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Commit Graph

812 Commits

Author SHA1 Message Date
smoogipoo
36f1833f6e Move hitobject pooling to Playfield 2020-11-14 00:41:18 +09:00
smoogipoo
d83b479c81 Internalise lifetime extensions and events too 2020-11-13 19:21:45 +09:00
smoogipoo
4a4219fd11 Add region 2020-11-13 19:21:45 +09:00
smoogipoo
92189e35cc Make playfield KeepAlive methods internal 2020-11-13 19:21:45 +09:00
smoogipoo
688a442fb3 Add missing dictionary 2020-11-13 17:26:46 +09:00
smoogipoo
942ecde0e1 Merge branch 'master' into pooling-editor-support 2020-11-13 17:23:35 +09:00
smoogipoo
4236dd826d Improve documentation and make abstract again 2020-11-13 14:57:09 +09:00
smoogipoo
a07d4a7915 Remove unnecessary dictionary for now 2020-11-13 14:42:41 +09:00
smoogipoo
8aaa500431 Add lifetime extensions 2020-11-12 18:34:50 +09:00
smoogipoo
243e913e4a Add hitobject usage events 2020-11-12 18:32:20 +09:00
smoogipoo
fe347c8661 Add playfield support for keeping hitobjects alive 2020-11-12 18:30:32 +09:00
smoogipoo
e44a8b3934 Resort as early as possible 2020-11-12 17:07:20 +09:00
smoogipoo
cf91962865 Fix test failures due to on-the-fly starttime changes 2020-11-12 16:58:40 +09:00
smoogipoo
974390bda7 Make Add() + Remove() virtual 2020-11-12 15:36:02 +09:00
smoogipoo
72a6b75626 Add back removed event 2020-11-12 15:34:51 +09:00
smoogipoo
4e43235955 Fix double bind leading to test failures 2020-11-12 15:33:49 +09:00
smoogipoo
653f5bce67 Reword xmldocs 2020-11-12 15:00:58 +09:00
smoogipoo
16e4e8d032 Fix possible nullref 2020-11-12 14:54:33 +09:00
smoogipoo
1f8d376b85 Replace CreatePool() with non-virtual RegisterPool() overload 2020-11-12 14:17:33 +09:00
smoogipoo
5dbbe11fc6 Remove PoolHitObjects, use return value of CreateDrawableRepresentation() instead 2020-11-12 14:04:16 +09:00
smoogipoo
f652eb9982 Remove GetDrawableRepresentation() override, add null hinting 2020-11-12 13:18:44 +09:00
smoogipoo
d7d77460fb Small refactorings 2020-11-12 12:55:42 +09:00
smoogipoo
a8929b0764 Revert unnecessary change of casting 2020-11-11 19:27:07 +09:00
smoogipoo
7fdaf69903 Add some more xmldocs 2020-11-11 19:12:12 +09:00
smoogipoo
7d02018134 Remove some unnecessary implementations for now 2020-11-11 18:54:40 +09:00
smoogipoo
d7bee80d4e Merge branch 'fix-incorrect-framestability-value' into hitobject-pooling-base 2020-11-11 18:52:51 +09:00
smoogipoo
90499329bd Fix frame stable playback not being set correctly 2020-11-11 18:50:38 +09:00
smoogipoo
99e5450af3 Cache DrawableRuleset 2020-11-11 00:22:36 +09:00
smoogipoo
66213f2ed0 Add pooling support to DrawableRuleset + Playfield 2020-11-10 23:56:32 +09:00
smoogipoo
31e4d71852 Rewrite HitObjectContainer with pooling support 2020-11-10 22:49:02 +09:00
smoogipoo
6f3f6dc28b Add hitobject lifetime support 2020-11-10 20:16:52 +09:00
smoogipoo
45e9f16f6b Add initial DrawableRuleset interface 2020-11-10 19:27:08 +09:00
smoogipoo
91c627c22d Revert HOC changes 2020-11-07 00:57:33 +09:00
smoogipoo
248d342a2f Initial Apply()/FreeAfterUse() DHO implementation 2020-11-06 23:02:37 +09:00
Bartłomiej Dach
b7696c85ad Add more xmldocs 2020-11-01 15:23:03 +01:00
Dean Herbert
b4e5311014 Move initial state set inside updateClock 2020-10-30 20:39:25 +09:00
Dean Herbert
1bd461f229 Move clock logic back to inside updateClock method 2020-10-30 20:21:14 +09:00
Dean Herbert
0f997386ae Fix direction and IsRunning not updating on first frame after becoming valid
The parent clock will not unpause until WaitingForFrames becomes false,
so I've moved the set of that before we start to propagate its values
across. Doesn't fix any visible issue but should make propagation one
game loop faster.
2020-10-30 15:26:23 +09:00
Dean Herbert
326fd03525 Fix loop not exiting after first valid frame 2020-10-30 15:25:53 +09:00
Dean Herbert
8e6c803900 Avoid running full updateClock loop when waiting on frames 2020-10-30 12:39:11 +09:00
Dean Herbert
87be7d162b
Merge branch 'master' into spectator-replay-watcher 2020-10-30 00:25:17 +09:00
Dean Herbert
335d150a13 Fix aim time being mutated inside update loop 2020-10-29 18:11:50 +09:00
Dean Herbert
2671d371da Move clock retrieval to new correct location 2020-10-29 15:28:39 +09:00
Dean Herbert
3ea27e23e8 Update namespace references 2020-10-29 15:20:10 +09:00
Dean Herbert
db2b00068f Avoid sourcing parent clock when in a paused state 2020-10-29 14:48:56 +09:00
Dean Herbert
d91456dc29 Move initial validity check out of loop for clarity 2020-10-29 14:25:47 +09:00
Dean Herbert
2e5a8b2287 Fix xmldoc to read better in new context 2020-10-29 13:16:31 +09:00
Dean Herbert
09da75b143 Merge branch 'frame-stability-clean-up' into spectator-replay-watcher 2020-10-28 15:34:46 +09:00
Dean Herbert
2b1e79a4e8 Simplify state changes further 2020-10-28 15:32:20 +09:00
Dean Herbert
c9515653b3 Restore previous directionality logic to avoid logic differences 2020-10-28 15:31:57 +09:00
Dean Herbert
77d807d0f5 Merge branch 'frame-stability-clean-up' into spectator-replay-watcher 2020-10-28 15:26:02 +09:00
Dean Herbert
59e9c2639a Remove try-finally 2020-10-28 15:16:56 +09:00
Dean Herbert
a06516c900 Extract out frame stability state into enum for (hopefully) better clarity 2020-10-28 15:15:15 +09:00
Dean Herbert
8c9bda2ded Split out replay update method 2020-10-28 15:14:06 +09:00
Dean Herbert
9b9a41596f Split out frame stability calculation to own method 2020-10-28 15:14:06 +09:00
Dean Herbert
851d45d2eb Add sane pausing logic 2020-10-27 18:58:37 +09:00
Dean Herbert
9e6b0a42ec Allow FrameStabilityContainer to handle waiting-for-data state better (and pause outwards) 2020-10-27 18:58:37 +09:00
Dean Herbert
b8beac27ce Use previous logic for catching-up mode 2020-10-27 17:14:41 +09:00
Dean Herbert
09087faf3b Fix non-matching filename 2020-10-27 14:23:24 +09:00
Dean Herbert
9cfb81589e Use bindable flow instead 2020-10-27 14:10:12 +09:00
Dean Herbert
6853da459d Move sample pausing logic out of FrameStabilityContainer 2020-10-27 13:54:33 +09:00
Bartłomiej Dach
7392876b5f Fix mania crashing due to spectator client handling frames with unconverted beatmap 2020-10-27 00:35:25 +01:00
Dean Herbert
05697dfe68 Add spectator state object support 2020-10-22 17:48:15 +09:00
Dean Herbert
96049c39c9 Add begin/end session logic 2020-10-22 17:48:15 +09:00
Dean Herbert
175fd512b0 Send frames to streaming client from replay recorder 2020-10-22 17:48:15 +09:00
Dean Herbert
411ae38605 Remove unused using 2020-10-20 15:06:31 +09:00
Dean Herbert
267b399f9f Add some simple border styles 2020-10-20 13:59:03 +09:00
Bartłomiej Dach
4267d23d59 Move border to more appropriate namespace 2020-10-19 20:56:34 +02:00
Bartłomiej Dach
5b96f01564 Fix key counter actions displaying out of order 2020-10-18 19:21:36 +02:00
Dean Herbert
e3eaba7b2c Move ISampleDisabler implementation to Player and FrameStabilityContainer 2020-10-14 19:39:48 +09:00
Dean Herbert
0605bb9b8d Fix incorrect parent state transfer 2020-10-05 16:20:29 +09:00
Dean Herbert
ae8bf8cdd4 Fix StabilityGameClock not being updated 2020-10-05 14:27:51 +09:00
Dean Herbert
e4710f82ec Fix sample disabled status not being updated correctly from seek state 2020-10-05 14:27:51 +09:00
Dean Herbert
af7d10afe0 Fix FrameStabilityContainer not re-caching its GameplayClock correctly 2020-10-05 14:27:51 +09:00
Dean Herbert
fd58a24183
Merge branch 'master' into fix-spinner-rpm-user-rate-adjust 2020-09-28 17:45:48 +09:00
Dean Herbert
524c2b678c Forcefully regenerate autoplay on editor changes 2020-09-28 15:48:42 +09:00
Dean Herbert
e8220cf1b6 Allow attaching a replay to a FrameStabilityContainer when FrameStablePlayback is off 2020-09-28 15:47:11 +09:00
Dean Herbert
892d440ed0 Add fallback path for potential null ParentGameplayClock 2020-09-25 13:19:07 +09:00
Dean Herbert
7df8b5bce7 Merge branch 'master' into fix-spinner-rpm-user-rate-adjust 2020-09-25 13:17:03 +09:00
smoogipoo
62c2dbc310 Nest classes + make private 2020-09-24 14:33:43 +09:00
smoogipoo
600b823a30 Fix game texture store being disposed by rulesets 2020-09-24 14:30:18 +09:00
Dan Balasescu
fbaa6675c2
Merge branch 'master' into fix-hit-object-container-unbinding 2020-09-23 12:05:14 +09:00
Dean Herbert
e0a2321822 Reduce complexity of AllHitObjects enumerator when nested playfields are not present 2020-09-22 18:17:04 +09:00
Dean Herbert
3f788da06d Fix SPM changing incorrectly with playback rate changes 2020-09-21 19:39:54 +09:00
Dean Herbert
dd5b15c64f Fix HitObjectContainer not correctly unbinding from startTime fast enough 2020-09-21 18:27:15 +09:00
Dean Herbert
c84452cfbf Update usages 2020-08-06 21:53:20 +09:00
smoogipoo
8f841b47e6 Cancel previous initial state computations 2020-07-24 19:31:08 +09:00
Dean Herbert
fc8c345ad7
Merge branch 'master' into custom-game-storage 2020-07-02 09:55:33 +09:00
Dean Herbert
49aa839872 Update RulesetInputManager to use new method 2020-07-01 18:54:11 +09:00
smoogipoo
85c42456f2 Improve performance of sequential scrolling algorithm 2020-06-30 21:41:27 +09:00
Salman Ahmed
eb64c4752c
Merge remote-tracking branch 'upstream/master' into cache-ruleset-dependencies-for-tests 2020-06-15 11:31:12 +03:00
smoogipoo
f3b5149648 Move some suggestions to warnings, resolve issues 2020-06-03 16:48:44 +09:00
Dean Herbert
cbd563e80b Rename to IHasDuration 2020-05-27 12:38:39 +09:00
Dean Herbert
417e31d77f Rename function for consistency 2020-05-26 10:17:56 +09:00
Dean Herbert
d69111c665 Fix spelling of breadth 2020-05-26 10:17:34 +09:00
Dean Herbert
8fc60d12c9 Add back comments 2020-05-25 22:09:09 +09:00
Dean Herbert
2c16619ecd Move time to position conversion to ScrollingHitObjectContainer 2020-05-25 19:32:39 +09:00
Dean Herbert
f395ef24a4
Merge branch 'master' into editor-position-snap 2020-05-22 16:42:09 +09:00
Bartłomiej Dach
6f388b731e Fix display start time in sequential scroll algorithm 2020-05-21 21:56:59 +02:00
Dean Herbert
b1fd7da824 Merge branch 'master' into editor-position-snap 2020-05-21 15:47:20 +09:00
Dean Herbert
5ad7842b91 Move ScreenSpacePositionAtTime to inside Column implementation 2020-05-21 13:33:02 +09:00
Dean Herbert
ce223a2bd8 Silence hit sounds while seeking 2020-05-21 11:08:06 +09:00
Dean Herbert
44fdf1e6b0
Reword xmldoc 2020-05-10 20:09:41 +09:00
Dean Herbert
c712e98f2b
Merge branch 'master' into publicly-expose-hud 2020-05-10 20:06:28 +09:00
Dan Balasescu
2f12c4126a
Apply suggestions from code review
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
2020-05-10 13:49:08 +09:00
smoogipoo
be3b77cf25 Fix potentially skipping hitobject updates 2020-05-08 20:09:59 +09:00
smoogipoo
22dda3fe02 Make ScrollingHitObjectContainer respond to defaults applied events 2020-05-08 18:49:58 +09:00
Lucas A
30dd158c33 Rename property to AllowGameplayOverlays and update XMLDoc accordingly. 2020-05-08 09:37:50 +02:00
Lucas A
83998d5ba5 Trim whitespace. 2020-05-07 09:39:14 +02:00
Lucas A
83be5455d3 Disable the display of HUD through DisplayHud property. 2020-05-07 08:52:36 +02:00
Dean Herbert
064e5004ed
Merge branch 'master' into fix-mania-selection 2020-04-29 17:15:48 +09:00
smoogipoo
1aaab40228 Fix mods affecting mania scroll speed 2020-04-28 19:34:02 +09:00
smoogipoo
da30eafa30 Prevent potential exception 2020-04-28 14:47:45 +09:00
smoogipoo
86ef73aa27 Implement HitObjectContainer.Clear() 2020-04-23 11:16:59 +09:00
Salman Ahmed
97340da2f2 Add null-conditional to acesses in dispose methods
Such a terrible mistake, the finalizer may be called while the dependencies have an instance but the local itself doesn't have a value yet.
2020-04-12 02:24:36 +03:00
Salman Ahmed
a314a6119a Fix CI issues 2020-04-11 05:13:04 +03:00
Salman Ahmed
235d3046c6 Move ruleset dependencies caching to its own container 2020-04-11 04:22:23 +03:00
Dean Herbert
7b2144a1a7 Fix merge mishap 2020-04-03 23:31:46 +09:00
Dean Herbert
3289fa7c66
Merge branch 'master' into better-mania-scrollspeed 2020-04-03 23:25:14 +09:00
smoogipoo
d90db5649d Improve comment slightly 2020-04-03 18:32:07 +09:00
smoogipoo
1ff2cc31d1 Implement more familiar scroll speed options in mania 2020-04-03 18:25:01 +09:00
smoogipoo
b42d1104b7 Fix mania converts scrolling at incorrect speeds 2020-04-03 13:16:01 +09:00
smoogipoo
66486b094c Remove unnecessary dependency, allow null mods 2020-04-01 13:31:17 +09:00
Dean Herbert
2abb8a37df
Merge branch 'master' into show-mod-settings-tooltip 2020-03-29 14:35:04 +09:00
Dean Herbert
07462120e4 Split break tracking into its own component 2020-03-26 15:30:23 +09:00
Dean Herbert
2b1245f63a Improve xmldoc in a couple of places 2020-03-26 12:50:00 +09:00
Dean Herbert
448961b330 Rename incorrect variable 2020-03-24 15:39:01 +09:00
Dean Herbert
388cf5c83a Fix catch positional data being incorrectly recorded 2020-03-24 15:38:54 +09:00
Dean Herbert
022465f546 Add encoding and import support 2020-03-24 14:51:52 +09:00
Dean Herbert
617149fb27 Implement in player 2020-03-23 20:06:18 +09:00
Dean Herbert
14a85a84bf Add proper screen space - gamefield mapping 2020-03-23 20:06:18 +09:00
Dean Herbert
6d48068061 Move replay recorder to final location 2020-03-23 20:04:15 +09:00
Dean Herbert
232c255986 Basic test scene setup 2020-03-23 17:33:02 +09:00
Dean Herbert
a6b153673e Fix icons not updating tooltip text correctly 2020-03-23 14:58:02 +09:00
Dean Herbert
4f9ac7b81e Merge branch 'master' into show-mod-settings-tooltip 2020-03-23 14:57:54 +09:00
Dean Herbert
d8041a0dcb Increase sample concurrency to better match stable 2020-03-22 02:16:28 +09:00
Liam DeVoe
18bf7c913b show mod settings in ModIcon tooltip 2020-03-18 23:43:26 -04:00
smoogipoo
6c28fd21c7 osu-side changes 2020-02-24 20:52:15 +09:00
Bartłomiej Dach
5fde4f2c0c Fix lifetime calculation in overlapping algorithm
Changes to lifetime calculation in scrolling rulesets introduced in
#7367, which aimed to account for the distance between hit objects'
origin and its edge entering the scrolling area, fixed some issues with
hitobjects appearing abruptly, but also regressed some other scenarios.

Upon investigation, the regression was localised to the overlapping
scroll algorithm. The reason for this was two-fold:

* The previous code used TimeAt() to calculate the time of travel from
  the hit object's edge to its origin. For other algorithms, that time
  can be accurately reconstructed, because they don't have periods of
  time where there are multiple hit objects scrolling at different
  velocities.

  That invariant does not hold for the overlapping algorithm, therefore
  it is possible for different values to be technically correct for
  TimeAt(). However, the only value that matters for the adjustment
  is the one that's indicated by the control point that applies to the
  hit object origin, which can be uniquely identified.

* Additionally, the offset returned (even if correct) was applied
  externally to the hit object's start time and passed to
  GetDisplayStartTime(). In the overlapping algorithm, the choice of
  control point used in GetDisplayStartTime() is important, since
  the value of the speed multiplier is read within.

  Externally rewinding the hit object's start time meant that in some
  cases the speed multiplier of the *previous* control point is applied,
  which led to hit objects appearing too late if the scrolling rate
  decreased.

Because of the above, modify GetDisplayStartTime() to take the offset
into account in all algorithms, and apply the adjustment correctly
inside of them. The constant and sequential algorithms needed no
adjustment from the previous logic, since:

* the constant algorithm disregarded control points, and
* the sequential algorithm would effectively rewind to time = 0,
  calculate the absolute distance from time = 0 to the hit object start,
  apply the origin offset *to the absolute distance*, and then convert
  back to time, applying all control points in sequence. Due to this
  it was impossible for control points to get mixed up while
  calculating.

As for the overlapping algorithm, the high-level logic is as follows:

* The distance that the origin has to travel is the length of the scroll
  plus the distance from the origin to the object edge.
* The above distance divided by the scroll length gives the relative
  scroll lengths that the object has to travel.
* As one relative scroll length takes one time range, the relative
  travel length multiplied by the time range gives the absolute travel
  time of the object origin.
* Finally, the control point multiplier applicable at origin time is
  applied to the whole travel time.

Correctness of the above is demonstrated by visual tests added before
and headless unit tests of the algorithms themselves. The sequential
scroll algorithm was not covered by unit tests, and remains uncovered
due to floating-point inaccuracies that should be addressed separately.
2020-02-06 23:13:28 +01:00
smoogipoo
7b2f58eb30 Apply OnRelease method signature refactorings 2020-01-22 13:22:34 +09:00
mcendu
e096688ac8
simplify some stuff 2020-01-16 17:58:47 +08:00
mcendu
970653470c
format 2020-01-15 17:49:45 +08:00
mcendu
5d160376c0
nullable-ize Mod.Icon 2020-01-14 21:22:00 +08:00
mcendu
abdebcfddc
switch to changing Mod property 2020-01-14 20:11:32 +08:00
mcendu
c08fc62e00
expose setter of Mod 2020-01-14 19:59:43 +08:00
Bartłomiej Dach
3621362a48 Merge branch 'master' into scrolling-container-origin-adjust 2019-12-27 16:52:21 +01:00
Bartłomiej Dach
193e41f878 Add origin adjustment for hitobject lifetime
Visual inspection of taiko gameplay has shown that hitobjects appeared
on screen only when the origin of the hitobject came into the bounds
of the screen, instead of appearing when any visible part of the
hitobject came into the screen bounds.

This behaviour was due to lifetime calculation being based on the origin
of the hitobject and not taking into account the actual object
dimensions. Adjust the lifetime start of the hitobject by subtracting
the time needed to show the part of the hitobject that should already
be visible on screen when the origin comes into frame.
2019-12-26 20:37:29 +01:00
smoogipoo
977fb3d1bf Make processors and break overlay frame-stable 2019-12-26 14:59:49 +09:00
Dean Herbert
a47e5aeead Fix sample lookup not working correctly for custom rulesets 2019-12-26 00:51:44 +09:00
smoogipoo
5664ce3109 Add hitobject container regression test 2019-12-18 18:51:12 +09:00