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Merge branch 'master' into timeline-audio-scrolling
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commit
e0ee5e2085
36
COMPILING.md
36
COMPILING.md
@ -1,36 +0,0 @@
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# Linux
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### 1. Requirements:
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Mono >= 5.4.0 (>= 5.8.0 recommended)
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Please check [here](http://www.mono-project.com/download/) for stable or [here](http://www.mono-project.com/download/alpha/) for an alpha release.
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NuGet >= 4.4.0
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msbuild
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git
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### 2. Cloning project
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Clone the entire repository with submodules using
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```
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git clone https://github.com/ppy/osu --recursive
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```
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Then restore NuGet packages from the repository
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```
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nuget restore
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```
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### 3. Compiling
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Simply run `msbuild` where `osu.sln` is located, this will create all binaries in `osu/osu.Desktop/bin/Debug`.
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### 4. Optimizing
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If you want additional performance you can change build type to Release with
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```
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msbuild -p:Configuration=Release
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```
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Additionally, mono provides an AOT utility which attempts to precompile binaries. You can utilize that by running
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```
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mono --aot ./osu\!.exe
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```
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### 5. Troubleshooting
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You may run into trouble with NuGet versioning, as the one in packaging system is almost always out of date. Simply run
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```
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nuget
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sudo nuget update -self
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```
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**Warning** NuGet creates few config files when it's run for the first time.
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Do not run NuGet as root on the first run or you might run into very peculiar issues.
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@ -161,7 +161,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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};
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this.beatmap.BindTo(beatmap);
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beatmap.ValueChanged += v => calculateScale();
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this.beatmap.ValueChanged += v => calculateScale();
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cursorScale = config.GetBindable<double>(OsuSetting.GameplayCursorSize);
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cursorScale.ValueChanged += v => calculateScale();
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@ -91,7 +91,7 @@ namespace osu.Game.Rulesets.Taiko
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{
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new TaikoModHardRock(),
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new MultiMod(new TaikoModSuddenDeath(), new TaikoModPerfect()),
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new MultiMod(new TaikoModDoubleTime(), new TaikoModDaycore()),
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new MultiMod(new TaikoModDoubleTime(), new TaikoModNightcore()),
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new TaikoModHidden(),
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new TaikoModFlashlight(),
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};
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@ -31,7 +31,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
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/// <summary>
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/// The step increase/decrease of the span of time visible by the length of the scrolling axes.
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/// </summary>
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private const double time_span_step = 50;
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private const double time_span_step = 200;
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/// <summary>
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/// The span of time that is visible by the length of the scrolling axes.
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@ -88,10 +88,10 @@ namespace osu.Game.Rulesets.UI.Scrolling
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switch (args.Key)
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{
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case Key.Minus:
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this.TransformBindableTo(VisibleTimeRange, VisibleTimeRange + time_span_step, 200, Easing.OutQuint);
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this.TransformBindableTo(VisibleTimeRange, VisibleTimeRange + time_span_step, 600, Easing.OutQuint);
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break;
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case Key.Plus:
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this.TransformBindableTo(VisibleTimeRange, VisibleTimeRange - time_span_step, 200, Easing.OutQuint);
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this.TransformBindableTo(VisibleTimeRange, VisibleTimeRange - time_span_step, 600, Easing.OutQuint);
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break;
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}
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}
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@ -18,7 +18,8 @@ namespace osu.Game.Screens.Play
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{
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private const int duration = 100;
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private Bindable<bool> showKeyCounter;
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public readonly Bindable<bool> Visible = new Bindable<bool>(true);
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private readonly Bindable<bool> configVisibility = new Bindable<bool>();
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public KeyCounterCollection()
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{
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@ -46,9 +47,10 @@ namespace osu.Game.Screens.Play
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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showKeyCounter = config.GetBindable<bool>(OsuSetting.KeyOverlay);
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showKeyCounter.ValueChanged += keyCounterVisibility => this.FadeTo(keyCounterVisibility ? 1 : 0, duration);
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showKeyCounter.TriggerChange();
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config.BindWith(OsuSetting.KeyOverlay, configVisibility);
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Visible.BindValueChanged(_ => updateVisibility());
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configVisibility.BindValueChanged(_ => updateVisibility(), true);
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}
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//further: change default values here and in KeyCounter if needed, instead of passing them in every constructor
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@ -111,6 +113,8 @@ namespace osu.Game.Screens.Play
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}
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}
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private void updateVisibility() => this.FadeTo(Visible.Value || configVisibility.Value ? 1 : 0, duration);
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public override bool HandleKeyboardInput => receptor == null;
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public override bool HandleMouseInput => receptor == null;
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@ -229,6 +229,7 @@ namespace osu.Game.Screens.Play
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};
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hudOverlay.HoldToQuit.Action = Exit;
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hudOverlay.KeyCounter.Visible.BindTo(RulesetContainer.HasReplayLoaded);
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if (ShowStoryboard)
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initializeStoryboard(false);
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@ -1,9 +1,11 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Lists;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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@ -51,6 +53,28 @@ namespace osu.Game.Tests.Visual
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Player p = null;
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AddStep(r.Name, () => p = loadPlayerFor(r));
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AddUntilStep(() => ContinueCondition(p));
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AddAssert("no leaked beatmaps", () =>
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{
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p = null;
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GC.Collect();
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GC.WaitForPendingFinalizers();
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int count = 0;
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workingWeakReferences.ForEachAlive(_ => count++);
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return count == 1;
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});
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AddAssert("no leaked players", () =>
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{
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GC.Collect();
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GC.WaitForPendingFinalizers();
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int count = 0;
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playerWeakReferences.ForEachAlive(_ => count++);
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return count == 1;
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});
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}
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}
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}
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@ -59,21 +83,32 @@ namespace osu.Game.Tests.Visual
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protected virtual IBeatmap CreateBeatmap(Ruleset ruleset) => new TestBeatmap(ruleset.RulesetInfo);
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private readonly WeakList<WorkingBeatmap> workingWeakReferences = new WeakList<WorkingBeatmap>();
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private readonly WeakList<Player> playerWeakReferences = new WeakList<Player>();
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private Player loadPlayerFor(RulesetInfo ri) => loadPlayerFor(ri.CreateInstance());
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private Player loadPlayerFor(Ruleset r)
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{
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var beatmap = CreateBeatmap(r);
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var working = new TestWorkingBeatmap(beatmap);
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Beatmap.Value = new TestWorkingBeatmap(beatmap);
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workingWeakReferences.Add(working);
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Beatmap.Value = working;
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Beatmap.Value.Mods.Value = new[] { r.GetAllMods().First(m => m is ModNoFail) };
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if (Player != null)
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Remove(Player);
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Player?.Exit();
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var player = CreatePlayer(r);
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LoadComponentAsync(player, LoadScreen);
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playerWeakReferences.Add(player);
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LoadComponentAsync(player, p =>
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{
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Player = p;
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LoadScreen(p);
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});
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return player;
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}
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