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Merge branch 'master' into realm-key-binding-store

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Dean Herbert 2021-04-24 02:40:15 +09:00 committed by GitHub
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54 changed files with 946 additions and 404 deletions

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@ -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>

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@ -10,6 +10,7 @@ using osu.Game.Rulesets.Catch.UI;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Configuration;
@ -20,6 +21,7 @@ using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
using osu.Game.Tests.Visual;
using osuTK;
namespace osu.Game.Rulesets.Catch.Tests
{
@ -170,16 +172,25 @@ namespace osu.Game.Rulesets.Catch.Tests
}
[Test]
public void TestCatcherStacking()
public void TestCatcherRandomStacking()
{
AddStep("catch more fruits", () => attemptCatch(() => new Fruit
{
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);
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());
AddStep("catch fruits", () => attemptCatch(new Fruit(), 10));
AddStep("catch fruits", () => attemptCatch(() => new Fruit(), 10));
AddStep("drop", () => catcher.Drop());
AddAssert("fruits are dropped", () => !catcher.CaughtObjects.Any() && droppedObjectContainer.Count == 10);
}
@ -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)

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@ -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,

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@ -114,6 +114,7 @@ namespace osu.Game.Rulesets.Catch
return new Mod[]
{
new CatchModDifficultyAdjust(),
new CatchModClassic(),
};
case ModType.Automation:

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@ -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
{
}
}

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@ -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;
}

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@ -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);

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@ -73,7 +73,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
return;
base.OnMouseUp(e);
EndPlacement(true);
EndPlacement(HitObject.Duration > 0);
}
private double originalStartTime;

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@ -239,6 +239,7 @@ namespace osu.Game.Rulesets.Mania
new ManiaModDualStages(),
new ManiaModMirror(),
new ManiaModDifficultyAdjust(),
new ManiaModClassic(),
new ManiaModInvert(),
new ManiaModConstantSpeed()
};

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@ -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
{
}
}

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@ -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);

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@ -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));

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@ -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();
}
}

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@ -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);

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@ -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:

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@ -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);
}
}

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@ -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);

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@ -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;

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@ -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
{
}
}

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@ -135,6 +135,7 @@ namespace osu.Game.Rulesets.Taiko
{
new TaikoModRandom(),
new TaikoModDifficultyAdjust(),
new TaikoModClassic(),
};
case ModType.Automation:

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@ -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);
}
}
}

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@ -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);
}
}
}

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@ -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
});

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@ -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);

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@ -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));

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@ -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)
{

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@ -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));

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@ -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);

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@ -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()
{

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@ -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,

View File

@ -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
}
}

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@ -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;

View File

@ -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();

View File

@ -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.

View File

@ -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);
}
}
}
}

View File

@ -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;
}
});

View File

@ -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;

View 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;
}
}

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@ -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
{

View File

@ -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;

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@ -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

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@ -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))
}
}
}

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@ -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);
}
}
}

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@ -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)

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@ -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;
}
}

View File

@ -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);
}
}

View 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)
{
}
}
}
}

View File

@ -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();

View File

@ -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()
{

View File

@ -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)

View File

@ -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();

View File

@ -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);
}

View File

@ -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" />

View File

@ -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" />