1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-18 00:42:55 +08:00
Commit Graph

69641 Commits

Author SHA1 Message Date
Bartłomiej Dach
e8a394f894
Fix argon volume-aware hitsounds not correctly playing immediately after object placement
Closes https://github.com/ppy/osu/issues/29832.

The underlying reason for the incorrect sample playback was an equality
comparer failure.

Samples are contained in several pools which are managed by the
playfield. In particular, the pools are keyed by `ISampleInfo`
instances. This means that for correct operation, `ISampleInfo` has to
implement `IEquatable<ISampleInfo>` and also provide an appropriately
correct `GetHashCode()` implementation. Different audible samples must
not compare equal to each other when represented by `ISampleInfo`.

As it turns out, `VolumeAwareHitSampleInfo` failed on this, due to not
overriding equality members. Therefore, a `new
HitSampleInfo(HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_NORMAL,
volume: 70)` was allowed to compare equal to a
`VolumeAwareHitSampleInfo` wrapping it, *even though they correspond to
completely different sounds and go through entirely different lookup
path sequences*.

Therefore, to fix, provide more proper equality implementations for
`VolumeAwareHitSampleInfo`.

When testing note that this issue *only occurs immediately after
placing an object*. Saving and re-entering editor makes this issue go
away. I haven't looked too long into why, but the general gist of it is
ordering; it appears that a `normal-hitnormal` pool exists at point
of query of a new object placement, but does not seem to exist when
entering editor afresh. That said I'm not sure that ordering aspect of
this bug matters much if at all, since the two `IHitSampleInfo`s should
never be allowed to alias with each other at all wrt equality.
2024-09-23 13:38:26 +02:00
StanR
08bded82fd Remove GetHashCode 2024-09-23 16:30:02 +05:00
Bartłomiej Dach
41826d0606
Add failing test case to demonstrate failure 2024-09-23 13:17:46 +02:00
OliBomby
bf245aa9d6 add a max depth to prevent stack overflow 2024-09-23 13:16:45 +02:00
OliBomby
eead6b9eae return to stackalloc because its faster 2024-09-23 13:13:33 +02:00
OliBomby
203951780e use collection expression instead of stackalloc 2024-09-23 12:15:42 +02:00
OliBomby
86817d0cfc Add benchmark for minimum enclosing circle 2024-09-23 12:15:31 +02:00
Bartłomiej Dach
4b349ba387
Use cache for beatmap lookups on spectate screen
@peppy noticed recently that attempting to spectate just a few users was
very likely to end up in requests very quickly being rejected with code
429 ("Too Many Requests").

I'm somewhat certain that the reason for that is that a significant
number of players is wont to retry a lot in quick succession. That means
that spectator server is going to note a lot of gameplay start and end
messages in quick succession, too. And as it turns out, every gameplay
start would end up triggering a new beatmap set fetch request:

	ccf1acce56/osu.Game/Screens/Spectate/SpectatorScreen.cs (L131-L134)
	ccf1acce56/osu.Game/Screens/Play/SoloSpectatorScreen.cs (L168-L172)
	ccf1acce56/osu.Game/Screens/Play/SoloSpectatorScreen.cs (L243-L256)

To attempt to curtail that, use the beatmap cache instead, which should
prevent these unnecessary requests from firing in the first place,
therefore reducing the chance of the client getting throttled.

This technically means that a different endpoint is used to fetch the
data (`GET /beatmaps/?ids[]=` rather than `GET
/beatmapsets/lookup?beatmap_id={id}`), but docs claim that both should
return the same data, and it looks to work fine in practice.
2024-09-23 12:15:19 +02:00
OliBomby
42549e81aa use RNG.Next 2024-09-23 11:44:07 +02:00
OliBomby
40cfaabc53 verify n<=3 in minCircleTrivial 2024-09-23 11:43:36 +02:00
OliBomby
d0f12006a4 update wikipedia url 2024-09-23 11:42:28 +02:00
OliBomby
447d178e01 use named tuple members 2024-09-23 11:42:02 +02:00
OliBomby
0d06b122c1 rename region 2024-09-23 11:39:42 +02:00
OliBomby
a9ebfbe431 Assert default origin not null in rotation handle 2024-09-23 11:37:42 +02:00
StanR
6ed151ccf5 Merge branch 'master' into rhythm-fixes 2024-09-23 14:25:32 +05:00
Bartłomiej Dach
0f758ca25f
Continue displaying storyboard even if fully dimmed in specific circumstances
Closes https://github.com/ppy/osu/issues/9315.
Closes https://github.com/ppy/osu/issues/29867.

Notably, this does nothing about
https://github.com/ppy/osu/issues/25075, but I'm not sure what to do
with that one in the first place.
2024-09-23 11:19:31 +02:00
OliBomby
92b5650ff8 fix outdated comment 2024-09-23 10:56:03 +02:00
StanR
e04b88a9b0 Replace speed buff with aim buff 2024-09-23 13:49:25 +05:00
Bartłomiej Dach
881c9dfbba
Fix score being cloned in async method causing random errors (again)
Compare: https://github.com/ppy/osu/pull/24548.

I don't have a reproduction scenario (judging from the stack trace
of the crash it's likely to be nigh-impossible to concoct a reliable
one), but there is some circumstantial evidence that this might help,
namely that that previous fix above worked, and the pathway that's
failing here is similarly async to the one that pull fixed. So I'm just
gonna start with that and hope that it does the job.
2024-09-23 09:51:02 +02:00
Givikap120
2995df7903 removed unnecessary includes 2024-09-22 15:04:21 +03:00
Givikap120
1b77b3912b initial commit 2024-09-22 15:01:58 +03:00
Marvin Schürz
1095f35025 Only store position instead of entire draw quad 2024-09-21 15:25:37 +02:00
Marvin Schürz
0077ba72ec Freeze select box buttons in place as long as they are hovered 2024-09-21 14:59:47 +02:00
Marvin Schürz
3180468db1 Prevent the distance snap grid from being activated by alt key while dragging select box handle 2024-09-21 14:22:17 +02:00
Marvin Schürz
2dbbbe270d Scale around center when pressing alt while dragging selection box scale handle 2024-09-21 13:37:41 +02:00
Daniel Cios
59df9cbf0f Remove nullable disable 2024-09-20 18:07:26 +02:00
Marvin Schürz
8bca8d6072 Restore previous scale behavior when using scale popover 2024-09-20 17:38:49 +02:00
Marvin Schürz
8ceea9a5f7 Use scale origin when scaling sliders 2024-09-20 17:19:38 +02:00
Daniel Cios
73b6744a97 Rename FontColour to TextColour 2024-09-20 16:50:17 +02:00
Daniel Cios
ec575e9de4 Rename Colour to AccentColour 2024-09-20 16:38:26 +02:00
Dan Balasescu
ccf1acce56
Merge pull request #29933 from bdach/fix-dodgy-dim
Fix `DrawableOsuHitObject` not properly cleaning up dim application callbacks
2024-09-20 14:21:14 +09:00
OliBomby
8e11cda41a use minimum enclosing circle selection centre in scale 2024-09-20 01:07:54 +02:00
OliBomby
ee00624751 use minimum enclosing circle selection centre in rotation 2024-09-20 01:07:47 +02:00
OliBomby
59ab71f786 Implement minimum enclosing circle 2024-09-20 01:06:52 +02:00
Daniel Cios
1a48b46536 Fix test failures 2024-09-19 21:50:59 +02:00
Daniel Cios
b86f246095 Fix code inspection failure 2024-09-19 19:24:05 +02:00
Daniel Cios
94c2f522ff Fix spacing 2024-09-19 17:31:33 +02:00
Daniel Cios
c77afe2a13 Add tests 2024-09-19 17:27:26 +02:00
Daniel Cios
67f04f75a6 Fix default color 2024-09-19 17:27:26 +02:00
Daniel Cios
e81e356d59 Add colour customisation to skin components 2024-09-19 17:27:25 +02:00
PowerDaniex
6ec3f715d2 Fix formatting 2024-09-19 17:26:09 +02:00
PowerDaniex
8c72feda09 Add colour customization to the layout editor 2024-09-19 17:26:09 +02:00
StanR
e986a7dfe1 Fix repetition nerf not updating the counts 2024-09-19 19:15:54 +05:00
StanR
202364be5e Use List instead of Dictionary for island counting, minor adjustments 2024-09-19 17:52:55 +05:00
Bartłomiej Dach
89509ea49e
Fix DrawableOsuHitObject not properly cleaning up dim application callbacks
Should fix https://github.com/ppy/osu/issues/28629.

First of all, to support the claim that this does fix the issue -
reproduction is rather difficult, but I believe I found a way to
maximise the chances of it reproducing by performing the following
steps:

1. Apply the following diff:

diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs
index eacd2b3e75..4c00da031a 100644
--- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs
+++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs
@@ -6,6 +6,7 @@
 using System;
 using System.Collections.Generic;
 using System.Linq;
+using System.Threading;
 using JetBrains.Annotations;
 using osu.Framework.Allocation;
 using osu.Framework.Bindables;
@@ -95,6 +96,8 @@ public DrawableSlider([CanBeNull] Slider s = null)
         [BackgroundDependencyLoader]
         private void load()
         {
+            Thread.Sleep(100);
+
             tailContainer = new Container<DrawableSliderTail> { RelativeSizeAxes = Axes.Both };

             AddRangeInternal(new Drawable[]

2. Download https://osu.ppy.sh/beatmapsets/1470790#osu/3023028 and open
   it in the editor.

3. Select all objects using Ctrl-A. Yes, it'll take a while, especially
   so with the patch above.

4. Rotate the selection by any amount using the right toolbox.

5. Press undo. The game should crash. If it doesn't spam redo and undo
   until it does.

Now to explain what the fix is.

In the issue thread I spent a considerable time hemming and hawing about
which of the dimmable pieces was null, which was a complete miss and a
failure at reading. Let's see the stack trace again:

	2024-06-27 02:15:20 [error]: at osu.Game.Rulesets.Osu.Objects.Drawables.DrawableOsuHitObject.<UpdateInitialTransforms>g__applyDim|15_0(Drawable piece) in /home/runner/work/osu-auth-client/osu-auth-client/osu/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs:line 101

Line 101, you say? What could be null here?

	bd8addfb5f/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs (L101)

Okay, what's `InitialLifetimeOffset`, then?

	bd8addfb5f/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuHitObject.cs (L108)

Yes, that's right. It's `HitObject` that is null here.

Now why does *that* happen? First, let's note that all stacks where this
died went through `UpdateState()`, which means that the problematic
`applyDim()` calls had to be `ApplyCustomUpdateState` event callbacks.
Meaning that the pieces where `HitObject` was null were DHOs themselves.

Recall that parent DHOs and child DHOs are pooled separately. Therefore,
there is no guarantee that any parent and child DHOs will remain
associated with each other for the entire duration of a gameplay
session; it is quite the contrary, and nobody should rely on that.
Unfortunately for us, adding a `applyDimToDrawableHitObject` callback to
a child object's `ApplyCustomUpdateState` *implicitly creates* such an
association, because it ends up allocating a closure that captures
`this` (meaning the parent in this context).

Therefore, this now creates a situation where a child DHO can attempt to
read state from a former parent DHO which can be in an indeterminate
state, and in fact, when this crashes, the former parent DHO is most
likely not even in use - hence the null `HitObject`.

Thus, the fix is to clear the association by unsubscribing from the
event when nested objects are cleared.

My hypothesis why the reproduction scenario is like it is, is that both
the sleep and the increased pressure on the pool (by way of selecting
all objects and therefore forcing the DHOs to be materialised beyond
pool capacity) increases the likelihood of getting a crosslink.
When pool pressure is low, it is much more likely that a parent DHO
*will* get the same child DHO again on re-application, even though
that is not guaranteed.

Just as an additional detail, note that the sentry issue for this lists
the "first seen" version as 2024.312.0, which is the release that
included https://github.com/ppy/osu/pull/27401 which would be directly
responsible for this mess.
2024-09-19 14:30:02 +02:00
StanR
732a114b95 Slight refactoring 2024-09-19 15:53:18 +05:00
Dean Herbert
d5c2484109
Always transfer updated counts once 2024-09-19 19:23:14 +09:00
Dean Herbert
bd8addfb5f
Merge pull request #29897 from bdach/editor/setup-screen-slider
Implement "form" slider bar control
2024-09-19 19:07:14 +09:00
Dean Herbert
ca8402d980
Make animation slightly more snappy 2024-09-19 19:06:46 +09:00
Dean Herbert
cd61aecad1
Merge pull request #29925 from nekupaw/skip-overlay-beat-synced-animation
Implement beat-synchronized animation in skip overlay
2024-09-19 18:53:45 +09:00