1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-17 01:32:55 +08:00
Commit Graph

63465 Commits

Author SHA1 Message Date
Dean Herbert
5ab20f5db7
Merge pull request #25294 from Frederisk/patch-1 2023-10-30 01:01:33 +09:00
Rowe Wilson Frederisk Holme
204ebfade7
Small update to README of Templates 2023-10-29 21:25:15 +08:00
Salman Ahmed
922ad80cfc Update user profile overlay to show more than one tournament banner 2023-10-29 01:50:07 +03:00
Salman Ahmed
ec9ae12bbd Update API response model to accept array of tournament banners 2023-10-29 01:43:49 +03:00
Salman Ahmed
31c6973bb6 Add test coverage 2023-10-29 01:03:45 +03:00
Salman Ahmed
d877536dc0 Select all text content in SearchTextBox on focus 2023-10-29 01:03:38 +03:00
Dean Herbert
bb2da97096
Merge pull request #25279 from frenzibyte/tournament-date-text-box-invariant-culture
Change tournament date text box parsing to use invariant culture info
2023-10-29 00:03:00 +09:00
Salman Ahmed
c38c8e933a Change tournament date text box parsing to use invariant culture info 2023-10-28 16:52:34 +03:00
Susko3
366e41f111 Use local workaround instead of disabling clipboard entirely 2023-10-28 12:23:23 +02:00
Susko3
cfc0520481 Add failing test 2023-10-28 12:13:13 +02:00
Salman Ahmed
e76a5f9419 Fix failing tests 2023-10-28 10:18:15 +03:00
Salman Ahmed
7083c04c59 Refactor logic slightly to display team seed everywhere
This change makes the team seed display in "team intro" screen as well.
2023-10-28 09:27:15 +03:00
Salman Ahmed
81c1634d44 Display team seeds in map pool screen as well 2023-10-28 08:42:40 +03:00
Salman Ahmed
4371a1ab57 Move team seed setting from gameplay screen 2023-10-28 08:42:29 +03:00
Salman Ahmed
832e30c31a Adjust horizontal padding in tournament sprite text 2023-10-28 08:30:59 +03:00
Salman Ahmed
e2788a22b1 Add setting to configure team seed display 2023-10-28 08:30:33 +03:00
Salman Ahmed
28e331deed Support displaying team seed in TeamDisplay 2023-10-28 08:30:24 +03:00
Salman Ahmed
c5ff708c6f
Merge pull request #25267 from bdach/legacy-font-fixed-width
Fix legacy sprite texts not matching stable with respect to fixed width
2023-10-28 07:32:15 +03:00
Salman Ahmed
a53c0adae0 Remove unused using directive 2023-10-28 06:56:12 +03:00
Salman Ahmed
51b7c97cab Fix TestScenePlayerMaxDimensions bottlenecking CI 2023-10-28 06:07:49 +03:00
Salman Ahmed
6526955b09
Merge branch 'master' into legacy-font-fixed-width 2023-10-28 04:46:30 +03:00
Salman Ahmed
4bdd7b2fb8
Merge pull request #25269 from bdach/multiple-skips
Exclude video events from being accounted for when calculating storyboard time bounds
2023-10-28 04:16:36 +03:00
Salman Ahmed
bac306879a Minor reword on documentation 2023-10-28 03:18:13 +03:00
Salman Ahmed
dca5716709
Merge branch 'master' into legacy-font-fixed-width 2023-10-28 02:45:23 +03:00
Bartłomiej Dach
9ce2c1f49c
Exclude video events from being accounted for when calculating storyboard time bounds
Closes https://github.com/ppy/osu/issues/25263.

In some circumstances, stable allows skipping twice if a particularly
long storyboarded intro is being displayed:

    https://github.com/peppy/osu-stable-reference/blob/master/osu!/GameModes/Play/Player.cs#L1728-L1736

`AllowDoubleSkip` is calculated thus:

    3ea48705eb/osu!/GameModes/Play/Player.cs#L1761-L1770

and `leadInTime` is calculated thus:

    3ea48705eb/osu!/GameModes/Play/Player.cs#L1342-L1351

The key to watch out for here is `{first,last}EventTime`. `EventManager`
will calculate it on-the-fly as it adds storyboard elements:

    3ea48705eb/osu!/GameplayElements/Events/EventManager.cs#L253-L256

However, this pathway is only used for sprite, animation, sample,
and break events. Video and background events use the following pathway:

    https://github.com/peppy/osu-stable-reference/blob/master/osu!/GameplayElements/Events/EventManager.cs#L368

Note that this particular overload does not mutate either bound.
Which means that for the purposes of determining where a storyboard
starts and ends temporally, a video event's start time is essentially
ignored.

To reflect that, add a clause that excludes video events from
calculations of `{Earliest,Latest}EventTime`.
2023-10-27 22:24:17 +02:00
Bartłomiej Dach
2f9b50172e
Add failing test coverage for video events affecting storyboard time bounds 2023-10-27 22:09:33 +02:00
Bartłomiej Dach
99e590c8dd
Fix legacy sprite texts not matching stable with respect to fixed width
stable's `pSpriteText` has a `TextConstantSpacing` flag, that is
selectively enabled for some usages. In particular, these are:

- mania combo counter (not yet implemented)
- taiko combo counter (not yet implemented)
- score counter
- accuracy counter
- scoreboard entries (not yet implemented)

Everything else uses non-fixed-width fonts.

Hilariously, `LegacySpinner` _tried_ to account for this by changing
`Font` to have `fixedWidth: false` specified, only to fail to notice
that `LegacySpriteText` changes `Font` in its BDL, making the property
set do precisely nothing. For this reason, attempting to set `Font`
on a `LegacySpriteText` will now throw.
2023-10-27 20:14:39 +02:00
Bartłomiej Dach
c9cb0561f7
Move maxSizePerGlyph optional ctor param to init-only property
I'm doing this as I'm about to add more similar properties to
`LegacySpriteText` and I don't want to create a twenty-argument
constructor monstrosity.
2023-10-27 19:48:10 +02:00
Bartłomiej Dach
7a5f3b856f
Add visual test coverage for displaying hitcircles with high combo index 2023-10-27 19:43:49 +02:00
Dean Herbert
5a9d4170e8
Merge pull request #24794 from bdach/score-encoding-cleanup
Correctly handle multiple online score ID types
2023-10-28 02:29:56 +09:00
Dean Herbert
4ed30342db
Merge pull request #25264 from bdach/quick-retry-f-rank
Fix quick retry immediately after completion marking score as failed
2023-10-28 02:29:21 +09:00
Dean Herbert
e6445343b0
Merge pull request #25265 from bdach/skin-editor-freeze
Fix skin editor freezing game if opened during active gameplay
2023-10-28 02:28:54 +09:00
Bartłomiej Dach
35f30d6135
Scale back debug assertion
The import preparation task can actually be non-null when exiting even
if the player hasn't passed:

- fail beatmap
- click import button to import the failed replay
2023-10-27 14:39:58 +02:00
Bartłomiej Dach
5ad962070c
Fix skin editor freezing game if opened during active gameplay 2023-10-27 14:34:30 +02:00
Bartłomiej Dach
b5cb538004
Add failing test case for skin editor freeze 2023-10-27 14:23:41 +02:00
Bartłomiej Dach
6789a522d6
Rename test to distinguish it from test-to-come 2023-10-27 14:15:30 +02:00
Bartłomiej Dach
dc7f5cd6ed
Add preventive assertions concerning submission flow state 2023-10-27 13:30:51 +02:00
Bartłomiej Dach
2d5b1711f6
Share !HasPassed condition 2023-10-27 13:27:48 +02:00
Bartłomiej Dach
32fc19ea0d
Fix results screen test failure 2023-10-27 13:22:17 +02:00
Bartłomiej Dach
96d784e06b
Delete ScoreInfo.HasReplay as no longer needed 2023-10-27 12:39:54 +02:00
Bartłomiej Dach
3944b045ed
Add extra test coverage for marking score as failed 2023-10-27 12:17:03 +02:00
Bartłomiej Dach
86a8ab6db6
Fix quick retry immediately after completion marking score as failed
Closes https://github.com/ppy/osu/issues/25247.

The scenario involved here is as follows:

1. User completes beatmap by hitting all notes.
2. `checkScoreCompleted()` determines completion, and calls
   `progressToResults(withDelay: true)`.
3. `progressToResults()` schedules `resultsDisplayDelegate`, which
   includes a call to `prepareAndImportScoreAsync()`, a second in the
   future.
4. User presses quick retry hotkey.
   This calls `Player.Restart(quickRestart: true)`,
   which invokes `Player.RestartRequested`,
   which in turn calls `PlayerLoader.restartRequested(true)`,
   which in turn causes `PlayerLoader` to make itself current,
   which means that `Player.OnExiting()` will get called.
5. `Player.OnExiting()` sees that `prepareScoreForDisplayTask` is null
   (because `prepareAndImportScoreAsync()` - which sets it -
   is scheduled to happen in the future), and as such assumes that
   the score did not complete. Thus, it marks the score as failed.
6. `Player.Restart()` after invoking `RestartRequested` calls
   `PerformExit(false)`, which then will unconditionally call
   `prepareAndImportScoreAsync()`. But the score has already been marked
   as failed.

The flow above can be described as "convoluted", but I'm not sure I have
it in me right now to try and refactor it again. Therefore, to fix,
switch the `prepareScoreForDisplayTask` null check in
`Player.OnExiting()` to check `GameplayState.HasPassed` instead, as it
is not susceptible to the same out-of-order read issue.
2023-10-27 12:17:03 +02:00
Bartłomiej Dach
7140eee870
Add failing test coverage for quick retry after completion not changing rank 2023-10-27 12:17:03 +02:00
Dean Herbert
f931f4c324
Remove reundant interface specification 2023-10-27 18:19:44 +09:00
Dean Herbert
99027485e2
Merge branch 'master' into score-encoding-cleanup 2023-10-27 18:19:28 +09:00
Dean Herbert
24b1d1e955
Fix code quality fail 2023-10-27 18:18:07 +09:00
Dean Herbert
fc25e24397
Merge branch 'master' into score-encoding-cleanup 2023-10-27 18:03:38 +09:00
Dean Herbert
344bb28469
Merge pull request #25253 from bdach/fix-double-adjustment-application
Fix `StopUsingBeatmapClock()` applying adjustments to track it was supposed to stop using
2023-10-27 17:07:50 +09:00
Dean Herbert
f165653e8d
Merge pull request #25233 from Termincc/FreezeFrame-and-Transform-Compatibility
Make FreezeFrame and Transform Incompatible
2023-10-27 16:53:23 +09:00
Dean Herbert
099d5f33fc
Merge pull request #25227 from frenzibyte/fix-tournament-tests
Use current date as default value for tournament date text boxes
2023-10-27 15:57:01 +09:00