 +342,6 @@ namespace osu.Game.Screens.Play
|
||||
Action = () => PerformExit(true),
|
||||
IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
|
||||
},
|
||||
PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
|
||||
KeyCounter =
|
||||
{
|
||||
AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded },
|
||||
@ -386,6 +385,9 @@ namespace osu.Game.Screens.Play
|
||||
}
|
||||
};
|
||||
|
||||
if (GameplayClockContainer is MasterGameplayClockContainer master)
|
||||
HUDOverlay.PlayerSettingsOverlay.PlaybackSettings.UserPlaybackRate.BindTarget = master.UserPlaybackRate;
|
||||
|
||||
if (!Configuration.AllowSkippingIntro)
|
||||
skipOverlay.Expire();
|
||||
|
||||
@ -533,7 +535,8 @@ namespace osu.Game.Screens.Play
|
||||
// user requested skip
|
||||
// disable sample playback to stop currently playing samples and perform skip
|
||||
samplePlaybackDisabled.Value = true;
|
||||
GameplayClockContainer.Skip();
|
||||
|
||||
(GameplayClockContainer as MasterGameplayClockContainer)?.Skip();
|
||||
|
||||
// return samplePlaybackDisabled.Value to what is defined by the beatmap's current state
|
||||
updateSampleDisabledState();
|
||||
@ -808,7 +811,7 @@ namespace osu.Game.Screens.Play
|
||||
if (GameplayClockContainer.GameplayClock.IsRunning)
|
||||
throw new InvalidOperationException($"{nameof(StartGameplay)} should not be called when the gameplay clock is already running");
|
||||
|
||||
GameplayClockContainer.Restart();
|
||||
GameplayClockContainer.Reset();
|
||||
}
|
||||
|
||||
public override void OnSuspending(IScreen next)
|
||||
@ -832,7 +835,7 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
// GameplayClockContainer performs seeks / start / stop operations on the beatmap's track.
|
||||
// as we are no longer the current screen, we cannot guarantee the track is still usable.
|
||||
GameplayClockContainer?.StopUsingBeatmapClock();
|
||||
(GameplayClockContainer as MasterGameplayClockContainer)?.StopUsingBeatmapClock();
|
||||
|
||||
musicController.ResetTrackAdjustments();
|
||||
|
||||
|
@ -90,7 +90,7 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
private const double fade_time = 300;
|
||||
|
||||
private double fadeOutBeginTime => startTime - GameplayClockContainer.MINIMUM_SKIP_TIME;
|
||||
private double fadeOutBeginTime => startTime - MasterGameplayClockContainer.MINIMUM_SKIP_TIME;
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
|
@ -61,7 +61,7 @@ namespace osu.Game.Screens.Play
|
||||
if (firstFrameTime == null || firstFrameTime <= gameplayStart + 5000)
|
||||
return base.CreateGameplayClockContainer(beatmap, gameplayStart);
|
||||
|
||||
return new GameplayClockContainer(beatmap, firstFrameTime.Value, true);
|
||||
return new MasterGameplayClockContainer(beatmap, firstFrameTime.Value, true);
|
||||
}
|
||||
|
||||
public override bool OnExiting(IScreen next)
|
||||
|
@ -44,7 +44,6 @@ namespace osu.Game.Screens.Spectate
|
||||
private readonly object stateLock = new object();
|
||||
|
||||
private readonly Dictionary<int, User> userMap = new Dictionary<int, User>();
|
||||
private readonly Dictionary<int, SpectatorState> spectatorStates = new Dictionary<int, SpectatorState>();
|
||||
private readonly Dictionary<int, GameplayState> gameplayStates = new Dictionary<int, GameplayState>();
|
||||
|
||||
private IBindable<WeakReference<BeatmapSetInfo>> managerUpdated;
|
||||
@ -62,26 +61,42 @@ namespace osu.Game.Screens.Spectate
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
spectatorClient.OnUserBeganPlaying += userBeganPlaying;
|
||||
spectatorClient.OnUserFinishedPlaying += userFinishedPlaying;
|
||||
spectatorClient.OnNewFrames += userSentFrames;
|
||||
|
||||
foreach (var id in userIds)
|
||||
populateAllUsers().ContinueWith(_ => Schedule(() =>
|
||||
{
|
||||
userLookupCache.GetUserAsync(id).ContinueWith(u => Schedule(() =>
|
||||
spectatorClient.BindUserBeganPlaying(userBeganPlaying, true);
|
||||
spectatorClient.OnUserFinishedPlaying += userFinishedPlaying;
|
||||
spectatorClient.OnNewFrames += userSentFrames;
|
||||
|
||||
managerUpdated = beatmaps.ItemUpdated.GetBoundCopy();
|
||||
managerUpdated.BindValueChanged(beatmapUpdated);
|
||||
|
||||
lock (stateLock)
|
||||
{
|
||||
if (u.Result == null)
|
||||
foreach (var (id, _) in userMap)
|
||||
spectatorClient.WatchUser(id);
|
||||
}
|
||||
}));
|
||||
}
|
||||
|
||||
private Task populateAllUsers()
|
||||
{
|
||||
var userLookupTasks = new Task[userIds.Length];
|
||||
|
||||
for (int i = 0; i < userIds.Length; i++)
|
||||
{
|
||||
var userId = userIds[i];
|
||||
|
||||
userLookupTasks[i] = userLookupCache.GetUserAsync(userId).ContinueWith(task =>
|
||||
{
|
||||
if (!task.IsCompletedSuccessfully)
|
||||
return;
|
||||
|
||||
lock (stateLock)
|
||||
userMap[id] = u.Result;
|
||||
|
||||
spectatorClient.WatchUser(id);
|
||||
}), TaskContinuationOptions.OnlyOnRanToCompletion);
|
||||
userMap[userId] = task.Result;
|
||||
});
|
||||
}
|
||||
|
||||
managerUpdated = beatmaps.ItemUpdated.GetBoundCopy();
|
||||
managerUpdated.BindValueChanged(beatmapUpdated);
|
||||
return Task.WhenAll(userLookupTasks);
|
||||
}
|
||||
|
||||
private void beatmapUpdated(ValueChangedEvent<WeakReference<BeatmapSetInfo>> e)
|
||||
@ -91,9 +106,12 @@ namespace osu.Game.Screens.Spectate
|
||||
|
||||
lock (stateLock)
|
||||
{
|
||||
foreach (var (userId, state) in spectatorStates)
|
||||
foreach (var (userId, _) in userMap)
|
||||
{
|
||||
if (beatmapSet.Beatmaps.Any(b => b.OnlineBeatmapID == state.BeatmapID))
|
||||
if (!spectatorClient.TryGetPlayingUserState(userId, out var userState))
|
||||
continue;
|
||||
|
||||
if (beatmapSet.Beatmaps.Any(b => b.OnlineBeatmapID == userState.BeatmapID))
|
||||
updateGameplayState(userId);
|
||||
}
|
||||
}
|
||||
@ -109,7 +127,10 @@ namespace osu.Game.Screens.Spectate
|
||||
if (!userMap.ContainsKey(userId))
|
||||
return;
|
||||
|
||||
spectatorStates[userId] = state;
|
||||
// The user may have stopped playing.
|
||||
if (!spectatorClient.TryGetPlayingUserState(userId, out _))
|
||||
return;
|
||||
|
||||
Schedule(() => OnUserStateChanged(userId, state));
|
||||
|
||||
updateGameplayState(userId);
|
||||
@ -122,7 +143,10 @@ namespace osu.Game.Screens.Spectate
|
||||
{
|
||||
Debug.Assert(userMap.ContainsKey(userId));
|
||||
|
||||
var spectatorState = spectatorStates[userId];
|
||||
// The user may have stopped playing.
|
||||
if (!spectatorClient.TryGetPlayingUserState(userId, out var spectatorState))
|
||||
return;
|
||||
|
||||
var user = userMap[userId];
|
||||
|
||||
var resolvedRuleset = rulesets.AvailableRulesets.FirstOrDefault(r => r.ID == spectatorState.RulesetID)?.CreateInstance();
|
||||
|
@ -25,6 +25,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
||||
public override IBindable<bool> IsConnected => isConnected;
|
||||
private readonly Bindable<bool> isConnected = new Bindable<bool>(true);
|
||||
|
||||
public Action<MultiplayerRoom>? RoomSetupAction;
|
||||
|
||||
[Resolved]
|
||||
private IAPIProvider api { get; set; } = null!;
|
||||
|
||||
@ -112,7 +114,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
||||
{
|
||||
var apiRoom = roomManager.Rooms.Single(r => r.RoomID.Value == roomId);
|
||||
|
||||
var user = new MultiplayerRoomUser(api.LocalUser.Value.Id)
|
||||
var localUser = new MultiplayerRoomUser(api.LocalUser.Value.Id)
|
||||
{
|
||||
User = api.LocalUser.Value
|
||||
};
|
||||
@ -129,10 +131,13 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
||||
AllowedMods = apiRoom.Playlist.Last().AllowedMods.Select(m => new APIMod(m)).ToArray(),
|
||||
PlaylistItemId = apiRoom.Playlist.Last().ID
|
||||
},
|
||||
Users = { user },
|
||||
Host = user
|
||||
Users = { localUser },
|
||||
Host = localUser
|
||||
};
|
||||
|
||||
RoomSetupAction?.Invoke(room);
|
||||
RoomSetupAction = null;
|
||||
|
||||
return Task.FromResult(room);
|
||||
}
|
||||
|
||||
|
@ -30,8 +30,8 @@
|
||||
<PackageReference Include="Microsoft.Extensions.Configuration.Abstractions" Version="5.0.0" />
|
||||
<PackageReference Include="Microsoft.NETCore.Targets" Version="3.1.0" />
|
||||
<PackageReference Include="Newtonsoft.Json" Version="13.0.1" />
|
||||
<PackageReference Include="ppy.osu.Framework" Version="2021.421.0" />
|
||||
<PackageReference Include="ppy.osu.Game.Resources" Version="2021.412.0" />
|
||||
<PackageReference Include="ppy.osu.Framework" Version="2021.422.1" />
|
||||
<PackageReference Include="ppy.osu.Game.Resources" Version="2021.422.0" />
|
||||
<PackageReference Include="Realm" Version="10.2.0-beta.1" />
|
||||
<PackageReference Include="Sentry" Version="3.2.0" />
|
||||
<PackageReference Include="SharpCompress" Version="0.28.1" />
|
||||
|
@ -70,8 +70,8 @@
|
||||
<Reference Include="System.Net.Http" />
|
||||
</ItemGroup>
|
||||
<ItemGroup Label="Package References">
|
||||
<PackageReference Include="ppy.osu.Framework.iOS" Version="2021.421.0" />
|
||||
<PackageReference Include="ppy.osu.Game.Resources" Version="2021.412.0" />
|
||||
<PackageReference Include="ppy.osu.Framework.iOS" Version="2021.422.1" />
|
||||
<PackageReference Include="ppy.osu.Game.Resources" Version="2021.422.0" />
|
||||
</ItemGroup>
|
||||
<!-- See https://github.com/dotnet/runtime/issues/35988 (can be removed after Xamarin uses net5.0 / net6.0) -->
|
||||
<PropertyGroup>
|
||||
@ -93,7 +93,7 @@
|
||||
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="2.2.6" />
|
||||
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="2.2.6" />
|
||||
<PackageReference Include="Newtonsoft.Json" Version="12.0.3" />
|
||||
<PackageReference Include="ppy.osu.Framework" Version="2021.421.0" />
|
||||
<PackageReference Include="ppy.osu.Framework" Version="2021.422.1" />
|
||||
<PackageReference Include="SharpCompress" Version="0.28.1" />
|
||||
<PackageReference Include="NUnit" Version="3.12.0" />
|
||||
<PackageReference Include="SharpRaven" Version="2.4.0" />
|
||||
|
Loading…
Reference in New Issue
Block a user