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Merge branch 'master' into disallow-skipping
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commit
d5fc517fab
@ -1,7 +1,9 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Game.Screens.Multi.Components;
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using osu.Game.Users;
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namespace osu.Game.Tests.Visual.RealtimeMultiplayer
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{
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@ -15,6 +17,28 @@ namespace osu.Game.Tests.Visual.RealtimeMultiplayer
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AddUntilStep("wait for loaded", () => multi.IsLoaded);
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}
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[Test]
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public void TestOneUserJoinedMultipleTimes()
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{
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var user = new User { Id = 33 };
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AddRepeatStep("add user multiple times", () => Client.AddUser(user), 3);
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AddAssert("room has 2 users", () => Client.Room?.Users.Count == 2);
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}
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[Test]
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public void TestOneUserLeftMultipleTimes()
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{
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var user = new User { Id = 44 };
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AddStep("add user", () => Client.AddUser(user));
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AddAssert("room has 2 users", () => Client.Room?.Users.Count == 2);
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AddRepeatStep("remove user multiple times", () => Client.RemoveUser(user), 3);
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AddAssert("room has 1 user", () => Client.Room?.Users.Count == 1);
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}
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private class TestRealtimeMultiplayer : Screens.Multi.RealtimeMultiplayer.RealtimeMultiplayer
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{
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protected override RoomManager CreateRoomManager() => new TestRealtimeRoomManager();
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@ -55,8 +55,6 @@ namespace osu.Game.Tests.Visual.RealtimeMultiplayer
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}
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}
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};
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Client.AddUser(API.LocalUser.Value);
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});
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[Test]
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@ -226,6 +226,10 @@ namespace osu.Game.Online.RealtimeMultiplayer
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if (Room == null)
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return;
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// for sanity, ensure that there can be no duplicate users in the room user list.
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if (Room.Users.Any(existing => existing.UserID == user.UserID))
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return;
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Room.Users.Add(user);
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RoomChanged?.Invoke();
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@ -14,6 +14,11 @@ namespace osu.Game.Online.Spectator
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[Serializable]
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public class FrameHeader
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{
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/// <summary>
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/// The current accuracy of the score.
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/// </summary>
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public double Accuracy { get; set; }
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/// <summary>
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/// The current combo of the score.
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/// </summary>
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@ -42,16 +47,18 @@ namespace osu.Game.Online.Spectator
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{
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Combo = score.Combo;
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MaxCombo = score.MaxCombo;
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Accuracy = score.Accuracy;
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// copy for safety
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Statistics = new Dictionary<HitResult, int>(score.Statistics);
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}
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[JsonConstructor]
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public FrameHeader(int combo, int maxCombo, Dictionary<HitResult, int> statistics, DateTimeOffset receivedTime)
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public FrameHeader(int combo, int maxCombo, double accuracy, Dictionary<HitResult, int> statistics, DateTimeOffset receivedTime)
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{
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Combo = combo;
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MaxCombo = maxCombo;
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Accuracy = accuracy;
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Statistics = statistics;
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ReceivedTime = receivedTime;
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}
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@ -193,7 +193,7 @@ namespace osu.Game.Rulesets.Scoring
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private void updateScore()
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{
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if (rollingMaxBaseScore != 0)
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Accuracy.Value = baseScore / rollingMaxBaseScore;
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Accuracy.Value = calculateAccuracyRatio(baseScore, true);
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TotalScore.Value = getScore(Mode.Value);
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}
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@ -233,13 +233,13 @@ namespace osu.Game.Rulesets.Scoring
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}
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/// <summary>
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/// Given a minimal set of inputs, return the computed score and accuracy for the tracked beatmap / mods combination, at the current point in time.
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/// Given a minimal set of inputs, return the computed score for the tracked beatmap / mods combination, at the current point in time.
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/// </summary>
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/// <param name="mode">The <see cref="ScoringMode"/> to compute the total score in.</param>
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/// <param name="maxCombo">The maximum combo achievable in the beatmap.</param>
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/// <param name="statistics">Statistics to be used for calculating accuracy, bonus score, etc.</param>
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/// <returns>The computed score and accuracy for provided inputs.</returns>
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public (double score, double accuracy) GetScoreAndAccuracy(ScoringMode mode, int maxCombo, Dictionary<HitResult, int> statistics)
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/// <returns>The computed score for provided inputs.</returns>
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public double GetImmediateScore(ScoringMode mode, int maxCombo, Dictionary<HitResult, int> statistics)
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{
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// calculate base score from statistics pairs
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int computedBaseScore = 0;
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@ -252,12 +252,7 @@ namespace osu.Game.Rulesets.Scoring
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computedBaseScore += Judgement.ToNumericResult(pair.Key) * pair.Value;
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}
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double pointInTimeAccuracy = calculateAccuracyRatio(computedBaseScore, true);
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double comboRatio = calculateComboRatio(maxCombo);
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double score = GetScore(mode, maxAchievableCombo, calculateAccuracyRatio(computedBaseScore), comboRatio, scoreResultCounts);
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return (score, pointInTimeAccuracy);
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return GetScore(mode, maxAchievableCombo, calculateAccuracyRatio(computedBaseScore), calculateComboRatio(maxCombo), scoreResultCounts);
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}
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/// <summary>
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@ -3,12 +3,12 @@
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using System;
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using System.Diagnostics;
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using System.Threading;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Logging;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.RealtimeMultiplayer;
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using osu.Game.Scoring;
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@ -34,13 +34,14 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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private IBindable<bool> isConnected;
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private readonly TaskCompletionSource<bool> resultsReady = new TaskCompletionSource<bool>();
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private readonly ManualResetEventSlim startedEvent = new ManualResetEventSlim();
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[CanBeNull]
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private MultiplayerGameplayLeaderboard leaderboard;
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private readonly int[] userIds;
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private LoadingLayer loadingDisplay;
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/// <summary>
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/// Construct a multiplayer player.
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/// </summary>
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@ -66,6 +67,12 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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client.MatchStarted += onMatchStarted;
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client.ResultsReady += onResultsReady;
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ScoreProcessor.HasCompleted.BindValueChanged(completed =>
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{
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// wait for server to tell us that results are ready (see SubmitScore implementation)
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loadingDisplay.Show();
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});
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isConnected = client.IsConnected.GetBoundCopy();
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isConnected.BindValueChanged(connected =>
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{
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@ -76,19 +83,20 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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}
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}, true);
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client.ChangeState(MultiplayerUserState.Loaded)
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.ContinueWith(task => failAndBail(task.Exception?.Message ?? "Server error"), TaskContinuationOptions.NotOnRanToCompletion);
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if (!startedEvent.Wait(TimeSpan.FromSeconds(30)))
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{
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failAndBail("Failed to start the multiplayer match in time.");
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return;
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}
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Debug.Assert(client.Room != null);
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// todo: this should be implemented via a custom HUD implementation, and correctly masked to the main content area.
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LoadComponentAsync(leaderboard = new MultiplayerGameplayLeaderboard(ScoreProcessor, userIds), HUDOverlay.Add);
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HUDOverlay.Add(loadingDisplay = new LoadingLayer(DrawableRuleset) { Depth = float.MaxValue });
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}
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protected override void StartGameplay()
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{
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// block base call, but let the server know we are ready to start.
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loadingDisplay.Show();
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client.ChangeState(MultiplayerUserState.Loaded).ContinueWith(task => failAndBail(task.Exception?.Message ?? "Server error"), TaskContinuationOptions.NotOnRanToCompletion);
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}
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private void failAndBail(string message = null)
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@ -96,7 +104,6 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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if (!string.IsNullOrEmpty(message))
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Logger.Log(message, LoggingTarget.Runtime, LogLevel.Important);
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startedEvent.Set();
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Schedule(() => PerformExit(false));
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}
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@ -118,7 +125,11 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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padding + HUDOverlay.TopScoringElementsHeight);
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}
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private void onMatchStarted() => startedEvent.Set();
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private void onMatchStarted() => Scheduler.Add(() =>
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{
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loadingDisplay.Hide();
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base.StartGameplay();
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});
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private void onResultsReady() => resultsReady.SetResult(true);
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@ -128,9 +139,9 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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await client.ChangeState(MultiplayerUserState.FinishedPlay);
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// Await up to 30 seconds for results to become available (3 api request timeouts).
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// Await up to 60 seconds for results to become available (6 api request timeouts).
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// This is arbitrary just to not leave the player in an essentially deadlocked state if any connection issues occur.
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await Task.WhenAny(resultsReady.Task, Task.Delay(TimeSpan.FromSeconds(30)));
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await Task.WhenAny(resultsReady.Task, Task.Delay(TimeSpan.FromSeconds(60)));
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}
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protected override ResultsScreen CreateResults(ScoreInfo score)
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@ -122,8 +122,8 @@ namespace osu.Game.Screens.Play.HUD
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if (LastHeader == null)
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return;
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(score.Value, accuracy.Value) = processor.GetScoreAndAccuracy(mode, LastHeader.MaxCombo, LastHeader.Statistics);
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score.Value = processor.GetImmediateScore(mode, LastHeader.MaxCombo, LastHeader.Statistics);
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accuracy.Value = LastHeader.Accuracy;
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currentCombo.Value = LastHeader.Combo;
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}
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}
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@ -734,9 +734,6 @@ namespace osu.Game.Screens.Play
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storyboardReplacesBackground.Value = Beatmap.Value.Storyboard.ReplacesBackground && Beatmap.Value.Storyboard.HasDrawable;
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GameplayClockContainer.Restart();
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GameplayClockContainer.FadeInFromZero(750, Easing.OutQuint);
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foreach (var mod in Mods.Value.OfType<IApplicableToPlayer>())
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mod.ApplyToPlayer(this);
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@ -751,6 +748,21 @@ namespace osu.Game.Screens.Play
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mod.ApplyToTrack(musicController.CurrentTrack);
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updateGameplayState();
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GameplayClockContainer.FadeInFromZero(750, Easing.OutQuint);
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StartGameplay();
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}
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/// <summary>
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/// Called to trigger the starting of the gameplay clock and underlying gameplay.
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/// This will be called on entering the player screen once. A derived class may block the first call to this to delay the start of gameplay.
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/// </summary>
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protected virtual void StartGameplay()
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{
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if (GameplayClockContainer.GameplayClock.IsRunning)
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throw new InvalidOperationException($"{nameof(StartGameplay)} should not be called when the gameplay clock is already running");
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GameplayClockContainer.Restart();
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}
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public override void OnSuspending(IScreen next)
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public void RemoveUser(User user)
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{
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Debug.Assert(Room != null);
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((IMultiplayerClient)this).UserLeft(Room.Users.Single(u => u.User == user));
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((IMultiplayerClient)this).UserLeft(new MultiplayerRoomUser(user.Id));
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Schedule(() =>
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{
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