https://github.com/user-attachments/assets/042311f1-b8c3-479b-a173-13b93fe2c5cc
- `/roll` command is now supported in multiplayer chat for all players
(don't need to be a referee).
- Referees are shown in the room with a special status.
- Tournament mode rooms can be locked, which prevents users from
changing team (and slot, whenever those get brought back). When the room
is locked, the user team indicator shows a padlock icon on top to
indicate the lock state.
---
- Related: https://github.com/ppy/osu-server-spectator/issues/406
Grab-bag because I really don't think splitting this into 3 PRs is very
helpful.
I was going to add an animation for rolling but I had a go on Friday and
my attempt got more or less the same reception as a wet fart so I'm not
trying again. Someone else can if so inclined. I have completely lost
trust in my design senses.
Contrary to stable the roll results are completely ephemeral and go away
when the room is re-entered. This could be both considered good and bad.
Not for me to say.
I noticed that going into the dashboard overlay currently requests
global user presence, which is not required for the friends display.
This could create additional load (client and server) where unnecessary.
Based on feedback I've heard more than once ([most
recently](https://github.com/ppy/osu/discussions/36933)), there's too
much overlap compared to stable. And it can sound a bit "jumbled" as a
result, especially when transitioning between two songs with loud and
"complex" audio.
This also fixes noticeable audio glitching that some users may have been
experiencing when switching tracks.
---
Unless there's any very loud objections, I'd ask that review is on the
code not the audible change. This is the kind of change that I tweak to
my personal spec and then push out to hear the general reaction.
### b8d0dfe2ed Better default preview time
based on global fade
This is an oversight. The preview point wasn't being offset to account
for the fade in. This is something we do when generating web-side
previews, which allows for the actual preview point to be audible,
rather than mid-fade.
### 8de323b68c Adjust fade in and fade out
during track transitions to reduce overlap
Yes, I'm aware that the delay is not accounted for in the constant. This
is intentional because it sounds better. I want this to be an internal
adjustment which is not to be considered by any external usages of those
constants. Just sounds better.
### aab01b0fe5 Remove weird/dated schedule
usage
This causes audible artifacts in playback. The track is not set to zero
volume early enough. Original change was made in [this ancient
PR](https://github.com/ppy/osu/pull/9792) (see
[commit](https://github.com/ppy/osu/commit/688e4479506645bdacee7cdc7ae9ee9deaa5f1b4)).
The original failure does not occur. Tests still pass. I'd argue that if
we encounter this again, it's an issue at the call site, not this code.
This is a drive-by fix, as I noticed this glitching while working on the
main issue here. Arguably should be it's own PR 🤷 .
Arguably we should just nuke the now playing overlay playlist window
completely as the functionality was gimped when search was removed. Now
it doesn't seek to the currently playing track, nor play sequentially,
nor do anything useful.
---------
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
Suffixed tags are build releases, which are triggered manually for now
(via private project).
Tags without suffix are the ones that we want to build the nuget
packages and such.
Alternative to / closes https://github.com/smoogipoo/osu/pull/189
See also https://github.com/ppy/osu-server-spectator/pull/439
- Automatic beatmap download and notification of beatmap availability
moved to `RankedPlayBeatmapAvailabilityTracker` - now a self-contained
object to handle this miscellaneous logic.
- Beatmap set now happens when the `GameplayWarmup` screen is entered.
It's been a while.
Notes:
- `SharpCompress` usages changed a bit. Manually adjusted these, mostly
just renames or adjusted parameters.
- nUnit 3 -> 4 migrated using
https://gist.github.com/peppy/07994386d793a117350cb5f24b156585. there's
a mode in this script to update to the newer `Assert.That` syntax but it
requires fixes and couldn't really be bothered.
- DeepEqual nuked as the only usage was on a disabled test. The reason
it's disabled has been merged upstream, but it's failing for other
(realm) reasons which I don't think is worthwhile to investigate for
now.
- This bumps Moq. I think the author is back in a sensible headspace and
the new version has the stupid shit removed, so probably okay? Nice to
be on a level playing field with packages for once in a long time.
- Automapper is silly, but we've discussed this elsewhere.
- `TestRealmKeyBindingStore` failures are a wildcard, but fixed by using
a more standardised testing method. Dunno why, don't care.
---------
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
Continuation of https://github.com/ppy/osu-server-spectator/issues/406
Operations in question being:
- (un)locking rooms / `!mp (un)lock` (prevents players from changing
team, will also include slots when slots are implemented)
- rolling / `!roll` (frequently used in coin toss type situations, will
receive nice animation to go with it)
As [per
comment](https://github.com/ppy/osu/pull/36943#issuecomment-4045361755).
Unfortunately I'm not able to reproduce such a big impact of triangles
using linked pr (or at all really). In my case usage was low in the
first place and went from 0.9% to 0.6% with this pr, so outside
benchmarking would be great
Improvement list:
* No more sorted list. Basic list is being used which is sorted once
after all the triangles added.
* Out-of-bounds triangles are reused rather than removed and re-added.
* On `Reset` if `AimCount` stays the same, all triangles are reused
instead of being cleared and re-added.
- closes https://github.com/ppy/osu/issues/36942
- fixes https://osu.ppy.sh/community/forums/topics/2187041?n=1
## [Ensure Simplified Rhythm mod does not produce beatmaps with objects
out of
order](https://github.com/ppy/osu/commit/f4807b3a42dbf46ea0e669b0ba658feaef9baca5)
This is a last ditch safety.
This mod has more apparent issues (see below) but this is a first step
of restoring sanity.
Aside than the other fix described below I have not attempted to figure
out further why this is happening because the conversion logic is in
over my head. I just want hard breakage to not be possible. Why this
extra sort is necessary can be investigated by @Hiviexd if he's so
inclined.
## [Fix `GetClosestBeatDivisor()` not working correctly with negative
time
instants](https://github.com/ppy/osu/commit/88dc0d8a73c712a040635af262d7519fe6d772a0)
This was causing the 1/3 -> 1/2 conversion in Simplified Rhythm to
engage on some maps that weren't even mapped in waltz time. Those maps
had the common trait of having a timing point with a negative start
time.
Notably this could feasibly affect other places as well, like mania beat
snap colouring, or the Synesthesia osu! mod.
<details>
<summary>testing</summary>
Tested with Simplified Rhythm engaged, with 1/6 -> 1/4 and 1/3 -> 1/2
conversion enabled
[BULANOVA - NE PLACH'
[oni]](https://osu.ppy.sh/beatmapsets/1740291#taiko/3664995) (1/8 snap):
- No mods: 5.18*
- Simplified Rhythm @ master: 0.00*
- Simplified Rhythm @ f4807b3a: 3.48*
- Simplified Rhythm @ 933de7ab: 5.18*
[BULANOVA - NE PLACH' [inner
oni]](https://osu.ppy.sh/beatmapsets/1740291#taiko/3648625) (1/8 snap):
- No mods: 5.84*
- Simplified Rhythm @ master: 0.00*
- Simplified Rhythm @ f4807b3a: 4.13*
- Simplified Rhythm @ 933de7ab: 5.84*
[BULANOVA - NE PLACH' [don't
cry]](https://osu.ppy.sh/beatmapsets/1740291#taiko/3557681) (1/8 snap):
- No mods: 6.91*
- Simplified Rhythm @ master: 0.00*
- Simplified Rhythm @ f4807b3a: 4.84*
- Simplified Rhythm @ 933de7ab: 6.91*
[Mili - Peach Pit and Cyanide [nik's
Normal]](https://osu.ppy.sh/beatmapsets/2468654#osu/5405909) (1/6 snap):
- No mods: 1.63*
- Simplified Rhythm @ master: 0.00*
- Simplified Rhythm @ f4807b3a: 1.10*
- Simplified Rhythm @ 933de7ab: 1.10*
[Mili - Peach Pit and Cyanide [Ix's
Hard]](https://osu.ppy.sh/beatmapsets/2468654#osu/5405906) (1/3 snap):
- No mods: 2.50*
- Simplified Rhythm @ master: 0.00*
- Simplified Rhythm @ f4807b3a: 1.71*
- Simplified Rhythm @ 933de7ab: 1.71*
[Mili - Peach Pit and Cyanide [nomi's Hidden
Insane]](https://osu.ppy.sh/beatmapsets/2468654#osu/5405910) (1/3 snap):
- No mods: 3.93*
- Simplified Rhythm @ master: 0.00*
- Simplified Rhythm @ f4807b3a: 2.59*
- Simplified Rhythm @ 933de7ab: 2.59*
[Within Temptation - The Unforgiving [Stairway To The
Skies]](https://osu.ppy.sh/beatmapsets/29157#osu/172617) (1/3 snap in
editor):
- No mods: 1.53*
- Simplified Rhythm @ master: 0.00*
- Simplified Rhythm @ f4807b3a: 1.48*
- Simplified Rhythm @ 933de7ab: 1.48*
[Within Temptation - The Unforgiving
[Iron]](https://osu.ppy.sh/beatmapsets/29157#osu/172612) (1/6 snap in
editor):
- No mods: 2.76*
- Simplified Rhythm @ master: 0.00*
- Simplified Rhythm @ f4807b3a: 1.75*
- Simplified Rhythm @ 933de7ab: 1.75*
[Within Temptation - The Unforgiving
[Marathon]](https://osu.ppy.sh/beatmapsets/29157#osu/156352) (1/4 snap
in editor, but has 1/3 / 1/6 sections for sure):
- No mods: 2.96*
- Simplified Rhythm @ master: 0.00*
- Simplified Rhythm @ f4807b3a: 2.75*
- Simplified Rhythm @ 933de7ab: 2.75*
[Halozy - Genryuu Kaiko [Higan
Torrent]](https://osu.ppy.sh/beatmapsets/180138#osu/433005) (1/4 snap):
- No mods: 5.37*
- Simplified Rhythm @ master: 0.00*
- Simplified Rhythm @ f4807b3a: 3.95*
- Simplified Rhythm @ 933de7ab: 5.37*
</details>
As mentioned in https://github.com/ppy/osu/discussions/36883.
This has caught me off-guard a few times.
Was a quick one to make this work like it does on stable. It doesn't fit
as well as stable because we have a lot of elements at the top of the
screen, but I think it's better than nothing, as it lets you know you're
in a replay quick obviously.
I don't think we can easily localise strings with formatting in them
yet. Maybe using a `MarkdownContainer` or something?
There's been [some
feedback](https://discord.com/channels/90072389919997952/1476979671886205060/1477868178775216148)
that there's no timer during some screens. Personally I feel like some
screens shouldn't require it, but I get it.
The results screen is going to be the most controversial one, where I've
decided to shift the content down a bit - it would otherwise overlap
with the progress bar. Another option is to make the progress bar
shorter, but I feel like that makes things inconsistent.
<img width="1922" height="1035" alt="image"
src="https://github.com/user-attachments/assets/ec4ba01e-bb13-45ff-8a1b-b39d7765c1f4"
/>
Regarding implementation, I'm not entirely sure on it being added to
every subscreen via `RankedPlaySubScreen` instead of just a single
component at a top level. I did it this way because the colour scheme
seems annoying to change without recreating the entire component (or
otherwise all of its children) anyway.
This PR extracts the classes used for the actions dropdown on the user
profile overlay to separate components, in preparation to be used on the
team overlay (#32584).
Kinda RFC since I'm not sure if this is the best way to do this.
Co-authored-by: Dean Herbert <pe@ppy.sh>
* Do not forcibly log out user if user retrieval fails with a server error code
This behaviour caused users to get forcibly logged out of the game
during yesterday's redis outage.
From one case where logs were provided
(https://discord.com/channels/188630481301012481/1097318920991559880/1480201862610423933):
- User had repeated timeouts on API requests; consequently, API went
into failing state
- On one of the login retries `/api/v2/me` returned a 500 with no error
details (`{"error":"null}` JSON response) which resulted in
an instant logout as per
https://github.com/ppy/osu/blob/7263551aa868911a7d9148cf2cb16f9e0325f531/osu.Game/Online/API/APIAccess.cs#L323-L324
This PR intends to only forcibly log the user out if the returned error
code indicates a client error. If it is a server error, the login is
preserved and a normal retry loop proceeds.
This can be tested with a local web instance via following steps:
1. Start `osu-web` and a client instance connected to it.
2. Log in on the client instance.
3. Kill (`^C`) `osu-web`.
4. Trigger a few requests in the client and wait for enough of them to
fail for the API to change to `Failing` state.
5. Apply
```diff
diff --git a/app/Http/Controllers/UsersController.php b/app/Http/Controllers/UsersController.php
index db34639abf2..392a844882a 100644
--- a/app/Http/Controllers/UsersController.php
+++ b/app/Http/Controllers/UsersController.php
@@ -581,6 +581,8 @@ class UsersController extends Controller
*/
public function me($mode = null)
{
+ abort(500);
+
$user = \Auth::user();
$currentMode = $mode ?? $user->playmode;
```
6. Start `osu-web` again.
7. On master this will log the user out forcibly. On this PR, the user
will remain in `Failing` state.
8. Undo patch from step (5) (restarting web is not required).
9. On this PR, the client will be logged back in.
* Update framework
---------
Co-authored-by: Dean Herbert <pe@ppy.sh>
Addresses #36267
The drag now checks all the selected objects in the blueprint container
to see if they have the same `StartTime` and `Duration` as the dragged
note, and if so, adjust them accordingly.
---------
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
Randomly encountered this one. Not sure how it behaves in
practice/whether this is the correct fix, but it should be quite rare?
```
System.ArgumentOutOfRangeException: duration ('-199.99999999999955') must be a non-negative value. (Parameter 'duration')
Actual value was -199.99999999999955.
at System.ArgumentOutOfRangeException.ThrowNegative[T](T value, String paramName)
at System.ArgumentOutOfRangeException.ThrowIfNegative[T](T value, String paramName)
at osu.Framework.Graphics.TransformableExtensions.PopulateTransform[TValue,TEasing,TThis](TThis t, Transform`3 transform, TValue newValue, Double duration, TEasing& easing)
at osu.Framework.Graphics.TransformableExtensions.MakeTransform[TThis,TEasing,TValue](TThis t, String propertyOrFieldName, TValue newValue, Double duration, TEasing& easing, String grouping)
at osu.Framework.Graphics.TransformableExtensions.TransformTo[TThis,TValue,TEasing](TThis t, String propertyOrFieldName, TValue newValue, Double duration, TEasing& easing, String grouping)
at osu.Framework.Graphics.TransformableExtensions.ScaleTo[T,TEasing](T drawable, Vector2 newScale, Double duration, TEasing& easing)
at osu.Framework.Graphics.TransformableExtensions.ScaleTo[T,TEasing](T drawable, Single newScale, Double duration, TEasing& easing)
at osu.Framework.Graphics.TransformSequenceExtensions.<>c__DisplayClass42_0`2.<ScaleTo>b__0(T o)
at osu.Framework.Graphics.Transforms.TransformSequence`1.Append(Generator childGenerator)
at osu.Framework.Graphics.TransformSequenceExtensions.ScaleTo[T,TEasing](TransformSequence`1 t, Single newScale, Double duration, TEasing easing)
at osu.Game.Screens.OnlinePlay.Matchmaking.RankedPlay.Card.RankedPlayCard.SongPreviewContainer.PulseContainer.OnNewBeat(Int32 beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
```
This PR makes front matter items with comments able to be parsed
correctly by the client, for example:
```markdown
---
tags:
- keyboard
- tap
- hybrid
- play style
needs_cleanup: true # https://github.com/ppy/osu-wiki/issues/9919
---
# Hybrid
...
```
The front matter YAML used by osu!wiki not complicated, so simply
splitting with `#` is possible.
---------
Co-authored-by: Dean Herbert <pe@ppy.sh>
Before:
https://github.com/user-attachments/assets/d87bd7e3-37f8-4634-9e6a-5859d5bade57
After:
https://github.com/user-attachments/assets/4de940af-1e30-4266-9aac-5ccd12f38742
---
The title is convoluted but basically I'm angling to close
https://github.com/ppy/osu/issues/36705 with this.
The point is that on current `master`, the keyboard-hotkey-based toggles
on the left of the screen get disabled if you select a range of objects
which contains no addition samples. The report linked above finds this
annoying because it means you basically always need to add an addition
sound *first* and *then* pick a bank.
This is not necessary, and this commit changes the behaviour such that
the bank selection toggles are no longer blocked when you select a range
of objects without additions. Choosing an addition bank when there are
no additions still does nothing to the selected object, *but* adding a
sound *after* that bank preselection will use the preselected bank
rather than auto.
Closes https://github.com/ppy/osu/issues/36830.
This is a regression from https://github.com/ppy/osu/pull/36681.
Due to the aforementioned pull request's changes, rotating an object
that could not scale on the X or Y axis (due to having that dimension
zero) would trigger `CanScale{X,Y}` to change as said rotated object's
width or height became not zero. This in turn would cause `SelectionBox`
to *fully recreate* all of its handles and buttons, *including* the
rotation handle that initiated the rotation operation, therefore
dropping the ongoing rotation operation completely and leaving the
editor in a half-broken state.
The suggested solution here is to recreate handles more granularly to
prevent this from happening. (I've probably not improved it as much as I
could have, but this is as far as I'm willing to go for now unless
review finds it unpalatable.)