From 5be22916bb80ca652099369e6a69b2cee955fca5 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Sun, 14 Nov 2021 14:26:18 +0900 Subject: [PATCH 1/2] Add test coverage against frequency ramp increasing between fail animation and fail screen --- .../Visual/Gameplay/TestSceneFailAnimation.cs | 19 +++++++++++++++++++ 1 file changed, 19 insertions(+) diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneFailAnimation.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneFailAnimation.cs index 36fc6812bd..7167d3120a 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestSceneFailAnimation.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestSceneFailAnimation.cs @@ -31,12 +31,18 @@ namespace osu.Game.Tests.Visual.Gameplay { AddUntilStep("wait for fail", () => Player.HasFailed); AddUntilStep("wait for fail overlay", () => ((FailPlayer)Player).FailOverlay.State.Value == Visibility.Visible); + + // The pause screen and fail animation both ramp frequency. + // This tests to ensure that it doesn't reset during that handoff. + AddAssert("frequency only ever decreased", () => !((FailPlayer)Player).FrequencyIncreased); } private class FailPlayer : TestPlayer { public new FailOverlay FailOverlay => base.FailOverlay; + public bool FrequencyIncreased { get; private set; } + public FailPlayer() : base(false, false) { @@ -47,6 +53,19 @@ namespace osu.Game.Tests.Visual.Gameplay base.LoadComplete(); HealthProcessor.FailConditions += (_, __) => true; } + + private double lastFrequency = double.MaxValue; + + protected override void Update() + { + base.Update(); + + double freq = Beatmap.Value.Track.AggregateFrequency.Value; + + FrequencyIncreased |= freq > lastFrequency; + + lastFrequency = freq; + } } } } From a4aa0087934c54b7dec27a833a83da6c7f692233 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Sun, 14 Nov 2021 14:13:12 +0900 Subject: [PATCH 2/2] Fix frequency ramping a second time incorrectly after fail --- osu.Game/Screens/Play/FailAnimation.cs | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) diff --git a/osu.Game/Screens/Play/FailAnimation.cs b/osu.Game/Screens/Play/FailAnimation.cs index f3676baf80..193e1e4129 100644 --- a/osu.Game/Screens/Play/FailAnimation.cs +++ b/osu.Game/Screens/Play/FailAnimation.cs @@ -107,7 +107,8 @@ namespace osu.Game.Screens.Play this.TransformBindableTo(trackFreq, 0, duration).OnComplete(_ => { - RemoveFilters(); + // Don't reset frequency as the pause screen may appear post transform, causing a second frequency sweep. + RemoveFilters(false); OnComplete?.Invoke(); }); @@ -137,15 +138,16 @@ namespace osu.Game.Screens.Play Content.FadeColour(Color4.Gray, duration); } - public void RemoveFilters() + public void RemoveFilters(bool resetTrackFrequency = true) { + if (resetTrackFrequency) + track?.RemoveAdjustment(AdjustableProperty.Frequency, trackFreq); + if (filters.Parent == null) return; RemoveInternal(filters); filters.Dispose(); - - track?.RemoveAdjustment(AdjustableProperty.Frequency, trackFreq); } protected override void Update()