1
0
mirror of https://github.com/ppy/osu.git synced 2026-05-18 02:49:53 +08:00

Compare commits

..

1 Commits

4091 changed files with 51746 additions and 118873 deletions
+4 -4
View File
@@ -3,7 +3,7 @@
"isRoot": true,
"tools": {
"jetbrains.resharper.globaltools": {
"version": "2022.2.3",
"version": "2022.1.1",
"commands": [
"jb"
]
@@ -15,16 +15,16 @@
]
},
"codefilesanity": {
"version": "0.0.37",
"version": "0.0.36",
"commands": [
"CodeFileSanity"
]
},
"ppy.localisationanalyser.tools": {
"version": "2023.1117.0",
"version": "2022.809.0",
"commands": [
"localisation"
]
}
}
}
}
-5
View File
@@ -9,9 +9,6 @@ indent_style = space
indent_size = 2
trim_trailing_whitespace = true
[g_*.cs]
generated_code = true
[*.cs]
end_of_line = crlf
insert_final_newline = true
@@ -194,8 +191,6 @@ csharp_style_prefer_index_operator = false:silent
csharp_style_prefer_range_operator = false:silent
csharp_style_prefer_switch_expression = false:none
csharp_style_namespace_declarations = block_scoped:warning
[*.{yaml,yml}]
insert_final_newline = true
indent_style = space
-8
View File
@@ -1,10 +1,2 @@
# Normalize all the line endings
32a74f95a5c80a0ed18e693f13a47522099df5c3
# Partial everything
7bc8908ca9c026fed1d831eb6e58df7624a8d614
# Add a few more missing partial specs
212d78865a6b5f091173a347bad5686834d1d5fe
# Add partial specs in mobile projects too
00c11b2b4e389e48f3995d63484a6bc66a7afbdb
# Mass NRT enabling
0ab0c52ad577b3e7b406d09fa6056a56ff997c3e
+15 -10
View File
@@ -11,10 +11,6 @@ body:
- Current open `priority:0` issues, filterable [here](https://github.com/ppy/osu/issues?q=is%3Aissue+is%3Aopen+sort%3Aupdated-desc+label%3Apriority%3A0).
- And most importantly, search for your issue both in the [issue listing](https://github.com/ppy/osu/issues) and the [Q&A discussion listing](https://github.com/ppy/osu/discussions/categories/q-a). If you find that it already exists, respond with a reaction or add any further information that may be helpful.
# ATTENTION LINUX USERS
If you are having an issue and it is hardware related, **please open a [q&a discussion](https://github.com/ppy/osu/discussions/categories/q-a)** instead of an issue. There's a high chance your issue is due to your system configuration, and not our software.
- type: dropdown
attributes:
label: Type
@@ -42,7 +38,7 @@ body:
- type: input
attributes:
label: Version
description: The version you encountered this bug on. This is shown at the end of the settings overlay.
description: The version you encountered this bug on. This is shown at the bottom of the main menu and also at the end of the settings screen.
validations:
required: true
- type: markdown
@@ -50,16 +46,21 @@ body:
value: |
## Logs
Attaching log files is required for **every** issue, regardless of whether you deem them required or not. See instructions below on how to find them.
Attaching log files is required for every reported bug. See instructions below on how to find them.
**Logs are reset when you reopen the game.** If the game crashed or has been closed since you found the bug, retrieve the logs using the file explorer instead.
### Desktop platforms
If the game has not yet been closed since you found the bug:
1. Head on to game settings and click on "Export logs"
2. Click the notification to locate the file
3. Drag the generated `.zip` files into the github issue window
1. Head on to game settings and click on "Open osu! folder"
2. Then open the `logs` folder located there
![export logs button](https://github.com/ppy/osu/assets/191335/cbfa5550-b7ed-4c5c-8dd0-8b87cc90ad9b)
The default places to find the logs on desktop platforms are as follows:
- `%AppData%/osu/logs` *on Windows*
- `~/.local/share/osu/logs` *on Linux & macOS*
If you have selected a custom location for the game files, you can find the `logs` folder there.
### Mobile platforms
@@ -67,6 +68,10 @@ body:
- *On Android*, navigate to `Android/data/sh.ppy.osulazer/files/logs` using a file browser app.
- *On iOS*, connect your device to a PC and copy the `logs` directory from the app's document storage using iTunes. (https://support.apple.com/en-us/HT201301#copy-to-computer)
---
After locating the `logs` folder, select all log files inside and drag them into the "Logs" box below.
- type: textarea
attributes:
label: Logs
+1 -1
View File
@@ -2,7 +2,7 @@ blank_issues_enabled: false
contact_links:
- name: Help
url: https://github.com/ppy/osu/discussions/categories/q-a
about: osu! not working or performing as you'd expect? Not sure it's a bug? Check the Q&A section!
about: osu! not working as you'd expect? Not sure it's a bug? Check the Q&A section!
- name: Suggestions or feature request
url: https://github.com/ppy/osu/discussions/categories/ideas
about: Got something you think should change or be added? Search for or start a new discussion!
+21 -35
View File
@@ -1,11 +1,5 @@
on: [push, pull_request]
name: Continuous Integration
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
permissions:
contents: read # to fetch code (actions/checkout)
jobs:
inspect-code:
@@ -13,17 +7,17 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v3
uses: actions/checkout@v2
# FIXME: Tools won't run in .NET 6.0 unless you install 3.1.x LTS side by side.
# https://itnext.io/how-to-support-multiple-net-sdks-in-github-actions-workflows-b988daa884e
- name: Install .NET 3.1.x LTS
uses: actions/setup-dotnet@v3
uses: actions/setup-dotnet@v1
with:
dotnet-version: "3.1.x"
- name: Install .NET 6.0.x
uses: actions/setup-dotnet@v3
uses: actions/setup-dotnet@v1
with:
dotnet-version: "6.0.x"
@@ -31,7 +25,7 @@ jobs:
run: dotnet tool restore
- name: Restore Packages
run: dotnet restore osu.Desktop.slnf
run: dotnet restore
- name: Restore inspectcode cache
uses: actions/cache@v3
@@ -77,10 +71,10 @@ jobs:
timeout-minutes: 60
steps:
- name: Checkout
uses: actions/checkout@v3
uses: actions/checkout@v2
- name: Install .NET 6.0.x
uses: actions/setup-dotnet@v3
uses: actions/setup-dotnet@v1
with:
dotnet-version: "6.0.x"
@@ -88,13 +82,13 @@ jobs:
run: dotnet build -c Debug -warnaserror osu.Desktop.slnf
- name: Test
run: dotnet test $pwd/**/*.Tests/bin/Debug/*/*.Tests.dll --logger "trx;LogFileName=TestResults-${{matrix.os.prettyname}}-${{matrix.threadingMode}}.trx" -- NUnit.ConsoleOut=0
run: dotnet test $pwd/**/*.Tests/bin/Debug/*/*.Tests.dll --logger "trx;LogFileName=TestResults-${{matrix.os.prettyname}}-${{matrix.threadingMode}}.trx"
shell: pwsh
# Attempt to upload results even if test fails.
# https://docs.github.com/en/actions/reference/context-and-expression-syntax-for-github-actions#always
- name: Upload Test Results
uses: actions/upload-artifact@v3
uses: actions/upload-artifact@v2
if: ${{ always() }}
with:
name: osu-test-results-${{matrix.os.prettyname}}-${{matrix.threadingMode}}
@@ -106,42 +100,34 @@ jobs:
timeout-minutes: 60
steps:
- name: Checkout
uses: actions/checkout@v3
- name: Setup JDK 11
uses: actions/setup-java@v3
with:
distribution: microsoft
java-version: 11
uses: actions/checkout@v2
- name: Install .NET 6.0.x
uses: actions/setup-dotnet@v3
uses: actions/setup-dotnet@v1
with:
dotnet-version: "6.0.x"
- name: Install .NET workloads
run: dotnet workload install maui-android
- name: Setup MSBuild
uses: microsoft/setup-msbuild@v1
- name: Compile
run: dotnet build -c Debug osu.Android.slnf
- name: Build
run: msbuild osu.Android/osu.Android.csproj /restore /p:Configuration=Debug
build-only-ios:
name: Build only (iOS)
# `macos-13` is required, because the newest Microsoft.iOS.Sdk versions require Xcode 14.3.
# TODO: can be changed to `macos-latest` once `macos-13` becomes latest (currently in beta: https://github.com/actions/runner-images/tree/main#available-images)
runs-on: macos-13
runs-on: macos-latest
timeout-minutes: 60
steps:
- name: Checkout
uses: actions/checkout@v3
uses: actions/checkout@v2
- name: Install .NET 6.0.x
uses: actions/setup-dotnet@v3
uses: actions/setup-dotnet@v1
with:
dotnet-version: "6.0.x"
- name: Install .NET Workloads
run: dotnet workload install maui-ios
# Contrary to seemingly any other msbuild, msbuild running on macOS/Mono
# cannot accept .sln(f) files as arguments.
# Build just the main game for now.
- name: Build
run: dotnet build -c Debug osu.iOS
run: msbuild osu.iOS/osu.iOS.csproj /restore /p:Configuration=Debug
+175 -351
View File
@@ -1,382 +1,206 @@
# ## Description
# Listens for new PR comments containing !pp check [id], and runs a diffcalc comparison against master.
# Usage:
# !pp check 0 | Runs only the osu! ruleset.
# !pp check 0 2 | Runs only the osu! and catch rulesets.
#
# Uses [diffcalc-sheet-generator](https://github.com/smoogipoo/diffcalc-sheet-generator) to run two builds of osu and generate an SR/PP/Score comparison spreadsheet.
#
# ## Requirements
#
# Self-hosted runner with installed:
# - `docker >= 20.10.16`
# - `docker-compose >= 2.5.1`
# - `lbzip2`
# - `jq`
#
# ## Usage
#
# The workflow can be run in two ways:
# 1. Via workflow dispatch.
# 2. By an owner of the repository posting a pull request or issue comment containing `!diffcalc`.
# For pull requests, the workflow will assume the pull request as the target to compare against (i.e. the `OSU_B` variable).
# Any lines in the comment of the form `KEY=VALUE` are treated as variables for the generator.
#
# ## Google Service Account
#
# Spreadsheets are uploaded to a Google Service Account, and exposed with read-only permissions to the wider audience.
#
# 1. Create a project at https://console.cloud.google.com
# 2. Enable the `Google Sheets` and `Google Drive` APIs.
# 3. Create a Service Account
# 4. Generate a key in the JSON format.
# 5. Encode the key as base64 and store as an **actions secret** with name **`DIFFCALC_GOOGLE_CREDENTIALS`**
#
# ## Environment variables
#
# The default environment may be configured via **actions variables**.
#
# Refer to [the sample environment](https://github.com/smoogipoo/diffcalc-sheet-generator/blob/master/.env.sample), and prefix each variable with `DIFFCALC_` (e.g. `DIFFCALC_THREADS`, `DIFFCALC_INNODB_BUFFER_SIZE`, etc...).
name: Run difficulty calculation comparison
run-name: "${{ github.event_name == 'workflow_dispatch' && format('Manual run: {0}', inputs.osu-b) || 'Automatic comment trigger' }}"
name: Difficulty Calculation
on:
issue_comment:
types: [ created ]
workflow_dispatch:
inputs:
osu-b:
description: "The target build of ppy/osu"
type: string
required: true
ruleset:
description: "The ruleset to process"
type: choice
required: true
options:
- osu
- taiko
- catch
- mania
converts:
description: "Include converted beatmaps"
type: boolean
required: false
default: true
ranked-only:
description: "Only ranked beatmaps"
type: boolean
required: false
default: true
generators:
description: "Comma-separated list of generators (available: [sr, pp, score])"
type: string
required: false
default: 'pp,sr'
osu-a:
description: "The source build of ppy/osu"
type: string
required: false
default: 'latest'
difficulty-calculator-a:
description: "The source build of ppy/osu-difficulty-calculator"
type: string
required: false
default: 'latest'
difficulty-calculator-b:
description: "The target build of ppy/osu-difficulty-calculator"
type: string
required: false
default: 'latest'
score-processor-a:
description: "The source build of ppy/osu-queue-score-statistics"
type: string
required: false
default: 'latest'
score-processor-b:
description: "The target build of ppy/osu-queue-score-statistics"
type: string
required: false
default: 'latest'
permissions:
pull-requests: write
env:
EXECUTION_ID: execution-${{ github.run_id }}-${{ github.run_number }}-${{ github.run_attempt }}
CONCURRENCY: 4
ALLOW_DOWNLOAD: 1
SAVE_DOWNLOADED: 1
SKIP_INSERT_ATTRIBUTES: 1
jobs:
check-permissions:
name: Check permissions
runs-on: ubuntu-latest
if: ${{ github.event_name == 'workflow_dispatch' || contains(github.event.comment.body, '!diffcalc') }}
steps:
- name: Check permissions
if: ${{ github.event_name != 'workflow_dispatch' }}
uses: actions-cool/check-user-permission@a0668c9aec87f3875fc56170b6452a453e9dd819 # v2.2.0
with:
require: 'write'
create-comment:
name: Create PR comment
needs: check-permissions
runs-on: ubuntu-latest
if: ${{ github.event_name == 'issue_comment' && github.event.issue.pull_request }}
steps:
- name: Create comment
uses: thollander/actions-comment-pull-request@363c6f6eae92cc5c3a66e95ba016fc771bb38943 # v2.4.2
with:
comment_tag: ${{ env.EXECUTION_ID }}
message: |
Difficulty calculation queued -- please wait! (${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }})
*This comment will update on completion*
directory:
name: Prepare directory
needs: check-permissions
metadata:
name: Check for requests
runs-on: self-hosted
if: github.event.issue.pull_request && contains(github.event.comment.body, '!pp check') && (github.event.comment.author_association == 'MEMBER' || github.event.comment.author_association == 'OWNER')
outputs:
GENERATOR_DIR: ${{ steps.set-outputs.outputs.GENERATOR_DIR }}
GENERATOR_ENV: ${{ steps.set-outputs.outputs.GENERATOR_ENV }}
GOOGLE_CREDS_FILE: ${{ steps.set-outputs.outputs.GOOGLE_CREDS_FILE }}
matrix: ${{ steps.generate-matrix.outputs.matrix }}
continue: ${{ steps.generate-matrix.outputs.continue }}
steps:
- name: Checkout diffcalc-sheet-generator
uses: actions/checkout@v3
with:
path: ${{ env.EXECUTION_ID }}
repository: 'smoogipoo/diffcalc-sheet-generator'
- name: Set outputs
id: set-outputs
- name: Construct build matrix
id: generate-matrix
run: |
echo "GENERATOR_DIR=${{ github.workspace }}/${{ env.EXECUTION_ID }}" >> "${GITHUB_OUTPUT}"
echo "GENERATOR_ENV=${{ github.workspace }}/${{ env.EXECUTION_ID }}/.env" >> "${GITHUB_OUTPUT}"
echo "GOOGLE_CREDS_FILE=${{ github.workspace }}/${{ env.EXECUTION_ID }}/google-credentials.json" >> "${GITHUB_OUTPUT}"
if [[ "${{ github.event.comment.body }}" =~ "osu" ]] ; then
MATRIX_PROJECTS_JSON+='{ "name": "osu", "id": 0 },'
fi
if [[ "${{ github.event.comment.body }}" =~ "taiko" ]] ; then
MATRIX_PROJECTS_JSON+='{ "name": "taiko", "id": 1 },'
fi
if [[ "${{ github.event.comment.body }}" =~ "catch" ]] ; then
MATRIX_PROJECTS_JSON+='{ "name": "catch", "id": 2 },'
fi
if [[ "${{ github.event.comment.body }}" =~ "mania" ]] ; then
MATRIX_PROJECTS_JSON+='{ "name": "mania", "id": 3 },'
fi
environment:
name: Setup environment
needs: directory
if [[ "${MATRIX_PROJECTS_JSON}" != "" ]]; then
MATRIX_JSON="{ \"ruleset\": [ ${MATRIX_PROJECTS_JSON} ] }"
echo "${MATRIX_JSON}"
CONTINUE="yes"
else
CONTINUE="no"
fi
echo "::set-output name=continue::${CONTINUE}"
echo "::set-output name=matrix::${MATRIX_JSON}"
diffcalc:
name: Run
runs-on: self-hosted
env:
VARS_JSON: ${{ toJSON(vars) }}
timeout-minutes: 1440
if: needs.metadata.outputs.continue == 'yes'
needs: metadata
strategy:
matrix: ${{ fromJson(needs.metadata.outputs.matrix) }}
steps:
- name: Add base environment
- name: Verify MySQL connection from host
run: |
# Required by diffcalc-sheet-generator
cp '${{ needs.directory.outputs.GENERATOR_DIR }}/.env.sample' "${{ needs.directory.outputs.GENERATOR_ENV }}"
mysql -e "SHOW DATABASES"
# Add Google credentials
echo '${{ secrets.DIFFCALC_GOOGLE_CREDENTIALS }}' | base64 -d > "${{ needs.directory.outputs.GOOGLE_CREDS_FILE }}"
# Add repository variables
echo "${VARS_JSON}" | jq -c '. | to_entries | .[]' | while read -r line; do
opt=$(jq -r '.key' <<< ${line})
val=$(jq -r '.value' <<< ${line})
if [[ "${opt}" =~ ^DIFFCALC_ ]]; then
optNoPrefix=$(echo "${opt}" | cut -d '_' -f2-)
sed -i "s;^${optNoPrefix}=.*$;${optNoPrefix}=${val};" "${{ needs.directory.outputs.GENERATOR_ENV }}"
fi
- name: Drop previous databases
run: |
for db in osu_master osu_pr
do
mysql -e "DROP DATABASE IF EXISTS $db"
done
- name: Add pull-request environment
if: ${{ github.event_name == 'issue_comment' && github.event.issue.pull_request }}
- name: Create directory structure
run: |
sed -i "s;^OSU_B=.*$;OSU_B=${{ github.event.issue.pull_request.html_url }};" "${{ needs.directory.outputs.GENERATOR_ENV }}"
mkdir -p $GITHUB_WORKSPACE/master/
mkdir -p $GITHUB_WORKSPACE/pr/
- name: Add comment environment
if: ${{ github.event_name == 'issue_comment' }}
- name: Get upstream branch # https://akaimo.hatenablog.jp/entry/2020/05/16/101251
id: upstreambranch
env:
COMMENT_BODY: ${{ github.event.comment.body }}
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
run: |
# Add comment environment
echo "$COMMENT_BODY" | sed -r 's/\r$//' | grep -E '^\w+=' | while read -r line; do
opt=$(echo "${line}" | cut -d '=' -f1)
sed -i "s;^${opt}=.*$;${line};" "${{ needs.directory.outputs.GENERATOR_ENV }}"
echo "::set-output name=branchname::$(curl -H "Authorization: token ${GITHUB_TOKEN}" ${{ github.event.issue.pull_request.url }} | jq '.head.ref' | sed 's/\"//g')"
echo "::set-output name=repo::$(curl -H "Authorization: token ${GITHUB_TOKEN}" ${{ github.event.issue.pull_request.url }} | jq '.head.repo.full_name' | sed 's/\"//g')"
# Checkout osu
- name: Checkout osu (master)
uses: actions/checkout@v2
with:
path: 'master/osu'
- name: Checkout osu (pr)
uses: actions/checkout@v2
with:
path: 'pr/osu'
repository: ${{ steps.upstreambranch.outputs.repo }}
ref: ${{ steps.upstreambranch.outputs.branchname }}
- name: Checkout osu-difficulty-calculator (master)
uses: actions/checkout@v2
with:
repository: ppy/osu-difficulty-calculator
path: 'master/osu-difficulty-calculator'
- name: Checkout osu-difficulty-calculator (pr)
uses: actions/checkout@v2
with:
repository: ppy/osu-difficulty-calculator
path: 'pr/osu-difficulty-calculator'
- name: Install .NET 5.0.x
uses: actions/setup-dotnet@v1
with:
dotnet-version: "5.0.x"
# Sanity checks to make sure diffcalc is not run when incompatible.
- name: Build diffcalc (master)
run: |
cd $GITHUB_WORKSPACE/master/osu-difficulty-calculator
./UseLocalOsu.sh
dotnet build
- name: Build diffcalc (pr)
run: |
cd $GITHUB_WORKSPACE/pr/osu-difficulty-calculator
./UseLocalOsu.sh
dotnet build
- name: Download + import data
run: |
PERFORMANCE_DATA_NAME=$(curl https://data.ppy.sh/ | grep performance_${{ matrix.ruleset.name }}_top_1000 | tail -1 | awk -F "\"" '{print $2}' | sed 's/\.tar\.bz2//g')
BEATMAPS_DATA_NAME=$(curl https://data.ppy.sh/ | grep osu_files | tail -1 | awk -F "\"" '{print $2}' | sed 's/\.tar\.bz2//g')
# Set env variable for further steps.
echo "BEATMAPS_PATH=$GITHUB_WORKSPACE/$BEATMAPS_DATA_NAME" >> $GITHUB_ENV
cd $GITHUB_WORKSPACE
echo "Downloading database dump $PERFORMANCE_DATA_NAME.."
wget -q -nc https://data.ppy.sh/$PERFORMANCE_DATA_NAME.tar.bz2
echo "Extracting.."
tar -xf $PERFORMANCE_DATA_NAME.tar.bz2
echo "Downloading beatmap dump $BEATMAPS_DATA_NAME.."
wget -q -nc https://data.ppy.sh/$BEATMAPS_DATA_NAME.tar.bz2
echo "Extracting.."
tar -xf $BEATMAPS_DATA_NAME.tar.bz2
cd $PERFORMANCE_DATA_NAME
for db in osu_master osu_pr
do
echo "Setting up database $db.."
mysql -e "CREATE DATABASE $db"
echo "Importing beatmaps.."
cat osu_beatmaps.sql | mysql $db
echo "Importing beatmapsets.."
cat osu_beatmapsets.sql | mysql $db
echo "Creating table structure.."
mysql $db -e 'CREATE TABLE `osu_beatmap_difficulty` (
`beatmap_id` int unsigned NOT NULL,
`mode` tinyint NOT NULL DEFAULT 0,
`mods` int unsigned NOT NULL,
`diff_unified` float NOT NULL,
`last_update` timestamp NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP,
PRIMARY KEY (`beatmap_id`,`mode`,`mods`),
KEY `diff_sort` (`mode`,`mods`,`diff_unified`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_general_ci;'
done
- name: Add dispatch environment
if: ${{ github.event_name == 'workflow_dispatch' }}
- name: Run diffcalc (master)
env:
DB_NAME: osu_master
run: |
sed -i 's;^OSU_B=.*$;OSU_B=${{ inputs.osu-b }};' "${{ needs.directory.outputs.GENERATOR_ENV }}"
sed -i 's/^RULESET=.*$/RULESET=${{ inputs.ruleset }}/' "${{ needs.directory.outputs.GENERATOR_ENV }}"
sed -i 's/^GENERATORS=.*$/GENERATORS=${{ inputs.generators }}/' "${{ needs.directory.outputs.GENERATOR_ENV }}"
if [[ '${{ inputs.osu-a }}' != 'latest' ]]; then
sed -i 's;^OSU_A=.*$;OSU_A=${{ inputs.osu-a }};' "${{ needs.directory.outputs.GENERATOR_ENV }}"
fi
if [[ '${{ inputs.difficulty-calculator-a }}' != 'latest' ]]; then
sed -i 's;^DIFFICULTY_CALCULATOR_A=.*$;DIFFICULTY_CALCULATOR_A=${{ inputs.difficulty-calculator-a }};' "${{ needs.directory.outputs.GENERATOR_ENV }}"
fi
if [[ '${{ inputs.difficulty-calculator-b }}' != 'latest' ]]; then
sed -i 's;^DIFFICULTY_CALCULATOR_B=.*$;DIFFICULTY_CALCULATOR_B=${{ inputs.difficulty-calculator-b }};' "${{ needs.directory.outputs.GENERATOR_ENV }}"
fi
if [[ '${{ inputs.score-processor-a }}' != 'latest' ]]; then
sed -i 's;^SCORE_PROCESSOR_A=.*$;SCORE_PROCESSOR_A=${{ inputs.score-processor-a }};' "${{ needs.directory.outputs.GENERATOR_ENV }}"
fi
if [[ '${{ inputs.score-processor-b }}' != 'latest' ]]; then
sed -i 's;^SCORE_PROCESSOR_B=.*$;SCORE_PROCESSOR_B=${{ inputs.score-processor-b }};' "${{ needs.directory.outputs.GENERATOR_ENV }}"
fi
if [[ '${{ inputs.converts }}' == 'true' ]]; then
sed -i 's/^NO_CONVERTS=.*$/NO_CONVERTS=0/' "${{ needs.directory.outputs.GENERATOR_ENV }}"
else
sed -i 's/^NO_CONVERTS=.*$/NO_CONVERTS=1/' "${{ needs.directory.outputs.GENERATOR_ENV }}"
fi
if [[ '${{ inputs.ranked-only }}' == 'true' ]]; then
sed -i 's/^RANKED_ONLY=.*$/RANKED_ONLY=1/' "${{ needs.directory.outputs.GENERATOR_ENV }}"
else
sed -i 's/^RANKED_ONLY=.*$/RANKED_ONLY=0/' "${{ needs.directory.outputs.GENERATOR_ENV }}"
fi
scores:
name: Setup scores
needs: [ directory, environment ]
runs-on: self-hosted
steps:
- name: Query latest data
id: query
cd $GITHUB_WORKSPACE/master/osu-difficulty-calculator/osu.Server.DifficultyCalculator
dotnet run -c:Release -- all -m ${{ matrix.ruleset.id }} -ac -c ${{ env.CONCURRENCY }}
- name: Run diffcalc (pr)
env:
DB_NAME: osu_pr
run: |
ruleset=$(cat ${{ needs.directory.outputs.GENERATOR_ENV }} | grep -E '^RULESET=' | cut -d '=' -f2-)
performance_data_name=$(curl -s "https://data.ppy.sh/" | grep "performance_${ruleset}_top_1000\b" | tail -1 | awk -F "'" '{print $2}' | sed 's/\.tar\.bz2//g')
cd $GITHUB_WORKSPACE/pr/osu-difficulty-calculator/osu.Server.DifficultyCalculator
dotnet run -c:Release -- all -m ${{ matrix.ruleset.id }} -ac -c ${{ env.CONCURRENCY }}
echo "TARGET_DIR=${{ needs.directory.outputs.GENERATOR_DIR }}/sql/${ruleset}" >> "${GITHUB_OUTPUT}"
echo "DATA_NAME=${performance_data_name}" >> "${GITHUB_OUTPUT}"
- name: Restore cache
id: restore-cache
uses: maxnowack/local-cache@038cc090b52e4f205fbc468bf5b0756df6f68775 # v1
with:
path: ${{ steps.query.outputs.DATA_NAME }}.tar.bz2
key: ${{ steps.query.outputs.DATA_NAME }}
- name: Download
if: steps.restore-cache.outputs.cache-hit != 'true'
- name: Print diffs
run: |
wget -q -nc "https://data.ppy.sh/${{ steps.query.outputs.DATA_NAME }}.tar.bz2"
mysql -e "
SELECT
m.beatmap_id,
m.mods,
b.filename,
m.diff_unified as 'sr_master',
p.diff_unified as 'sr_pr',
(p.diff_unified - m.diff_unified) as 'diff'
FROM osu_master.osu_beatmap_difficulty m
JOIN osu_pr.osu_beatmap_difficulty p
ON m.beatmap_id = p.beatmap_id
AND m.mode = p.mode
AND m.mods = p.mods
JOIN osu_pr.osu_beatmaps b
ON b.beatmap_id = p.beatmap_id
WHERE abs(m.diff_unified - p.diff_unified) > 0.1
ORDER BY abs(m.diff_unified - p.diff_unified)
DESC
LIMIT 10000;"
- name: Extract
run: |
tar -I lbzip2 -xf "${{ steps.query.outputs.DATA_NAME }}.tar.bz2"
rm -r "${{ steps.query.outputs.TARGET_DIR }}"
mv "${{ steps.query.outputs.DATA_NAME }}" "${{ steps.query.outputs.TARGET_DIR }}"
beatmaps:
name: Setup beatmaps
needs: directory
runs-on: self-hosted
steps:
- name: Query latest data
id: query
run: |
beatmaps_data_name=$(curl -s "https://data.ppy.sh/" | grep "osu_files" | tail -1 | awk -F "'" '{print $2}' | sed 's/\.tar\.bz2//g')
echo "TARGET_DIR=${{ needs.directory.outputs.GENERATOR_DIR }}/beatmaps" >> "${GITHUB_OUTPUT}"
echo "DATA_NAME=${beatmaps_data_name}" >> "${GITHUB_OUTPUT}"
- name: Restore cache
id: restore-cache
uses: maxnowack/local-cache@038cc090b52e4f205fbc468bf5b0756df6f68775 # v1
with:
path: ${{ steps.query.outputs.DATA_NAME }}.tar.bz2
key: ${{ steps.query.outputs.DATA_NAME }}
- name: Download
if: steps.restore-cache.outputs.cache-hit != 'true'
run: |
wget -q -nc "https://data.ppy.sh/${{ steps.query.outputs.DATA_NAME }}.tar.bz2"
- name: Extract
run: |
tar -I lbzip2 -xf "${{ steps.query.outputs.DATA_NAME }}.tar.bz2"
rm -r "${{ steps.query.outputs.TARGET_DIR }}"
mv "${{ steps.query.outputs.DATA_NAME }}" "${{ steps.query.outputs.TARGET_DIR }}"
generator:
name: Run generator
needs: [ directory, environment, scores, beatmaps ]
runs-on: self-hosted
timeout-minutes: 720
outputs:
TARGET: ${{ steps.run.outputs.TARGET }}
SPREADSHEET_LINK: ${{ steps.run.outputs.SPREADSHEET_LINK }}
steps:
- name: Run
id: run
run: |
# Add the GitHub token. This needs to be done here because it's unique per-job.
sed -i 's/^GH_TOKEN=.*$/GH_TOKEN=${{ github.token }}/' "${{ needs.directory.outputs.GENERATOR_ENV }}"
cd "${{ needs.directory.outputs.GENERATOR_DIR }}"
docker-compose up --build generator
link=$(docker-compose logs generator -n 10 | grep 'http' | sed -E 's/^.*(http.*)$/\1/')
target=$(cat "${{ needs.directory.outputs.GENERATOR_ENV }}" | grep -E '^OSU_B=' | cut -d '=' -f2-)
echo "TARGET=${target}" >> "${GITHUB_OUTPUT}"
echo "SPREADSHEET_LINK=${link}" >> "${GITHUB_OUTPUT}"
- name: Shutdown
if: ${{ always() }}
run: |
cd "${{ needs.directory.outputs.GENERATOR_DIR }}"
docker-compose down -v
output-cli:
name: Output info
needs: generator
runs-on: ubuntu-latest
steps:
- name: Output info
run: |
echo "Target: ${{ needs.generator.outputs.TARGET }}"
echo "Spreadsheet: ${{ needs.generator.outputs.SPREADSHEET_LINK }}"
cleanup:
name: Cleanup
needs: [ directory, generator ]
if: ${{ always() && needs.directory.result == 'success' }}
runs-on: self-hosted
steps:
- name: Cleanup
run: |
rm -rf "${{ needs.directory.outputs.GENERATOR_DIR }}"
update-comment:
name: Update PR comment
needs: [ create-comment, generator ]
runs-on: ubuntu-latest
if: ${{ always() && needs.create-comment.result == 'success' }}
steps:
- name: Update comment on success
if: ${{ needs.generator.result == 'success' }}
uses: thollander/actions-comment-pull-request@363c6f6eae92cc5c3a66e95ba016fc771bb38943 # v2.4.2
with:
comment_tag: ${{ env.EXECUTION_ID }}
mode: upsert
create_if_not_exists: false
message: |
Target: ${{ needs.generator.outputs.TARGET }}
Spreadsheet: ${{ needs.generator.outputs.SPREADSHEET_LINK }}
- name: Update comment on failure
if: ${{ needs.generator.result == 'failure' }}
uses: thollander/actions-comment-pull-request@363c6f6eae92cc5c3a66e95ba016fc771bb38943 # v2.4.2
with:
comment_tag: ${{ env.EXECUTION_ID }}
mode: upsert
create_if_not_exists: false
message: |
Difficulty calculation failed: ${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }}
- name: Update comment on cancellation
if: ${{ needs.generator.result == 'cancelled' }}
uses: thollander/actions-comment-pull-request@363c6f6eae92cc5c3a66e95ba016fc771bb38943 # v2.4.2
with:
comment_tag: ${{ env.EXECUTION_ID }}
mode: delete
message: '.' # Appears to be required by this action for non-error status code.
# Todo: Run ppcalc
+1 -5
View File
@@ -8,12 +8,8 @@ on:
workflows: ["Continuous Integration"]
types:
- completed
permissions: {}
jobs:
annotate:
permissions:
checks: write # to create checks (dorny/test-reporter)
name: Annotate CI run with test results
runs-on: ubuntu-latest
if: ${{ github.event.workflow_run.conclusion != 'cancelled' }}
@@ -28,7 +24,7 @@ jobs:
timeout-minutes: 5
steps:
- name: Annotate CI run with test results
uses: dorny/test-reporter@v1.6.0
uses: dorny/test-reporter@v1.4.2
with:
artifact: osu-test-results-${{matrix.os.prettyname}}-${{matrix.threadingMode}}
name: Test Results (${{matrix.os.prettyname}}, ${{matrix.threadingMode}})
+1 -4
View File
@@ -5,15 +5,12 @@ on:
tags:
- '*'
permissions:
contents: read # to fetch code (actions/checkout)
jobs:
sentry_release:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v3
uses: actions/checkout@v2
with:
fetch-depth: 0
@@ -1,53 +0,0 @@
name: Update osu-web mod definitions
on:
push:
tags:
- '*'
permissions:
contents: read # to fetch code (actions/checkout)
jobs:
update-mod-definitions:
name: Update osu-web mod definitions
runs-on: ubuntu-latest
steps:
- name: Install .NET 6.0.x
uses: actions/setup-dotnet@v3
with:
dotnet-version: "6.0.x"
- name: Checkout ppy/osu
uses: actions/checkout@v3
with:
path: osu
- name: Checkout ppy/osu-tools
uses: actions/checkout@v3
with:
repository: ppy/osu-tools
path: osu-tools
- name: Checkout ppy/osu-web
uses: actions/checkout@v3
with:
repository: ppy/osu-web
path: osu-web
- name: Setup local game checkout for tools
run: ./UseLocalOsu.sh
working-directory: ./osu-tools
- name: Regenerate mod definitions
run: dotnet run --project PerformanceCalculator -- mods > ../osu-web/database/mods.json
working-directory: ./osu-tools
- name: Create pull request with changes
uses: peter-evans/create-pull-request@v5
with:
title: Update mod definitions
body: "This PR has been auto-generated to update the mod definitions to match ppy/osu@${{ github.ref_name }}."
branch: update-mod-definitions
commit-message: Update mod definitions
path: osu-web
token: ${{ secrets.OSU_WEB_PULL_REQUEST_PAT }}
+1
View File
@@ -339,5 +339,6 @@ inspectcode
# Fody (pulled in by Realm) - schema file
FodyWeavers.xsd
**/FodyWeavers.xml
.idea/.idea.osu.Desktop/.idea/misc.xml
+102 -53
View File
@@ -2,87 +2,136 @@
Thank you for showing interest in the development of osu!. We aim to provide a good collaborating environment for everyone involved, and as such have decided to list some of the most important things to keep in mind in the process. The guidelines below have been chosen based on past experience.
These are not "official rules" *per se*, but following them will help everyone deal with things in the most efficient manner.
## Table of contents
1. [Reporting bugs](#reporting-bugs)
2. [Providing general feedback](#providing-general-feedback)
3. [Issue or discussion?](#issue-or-discussion)
4. [Submitting pull requests](#submitting-pull-requests)
5. [Resources](#resources)
1. [I would like to submit an issue!](#i-would-like-to-submit-an-issue)
2. [I would like to submit a pull request!](#i-would-like-to-submit-a-pull-request)
## Reporting bugs
## I would like to submit an issue!
A **bug** is a situation in which there is something clearly *and objectively* wrong with the game. Examples of applicable bug reports are:
Issues, bug reports and feature suggestions are welcomed, though please keep in mind that at any point in time, hundreds of issues are open, which vary in severity and the amount of time needed to address them. As such it's not uncommon for issues to remain unresolved for a long time or even closed outright if they are deemed not important enough to fix in the foreseeable future. Issues that are required to "go live" or otherwise achieve parity with stable are prioritised the most.
- The game crashes to desktop when I start a beatmap
- Friends appear twice in the friend listing
- The game slows down a lot when I play this specific map
- A piece of text is overlapping another piece of text on the screen
* **Before submitting an issue, try searching existing issues first.**
To track bug reports, we primarily use GitHub **issues**. When opening an issue, please keep in mind the following:
For housekeeping purposes, we close issues that overlap with or duplicate other pre-existing issues - you can help us not to have to do that by searching existing issues yourself first. The issue search box, as well as the issue tag system, are tools you can use to check if an issue has been reported before.
- Before opening the issue, please search for any similar existing issues using the text search bar and the issue labels. This includes both open and closed issues (we may have already fixed something, but the fix hasn't yet been released).
- When opening the issue, please fill out as much of the issue template as you can. In particular, please make sure to include logs and screenshots as much as possible. The instructions on how to find the log files are included in the issue template.
- We may ask you for follow-up information to reproduce or debug the problem. Please look out for this and provide follow-up info if we request it.
* **When submitting a bug report, please try to include as much detail as possible.**
If we cannot reproduce the issue, it is deemed low priority, or it is deemed to be specific to your setup in some way, the issue may be downgraded to a discussion. This will be done by a maintainer for you.
Bugs are not equal - some of them will be reproducible every time on pretty much all hardware, while others will be hard to track down due to being specific to particular hardware or even somewhat random in nature. As such, providing as much detail as possible when reporting a bug is hugely appreciated. A good starting set of information consists of:
## Providing general feedback
* the in-game logs, which are located at:
* `%AppData%/osu/logs` (on Windows),
* `~/.local/share/osu/logs` (on Linux and macOS),
* `Android/data/sh.ppy.osulazer/files/logs` (on Android),
* on iOS they can be obtained by connecting your device to your desktop and [copying the `logs` directory from the app's own document storage using iTunes](https://support.apple.com/en-us/HT201301#copy-to-computer),
* your system specifications (including the operating system and platform you are playing on),
* a reproduction scenario (list of steps you have performed leading up to the occurrence of the bug),
* a video or picture of the bug, if at all possible.
If you wish to:
* **Provide more information when asked to do so.**
- provide *subjective* feedback on the game (about how the UI looks, about how the default skin works, about game mechanics, about how the PP and scoring systems work, etc.),
- suggest a new feature to be added to the game,
- report a non-specific problem with the game that you think may be connected to your hardware or operating system specifically,
Sometimes when a bug is more elusive or complicated, none of the information listed above will pinpoint a concrete cause of the problem. In this case we will most likely ask you for additional info, such as a Windows Event Log dump or a copy of your local osu! database (`client.db`). Providing that information is beneficial to both parties - we can track down the problem better, and hopefully fix it for you at some point once we know where it is!
then it is generally best to start with a **discussion** first. Discussions are a good avenue to group subjective feedback on a single topic, or gauge interest in a particular feature request.
* **When submitting a feature proposal, please describe it in the most understandable way you can.**
When opening a discussion, please keep in mind the following:
Communicating your idea for a feature can often be hard, and we would like to avoid any misunderstandings. As such, please try to explain your idea in a short, but understandable manner - it's best to avoid jargon or terms and references that could be considered obscure. A mock-up picture (doesn't have to be good!) of the feature can also go a long way in explaining.
- Use the search function to see if your idea has been proposed before, or if there is already a thread about a particular issue you wish to raise.
- If proposing a feature, please try to explain the feature in as much detail as possible.
- If you're reporting a non-specific problem, please provide applicable logs, screenshots, or video that illustrate the issue.
* **Refrain from posting "+1" comments.**
If a discussion gathers enough traction, then it may be converted into an issue. This will be done by a maintainer for you.
If an issue has already been created, saying that you also experience it without providing any additional details doesn't really help us in any way. To express support for a proposal or indicate that you are also affected by a particular bug, you can use comment reactions instead.
## Issue or discussion?
* **Refrain from asking if an issue has been resolved yet.**
We realise that the line between an issue and a discussion may be fuzzy, so while we ask you to use your best judgement based on the description above, please don't think about it too hard either. Feedback in a slightly wrong place is better than no feedback at all.
As mentioned above, the issue tracker has hundreds of issues open at any given time. Currently the game is being worked on by two members of the core team, and a handful of outside contributors who offer their free time to help out. As such, it can happen that an issue gets placed on the backburner due to being less important; generally posting a comment demanding its resolution some months or years after it is reported is not very likely to increase its priority.
When in doubt, it's probably best to start with a discussion first. We will escalate to issues as needed.
* **Avoid long discussions about non-development topics.**
## Submitting pull requests
GitHub is mostly a developer space, and as such isn't really fit for lengthened discussions about gameplay mechanics (which might not even be in any way confirmed for the final release) and similar non-technical matters. Such matters are probably best addressed at the osu! forums.
While pull requests from unaffiliated contributors are welcome, please note that due to significant community interest and limited review throughput, the core team's primary focus is on the issues which are currently [on the roadmap](https://github.com/orgs/ppy/projects/7/views/6). Reviewing PRs that fall outside of the scope of the roadmap is done on a best-effort basis, so please be aware that it may take a while before a core maintainer gets around to review your change.
## I would like to submit a pull request!
The [issue tracker](https://github.com/ppy/osu/issues) should provide plenty of issues to start with. We also have a [`good-first-issue`](https://github.com/ppy/osu/issues?q=is%3Aissue+is%3Aopen+label%3Agood-first-issue) label, although from experience it is not used very often, as it is relatively rare that we can spot an issue that will definitively be a good first issue for a new contributor regardless of their programming experience.
We also welcome pull requests from unaffiliated contributors. The [issue tracker](https://github.com/ppy/osu/issues) should provide plenty of issues that you can work on; we also mark issues that we think would be good for newcomers with the [`good-first-issue`](https://github.com/ppy/osu/issues?q=is%3Aissue+is%3Aopen+label%3Agood-first-issue) label.
In the case of simple issues, a direct PR is okay. However, if you decide to work on an existing issue which doesn't seem trivial, **please ask us first**. This way we can try to estimate if it is a good fit for you and provide the correct direction on how to address it. In addition, note that while we do not rule out external contributors from working on roadmapped issues, we will generally prefer to handle them ourselves unless they're not very time sensitive.
However, do keep in mind that the core team is committed to bringing osu!(lazer) up to par with osu!(stable) first and foremost, so depending on what your contribution concerns, it might not be merged and released right away. Our approach to managing issues and their priorities is described [in the wiki](https://github.com/ppy/osu/wiki/Project-management).
If you'd like to propose a subjective change to one of the visual aspects of the game, or there is a bigger task you'd like to work on, but there is no corresponding issue or discussion thread yet for it, **please open a discussion or issue first** to avoid wasted effort. This in particular applies if you want to work on [one of the available designs from the osu! Figma master library](https://www.figma.com/file/VIkXMYNPMtQem2RJg9k2iQ/Master-Library).
Here are some key things to note before jumping in:
Aside from the above, below is a brief checklist of things to watch out when you're preparing your code changes:
* **Make sure you are comfortable with C\# and your development environment.**
- Make sure you're comfortable with the principles of object-oriented programming, the syntax of C\# and your development environment.
- Make sure you are familiar with [git](https://git-scm.com/) and [the pull request workflow](https://help.github.com/en/github/collaborating-with-issues-and-pull-requests/proposing-changes-to-your-work-with-pull-requests).
- Please do not make code changes via the GitHub web interface.
- Please add tests for your changes. We expect most new features and bugfixes to have test coverage, unless the effort of adding them is prohibitive. The visual testing methodology we use is described in more detail [here](https://github.com/ppy/osu-framework/wiki/Development-and-Testing).
- Please run tests and code style analysis (via `InspectCode.{ps1,sh}` scripts in the root of this repository) before opening the PR. This is particularly important if you're a first-time contributor, as CI will not run for your PR until we allow it to do so.
While we are accepting of all kinds of contributions, we also have a certain quality standard we'd like to uphold and limited time to review your code. Therefore, we would like to avoid providing entry-level advice, and as such if you're not very familiar with C\# as a programming language, we'd recommend that you start off with a few personal projects to get acquainted with the language's syntax, toolchain and principles of object-oriented programming first.
After you're done with your changes and you wish to open the PR, please observe the following recommendations:
In addition, please take the time to take a look at and get acquainted with the [development and testing](https://github.com/ppy/osu-framework/wiki/Development-and-Testing) procedure we have set up.
- Please submit the pull request from a [topic branch](https://git-scm.com/book/en/v2/Git-Branching-Branching-Workflows#_topic_branch) (not `master`), and keep the *Allow edits from maintainers* check box selected, so that we can push fixes to your PR if necessary.
- Please avoid pushing untested or incomplete code.
- Please do not force-push or rebase unless we ask you to.
- Please do not merge `master` continually if there are no conflicts to resolve. We will do this for you when the change is ready for merge.
* **Make sure you are familiar with git and the pull request workflow.**
We are highly committed to quality when it comes to the osu! project. This means that contributions from less experienced community members can take multiple rounds of review to get to a mergeable state. We try our utmost best to never conflate a person with the code they authored, and to keep the discussion focused on the code at all times. Please consider our comments and requests a learning experience.
[git](https://git-scm.com/) is a distributed version control system that might not be very intuitive at the beginning if you're not familiar with version control. In particular, projects using git have a particular workflow for submitting code changes, which is called the pull request workflow.
If you're uncertain about some part of the codebase or some inner workings of the game and framework, please reach out either by leaving a comment in the relevant issue, discussion, or PR thread, or by posting a message in the [development Discord server](https://discord.gg/ppy). We will try to help you as much as we can.
To make things run more smoothly, we recommend that you look up some online resources to familiarise yourself with the git vocabulary and commands, and practice working with forks and submitting pull requests at your own pace. A high-level overview of the process can be found in [this article by GitHub](https://help.github.com/en/github/collaborating-with-issues-and-pull-requests/proposing-changes-to-your-work-with-pull-requests).
## Resources
* **Double-check designs before starting work on new functionality.**
- [Development roadmap](https://github.com/orgs/ppy/projects/7/views/6): What the core team is currently working on
- [`ppy/osu-framework` wiki](https://github.com/ppy/osu-framework/wiki): Contains introductory information about osu!framework, the bespoke 2D game framework we use for the game
- [`ppy/osu` wiki](https://github.com/ppy/osu/wiki): Contains articles about various technical aspects of the game
- [Figma master library](https://www.figma.com/file/VIkXMYNPMtQem2RJg9k2iQ/Master-Library): Contains finished and draft designs for osu!
When implementing new features, keep in mind that we already have a lot of the UI designed. If you wish to work on something with the intention of having it included in the official distribution, please open an issue for discussion and we will give you what you need from a design perspective to proceed. If you want to make *changes* to the design, we recommend you open an issue with your intentions before spending too much time to ensure no effort is wasted.
* **Make sure to submit pull requests off of a topic branch.**
As described in the article linked in the previous point, topic branches help you parallelise your work and separate it from the main `master` branch, and additionally are easier for maintainers to work with. Working with multiple `master` branches across many remotes is difficult to keep track of, and it's easy to make a mistake and push to the wrong `master` branch by accident.
* **Refrain from making changes through the GitHub web interface.**
Even though GitHub provides an option to edit code or replace files in the repository using the web interface, we strongly discourage using it in most scenarios. Editing files this way is inefficient and likely to introduce whitespace or file encoding changes that make it more difficult to review the code.
Code written through the web interface will also very likely be questioned outright by the reviewers, as it is likely that it has not been properly tested or that it will fail continuous integration checks. We strongly encourage using an IDE like [Visual Studio](https://visualstudio.microsoft.com/), [Visual Studio Code](https://code.visualstudio.com/) or [JetBrains Rider](https://www.jetbrains.com/rider/) instead.
* **Add tests for your code whenever possible.**
Automated tests are an essential part of a quality and reliable codebase. They help to make the code more maintainable by ensuring it is safe to reorganise (or refactor) the code in various ways, and also prevent regressions - bugs that resurface after having been fixed at some point in the past. If it is viable, please put in the time to add tests, so that the changes you make can last for a (hopefully) very long time.
* **Run tests before opening a pull request.**
Tying into the previous point, sometimes changes in one part of the codebase can result in unpredictable changes in behaviour in other pieces of the code. This is why it is best to always try to run tests before opening a PR.
Continuous integration will always run the tests for you (and us), too, but it is best not to rely on it, as there might be many builds queued at any time. Running tests on your own will help you be more certain that at the point of clicking the "Create pull request" button, your changes are as ready as can be.
* **Run code style analysis before opening a pull request.**
As part of continuous integration, we also run code style analysis, which is supposed to make sure that your code is formatted the same way as all the pre-existing code in the repository. The reason we enforce a particular code style everywhere is to make sure the codebase is consistent in that regard - having one whitespace convention in one place and another one elsewhere causes disorganisation.
* **Make sure that the pull request is complete before opening it.**
Whether it's fixing a bug or implementing new functionality, it's best that you make sure that the change you want to submit as a pull request is as complete as it can be before clicking the *Create pull request* button. Having to track if a pull request is ready for review or not places additional burden on reviewers.
Draft pull requests are an option, but use them sparingly and within reason. They are best suited to discuss code changes that cannot be easily described in natural language or have a potential large impact on the future direction of the project. When in doubt, don't open drafts unless a maintainer asks you to do so.
* **Only push code when it's ready.**
As an extension of the above, when making changes to an already-open PR, please try to only push changes you are reasonably certain of. Pushing after every commit causes the continuous integration build queue to grow in size, slowing down work and taking up time that could be spent verifying other changes.
* **Make sure to keep the *Allow edits from maintainers* check box checked.**
To speed up the merging process, collaborators and team members will sometimes want to push changes to your branch themselves, to make minor code style adjustments or to otherwise refactor the code without having to describe how they'd like the code to look like in painstaking detail. Having the *Allow edits from maintainers* check box checked lets them do that; without it they are forced to report issues back to you and wait for you to address them.
* **Refrain from continually merging the master branch back to the PR.**
Unless there are merge conflicts that need resolution, there is no need to keep merging `master` back to a branch over and over again. One of the maintainers will merge `master` themselves before merging the PR itself anyway, and continual merge commits can cause CI to get overwhelmed due to queueing up too many builds.
* **Refrain from force-pushing to the PR branch.**
Force-pushing should be avoided, as it can lead to accidentally overwriting a maintainer's changes or CI building wrong commits. We value all history in the project, so there is no need to squash or amend commits in most cases.
The cases in which force-pushing is warranted are very rare (such as accidentally leaking sensitive info in one of the files committed, adding unrelated files, or mis-merging a dependent PR).
* **Be patient when waiting for the code to be reviewed and merged.**
As much as we'd like to review all contributions as fast as possible, our time is limited, as team members have to work on their own tasks in addition to reviewing code. As such, work needs to be prioritised, and it can unfortunately take weeks or months for your PR to be merged, depending on how important it is deemed to be.
* **Don't mistake criticism of code for criticism of your person.**
As mentioned before, we are highly committed to quality when it comes to the osu! project. This means that contributions from less experienced community members can take multiple rounds of review to get to a mergeable state. We try our utmost best to never conflate a person with the code they authored, and to keep the discussion focused on the code at all times. Please consider our comments and requests a learning experience, and don't treat it as a personal attack.
* **Feel free to reach out for help.**
If you're uncertain about some part of the codebase or some inner workings of the game and framework, please reach out either by leaving a comment in the relevant issue or PR thread, or by posting a message in the [development Discord server](https://discord.gg/ppy). We will try to help you as much as we can.
When it comes to which form of communication is best, GitHub generally lends better to longer-form discussions, while Discord is better for snappy call-and-response answers. Use your best discretion when deciding, and try to keep a single discussion in one place instead of moving back and forth.
+2 -2
View File
@@ -6,6 +6,8 @@ T:System.IComparable;Don't use non-generic IComparable. Use generic version inst
T:SixLabors.ImageSharp.IDeepCloneable`1;Use osu.Game.Utils.IDeepCloneable<T> instead.
M:osu.Framework.Graphics.Sprites.SpriteText.#ctor;Use OsuSpriteText.
M:osu.Framework.Bindables.IBindableList`1.GetBoundCopy();Fails on iOS. Use manual ctor + BindTo instead. (see https://github.com/mono/mono/issues/19900)
T:Microsoft.EntityFrameworkCore.Internal.EnumerableExtensions;Don't use internal extension methods.
T:Microsoft.EntityFrameworkCore.Internal.TypeExtensions;Don't use internal extension methods.
T:NuGet.Packaging.CollectionExtensions;Don't use internal extension methods.
M:System.Enum.HasFlag(System.Enum);Use osu.Framework.Extensions.EnumExtensions.HasFlagFast<T>() instead.
M:Realms.IRealmCollection`1.SubscribeForNotifications`1(Realms.NotificationCallbackDelegate{``0});Use osu.Game.Database.RealmObjectExtensions.QueryAsyncWithNotifications(IRealmCollection<T>,NotificationCallbackDelegate<T>) instead.
@@ -15,8 +17,6 @@ M:Realms.CollectionExtensions.SubscribeForNotifications`1(System.Collections.Gen
M:System.Threading.Tasks.Task.Wait();Don't use Task.Wait. Use Task.WaitSafely() to ensure we avoid deadlocks.
P:System.Threading.Tasks.Task`1.Result;Don't use Task.Result. Use Task.GetResultSafely() to ensure we avoid deadlocks.
M:System.Threading.ManualResetEventSlim.Wait();Specify a timeout to avoid waiting forever.
M:System.Char.ToLower(System.Char);char.ToLower() changes behaviour depending on CultureInfo.CurrentCulture. Use char.ToLowerInvariant() instead. If wanting culture-sensitive behaviour, explicitly provide CultureInfo.CurrentCulture.
M:System.Char.ToUpper(System.Char);char.ToUpper() changes behaviour depending on CultureInfo.CurrentCulture. Use char.ToUpperInvariant() instead. If wanting culture-sensitive behaviour, explicitly provide CultureInfo.CurrentCulture.
M:System.String.ToLower();string.ToLower() changes behaviour depending on CultureInfo.CurrentCulture. Use string.ToLowerInvariant() instead. If wanting culture-sensitive behaviour, explicitly provide CultureInfo.CurrentCulture or use LocalisableString.
M:System.String.ToUpper();string.ToUpper() changes behaviour depending on CultureInfo.CurrentCulture. Use string.ToUpperInvariant() instead. If wanting culture-sensitive behaviour, explicitly provide CultureInfo.CurrentCulture or use LocalisableString.
M:Humanizer.InflectorExtensions.Pascalize(System.String);Humanizer's .Pascalize() extension method changes behaviour depending on CultureInfo.CurrentCulture. Use StringDehumanizeExtensions.ToPascalCase() instead.
+2 -2
View File
@@ -1,7 +1,7 @@
<!-- Contains required properties for osu!framework projects. -->
<Project>
<PropertyGroup Label="C#">
<LangVersion>10.0</LangVersion>
<LangVersion>9.0</LangVersion>
<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
<Nullable>enable</Nullable>
</PropertyGroup>
@@ -17,7 +17,7 @@
<EmbeddedResource Include="Resources\**\*.*" />
</ItemGroup>
<ItemGroup Label="Code Analysis">
<PackageReference Include="Microsoft.CodeAnalysis.BannedApiAnalyzers" Version="3.3.4" PrivateAssets="All" />
<PackageReference Include="Microsoft.CodeAnalysis.BannedApiAnalyzers" Version="3.3.3" PrivateAssets="All" />
<AdditionalFiles Include="$(MSBuildThisFileDirectory)CodeAnalysis\BannedSymbols.txt" />
</ItemGroup>
<PropertyGroup Label="Code Analysis">
+6
View File
@@ -0,0 +1,6 @@
source "https://rubygems.org"
gem "fastlane"
plugins_path = File.join(File.dirname(__FILE__), 'fastlane', 'Pluginfile')
eval_gemfile(plugins_path) if File.exist?(plugins_path)
+234
View File
@@ -0,0 +1,234 @@
GEM
remote: https://rubygems.org/
specs:
CFPropertyList (3.0.5)
rexml
addressable (2.8.0)
public_suffix (>= 2.0.2, < 5.0)
artifactory (3.0.15)
atomos (0.1.3)
aws-eventstream (1.2.0)
aws-partitions (1.601.0)
aws-sdk-core (3.131.2)
aws-eventstream (~> 1, >= 1.0.2)
aws-partitions (~> 1, >= 1.525.0)
aws-sigv4 (~> 1.1)
jmespath (~> 1, >= 1.6.1)
aws-sdk-kms (1.57.0)
aws-sdk-core (~> 3, >= 3.127.0)
aws-sigv4 (~> 1.1)
aws-sdk-s3 (1.114.0)
aws-sdk-core (~> 3, >= 3.127.0)
aws-sdk-kms (~> 1)
aws-sigv4 (~> 1.4)
aws-sigv4 (1.5.0)
aws-eventstream (~> 1, >= 1.0.2)
babosa (1.0.4)
claide (1.1.0)
colored (1.2)
colored2 (3.1.2)
commander (4.6.0)
highline (~> 2.0.0)
declarative (0.0.20)
digest-crc (0.6.4)
rake (>= 12.0.0, < 14.0.0)
domain_name (0.5.20190701)
unf (>= 0.0.5, < 1.0.0)
dotenv (2.7.6)
emoji_regex (3.2.3)
excon (0.92.3)
faraday (1.10.0)
faraday-em_http (~> 1.0)
faraday-em_synchrony (~> 1.0)
faraday-excon (~> 1.1)
faraday-httpclient (~> 1.0)
faraday-multipart (~> 1.0)
faraday-net_http (~> 1.0)
faraday-net_http_persistent (~> 1.0)
faraday-patron (~> 1.0)
faraday-rack (~> 1.0)
faraday-retry (~> 1.0)
ruby2_keywords (>= 0.0.4)
faraday-cookie_jar (0.0.7)
faraday (>= 0.8.0)
http-cookie (~> 1.0.0)
faraday-em_http (1.0.0)
faraday-em_synchrony (1.0.0)
faraday-excon (1.1.0)
faraday-httpclient (1.0.1)
faraday-multipart (1.0.4)
multipart-post (~> 2)
faraday-net_http (1.0.1)
faraday-net_http_persistent (1.2.0)
faraday-patron (1.0.0)
faraday-rack (1.0.0)
faraday-retry (1.0.3)
faraday_middleware (1.2.0)
faraday (~> 1.0)
fastimage (2.2.6)
fastlane (2.206.2)
CFPropertyList (>= 2.3, < 4.0.0)
addressable (>= 2.8, < 3.0.0)
artifactory (~> 3.0)
aws-sdk-s3 (~> 1.0)
babosa (>= 1.0.3, < 2.0.0)
bundler (>= 1.12.0, < 3.0.0)
colored
commander (~> 4.6)
dotenv (>= 2.1.1, < 3.0.0)
emoji_regex (>= 0.1, < 4.0)
excon (>= 0.71.0, < 1.0.0)
faraday (~> 1.0)
faraday-cookie_jar (~> 0.0.6)
faraday_middleware (~> 1.0)
fastimage (>= 2.1.0, < 3.0.0)
gh_inspector (>= 1.1.2, < 2.0.0)
google-apis-androidpublisher_v3 (~> 0.3)
google-apis-playcustomapp_v1 (~> 0.1)
google-cloud-storage (~> 1.31)
highline (~> 2.0)
json (< 3.0.0)
jwt (>= 2.1.0, < 3)
mini_magick (>= 4.9.4, < 5.0.0)
multipart-post (~> 2.0.0)
naturally (~> 2.2)
optparse (~> 0.1.1)
plist (>= 3.1.0, < 4.0.0)
rubyzip (>= 2.0.0, < 3.0.0)
security (= 0.1.3)
simctl (~> 1.6.3)
terminal-notifier (>= 2.0.0, < 3.0.0)
terminal-table (>= 1.4.5, < 2.0.0)
tty-screen (>= 0.6.3, < 1.0.0)
tty-spinner (>= 0.8.0, < 1.0.0)
word_wrap (~> 1.0.0)
xcodeproj (>= 1.13.0, < 2.0.0)
xcpretty (~> 0.3.0)
xcpretty-travis-formatter (>= 0.0.3)
fastlane-plugin-clean_testflight_testers (0.3.0)
fastlane-plugin-souyuz (0.11.1)
souyuz (= 0.11.1)
fastlane-plugin-xamarin (0.6.3)
gh_inspector (1.1.3)
google-apis-androidpublisher_v3 (0.23.0)
google-apis-core (>= 0.6, < 2.a)
google-apis-core (0.6.0)
addressable (~> 2.5, >= 2.5.1)
googleauth (>= 0.16.2, < 2.a)
httpclient (>= 2.8.1, < 3.a)
mini_mime (~> 1.0)
representable (~> 3.0)
retriable (>= 2.0, < 4.a)
rexml
webrick
google-apis-iamcredentials_v1 (0.12.0)
google-apis-core (>= 0.6, < 2.a)
google-apis-playcustomapp_v1 (0.9.0)
google-apis-core (>= 0.6, < 2.a)
google-apis-storage_v1 (0.16.0)
google-apis-core (>= 0.6, < 2.a)
google-cloud-core (1.6.0)
google-cloud-env (~> 1.0)
google-cloud-errors (~> 1.0)
google-cloud-env (1.6.0)
faraday (>= 0.17.3, < 3.0)
google-cloud-errors (1.2.0)
google-cloud-storage (1.36.2)
addressable (~> 2.8)
digest-crc (~> 0.4)
google-apis-iamcredentials_v1 (~> 0.1)
google-apis-storage_v1 (~> 0.1)
google-cloud-core (~> 1.6)
googleauth (>= 0.16.2, < 2.a)
mini_mime (~> 1.0)
googleauth (1.2.0)
faraday (>= 0.17.3, < 3.a)
jwt (>= 1.4, < 3.0)
memoist (~> 0.16)
multi_json (~> 1.11)
os (>= 0.9, < 2.0)
signet (>= 0.16, < 2.a)
highline (2.0.3)
http-cookie (1.0.5)
domain_name (~> 0.5)
httpclient (2.8.3)
jmespath (1.6.1)
json (2.6.2)
jwt (2.4.1)
memoist (0.16.2)
mini_magick (4.11.0)
mini_mime (1.1.2)
mini_portile2 (2.7.1)
multi_json (1.15.0)
multipart-post (2.0.0)
nanaimo (0.3.0)
naturally (2.2.1)
nokogiri (1.13.1)
mini_portile2 (~> 2.7.0)
racc (~> 1.4)
optparse (0.1.1)
os (1.1.4)
plist (3.6.0)
public_suffix (4.0.7)
racc (1.6.0)
rake (13.0.6)
representable (3.2.0)
declarative (< 0.1.0)
trailblazer-option (>= 0.1.1, < 0.2.0)
uber (< 0.2.0)
retriable (3.1.2)
rexml (3.2.5)
rouge (2.0.7)
ruby2_keywords (0.0.5)
rubyzip (2.3.2)
security (0.1.3)
signet (0.17.0)
addressable (~> 2.8)
faraday (>= 0.17.5, < 3.a)
jwt (>= 1.5, < 3.0)
multi_json (~> 1.10)
simctl (1.6.8)
CFPropertyList
naturally
souyuz (0.11.1)
fastlane (>= 2.182.0)
highline (~> 2.0)
nokogiri (~> 1.7)
terminal-notifier (2.0.0)
terminal-table (1.8.0)
unicode-display_width (~> 1.1, >= 1.1.1)
trailblazer-option (0.1.2)
tty-cursor (0.7.1)
tty-screen (0.8.1)
tty-spinner (0.9.3)
tty-cursor (~> 0.7)
uber (0.1.0)
unf (0.1.4)
unf_ext
unf_ext (0.0.8.2)
unicode-display_width (1.8.0)
webrick (1.7.0)
word_wrap (1.0.0)
xcodeproj (1.22.0)
CFPropertyList (>= 2.3.3, < 4.0)
atomos (~> 0.1.3)
claide (>= 1.0.2, < 2.0)
colored2 (~> 3.1)
nanaimo (~> 0.3.0)
rexml (~> 3.2.4)
xcpretty (0.3.0)
rouge (~> 2.0.7)
xcpretty-travis-formatter (1.0.1)
xcpretty (~> 0.2, >= 0.0.7)
PLATFORMS
ruby
DEPENDENCIES
fastlane
fastlane-plugin-clean_testflight_testers
fastlane-plugin-souyuz
fastlane-plugin-xamarin
BUNDLED WITH
2.0.1
+24 -53
View File
@@ -12,48 +12,47 @@
A free-to-win rhythm game. Rhythm is just a *click* away!
This is the future and final iteration of the [osu!](https://osu.ppy.sh) game client which marks the beginning of an open era! Currently known by and released under the release codename "*lazer*". As in sharper than cutting-edge.
The future of [osu!](https://osu.ppy.sh) and the beginning of an open era! Currently known by and released under the release codename "*lazer*". As in sharper than cutting-edge.
## Status
This project is under constant development, but we do our best to keep things in a stable state. Players are encouraged to install from a release alongside their stable *osu!* client. This project will continue to evolve until we eventually reach the point where most users prefer it over the previous "osu!stable" release.
This project is under heavy development, but is in a stable state. Users are encouraged to try it out and keep it installed alongside the stable *osu!* client. It will continue to evolve to the point of eventually replacing the existing stable client as an update.
A few resources are available as starting points to getting involved and understanding the project:
**IMPORTANT:** Gameplay mechanics (and other features which you may have come to know and love) are in a constant state of flux. Game balance and final quality-of-life passes come at the end of development, preceded by experimentation and changes which may potentially **reduce playability or usability**. This is done in order to allow us to move forward as developers and designers more efficiently. If this offends you, please consider sticking to the stable releases of osu! (found on the website). We are not yet open to heated discussion over game mechanics and will not be using github as a forum for such discussions just yet.
We are accepting bug reports (please report with as much detail as possible and follow the existing issue templates). Feature requests are also welcome, but understand that our focus is on completing the game to feature parity before adding new features. A few resources are available as starting points to getting involved and understanding the project:
- Detailed release changelogs are available on the [official osu! site](https://osu.ppy.sh/home/changelog/lazer).
- You can learn more about our approach to [project management](https://github.com/ppy/osu/wiki/Project-management).
- Track our current efforts [towards full "ranked play" support](https://github.com/orgs/ppy/projects/13?query=is%3Aopen+sort%3Aupdated-desc).
- Read peppy's [blog post](https://blog.ppy.sh/a-definitive-lazer-faq/) exploring where the project is currently and the roadmap going forward.
## Running osu!
If you are just looking to give the game a whirl, you can grab the latest release for your platform:
If you are looking to install or test osu! without setting up a development environment, you can consume our [binary releases](https://github.com/ppy/osu/releases). Handy links below will download the latest version for your operating system of choice:
### Latest release:
**Latest build:**
| [Windows 8.1+ (x64)](https://github.com/ppy/osu/releases/latest/download/install.exe) | macOS 10.15+ ([Intel](https://github.com/ppy/osu/releases/latest/download/osu.app.Intel.zip), [Apple Silicon](https://github.com/ppy/osu/releases/latest/download/osu.app.Apple.Silicon.zip)) | [Linux (x64)](https://github.com/ppy/osu/releases/latest/download/osu.AppImage) | [iOS 13.4+](https://osu.ppy.sh/home/testflight) | [Android 5+](https://github.com/ppy/osu/releases/latest/download/sh.ppy.osulazer.apk) |
| [Windows 8.1+ (x64)](https://github.com/ppy/osu/releases/latest/download/install.exe) | macOS 10.15+ ([Intel](https://github.com/ppy/osu/releases/latest/download/osu.app.Intel.zip), [Apple Silicon](https://github.com/ppy/osu/releases/latest/download/osu.app.Apple.Silicon.zip)) | [Linux (x64)](https://github.com/ppy/osu/releases/latest/download/osu.AppImage) | [iOS 10+](https://osu.ppy.sh/home/testflight) | [Android 5+](https://github.com/ppy/osu/releases/latest/download/sh.ppy.osulazer.apk) |
| ------------- | ------------- | ------------- | ------------- | ------------- |
You can also generally download a version for your current device from the [osu! site](https://osu.ppy.sh/home/download).
- The iOS testflight link may fill up (Apple has a hard limit of 10,000 users). We reset it occasionally when this happens. Please do not ask about this. Check back regularly for link resets or follow [peppy](https://twitter.com/ppy) on twitter for announcements of link resets.
If your platform is not listed above, there is still a chance you can manually build it by following the instructions below.
**For iOS/iPadOS users**: The iOS testflight link fills up very fast (Apple has a hard limit of 10,000 users). We reset it occasionally. Please do not ask about this. Check back regularly for link resets or follow [peppy](https://twitter.com/ppy) on twitter for announcements. Our goal is to get the game on mobile app stores in early 2024.
## Developing a custom ruleset
osu! is designed to allow user-created gameplay variations, called "rulesets". Building one of these allows a developer to harness the power of the osu! beatmap library, game engine, and general UX for a new style of gameplay. To get started working on a ruleset, we have some templates available [here](https://github.com/ppy/osu/tree/master/Templates).
osu! is designed to have extensible modular gameplay modes, called "rulesets". Building one of these allows a developer to harness the power of osu! for their own game style. To get started working on a ruleset, we have some templates available [here](https://github.com/ppy/osu/tree/master/Templates).
You can see some examples of custom rulesets by visiting the [custom ruleset directory](https://github.com/ppy/osu/discussions/13096).
## Developing osu!
### Prerequisites
Please make sure you have the following prerequisites:
- A desktop platform with the [.NET 6.0 SDK](https://dotnet.microsoft.com/download) installed.
When working with the codebase, we recommend using an IDE with intelligent code completion and syntax highlighting, such as the latest version of [Visual Studio](https://visualstudio.microsoft.com/vs/), [JetBrains Rider](https://www.jetbrains.com/rider/), or [Visual Studio Code](https://code.visualstudio.com/) with the [EditorConfig](https://marketplace.visualstudio.com/items?itemName=EditorConfig.EditorConfig) and [C#](https://marketplace.visualstudio.com/items?itemName=ms-dotnettools.csharp) plugin installed.
- When developing with mobile, [Xamarin](https://docs.microsoft.com/en-us/xamarin/) is required, which is shipped together with Visual Studio or [Visual Studio for Mac](https://visualstudio.microsoft.com/vs/mac/).
- When working with the codebase, we recommend using an IDE with intelligent code completion and syntax highlighting, such as the latest version of [Visual Studio](https://visualstudio.microsoft.com/vs/), [JetBrains Rider](https://www.jetbrains.com/rider/) or [Visual Studio Code](https://code.visualstudio.com/).
- When running on Linux, please have a system-wide FFmpeg installation available to support video decoding.
### Downloading the source code
@@ -72,19 +71,9 @@ git pull
### Building
#### From an IDE
Build configurations for the recommended IDEs (listed above) are included. You should use the provided Build/Run functionality of your IDE to get things going. When testing or building new components, it's highly encouraged you use the `VisualTests` project/configuration. More information on this is provided [below](#contributing).
You should load the solution via one of the platform-specific `.slnf` files, rather than the main `.sln`. This will reduce dependencies and hide platforms that you don't care about. Valid `.slnf` files are:
- `osu.Desktop.slnf` (most common)
- `osu.Android.slnf`
- `osu.iOS.slnf`
Run configurations for the recommended IDEs (listed above) are included. You should use the provided Build/Run functionality of your IDE to get things going. When testing or building new components, it's highly encouraged you use the `osu! (Tests)` project/configuration. More information on this is provided [below](#contributing).
To build for mobile platforms, you will likely need to run `sudo dotnet workload restore` if you haven't done so previously. This will install Android/iOS tooling required to complete the build.
#### From CLI
- Visual Studio / Rider users should load the project via one of the platform-specific `.slnf` files, rather than the main `.sln`. This will allow access to template run configurations.
You can also build and run *osu!* from the command-line with a single command:
@@ -92,35 +81,15 @@ You can also build and run *osu!* from the command-line with a single command:
dotnet run --project osu.Desktop
```
When running locally to do any kind of performance testing, make sure to add `-c Release` to the build command, as the overhead of running with the default `Debug` configuration can be large (especially when testing with local framework modifications as below).
If you are not interested in debugging *osu!*, you can add `-c Release` to gain performance. In this case, you must replace `Debug` with `Release` in any commands mentioned in this document.
If the build fails, try to restore NuGet packages with `dotnet restore`.
_Due to a historical feature gap between .NET Core and Xamarin, running `dotnet` CLI from the root directory will not work for most commands. This can be resolved by specifying a target `.csproj` or the helper project at `build/Desktop.proj`. Configurations have been provided to work around this issue for all supported IDEs mentioned above._
### Testing with resource/framework modifications
Sometimes it may be necessary to cross-test changes in [osu-resources](https://github.com/ppy/osu-resources) or [osu-framework](https://github.com/ppy/osu-framework). This can be quickly achieved using included commands:
Windows:
```ps
UseLocalFramework.ps1
UseLocalResources.ps1
```
macOS / Linux:
```ps
UseLocalFramework.sh
UseLocalResources.sh
```
Note that these commands assume you have the relevant project(s) checked out in adjacent directories:
```
|- osu // this repository
|- osu-framework
|- osu-resources
```
Sometimes it may be necessary to cross-test changes in [osu-resources](https://github.com/ppy/osu-resources) or [osu-framework](https://github.com/ppy/osu-framework). This can be achieved by running some commands as documented on the [osu-resources](https://github.com/ppy/osu-resources/wiki/Testing-local-resources-checkout-with-other-projects) and [osu-framework](https://github.com/ppy/osu-framework/wiki/Testing-local-framework-checkout-with-other-projects) wiki pages.
### Code analysis
@@ -132,11 +101,13 @@ JetBrains ReSharper InspectCode is also used for wider rule sets. You can run it
## Contributing
When it comes to contributing to the project, the two main things you can do to help out are reporting issues and submitting pull requests. Please refer to the [contributing guidelines](CONTRIBUTING.md) to understand how to help in the most effective way possible.
When it comes to contributing to the project, the two main things you can do to help out are reporting issues and submitting pull requests. Based on past experiences, we have prepared a [list of contributing guidelines](CONTRIBUTING.md) that should hopefully ease you into our collaboration process and answer the most frequently-asked questions.
Note that while we already have certain standards in place, nothing is set in stone. If you have an issue with the way code is structured, with any libraries we are using, or with any processes involved with contributing, *please* bring it up. We welcome all feedback so we can make contributing to this project as painless as possible.
If you wish to help with localisation efforts, head over to [crowdin](https://crowdin.com/project/osu-web).
We love to reward quality contributions. If you have made a large contribution, or are a regular contributor, you are welcome to [submit an expense via opencollective](https://opencollective.com/ppy/expenses/new). If you have any questions, feel free to [reach out to peppy](mailto:pe@ppy.sh) before doing so.
For those interested, we love to reward quality contributions via [bounties](https://docs.google.com/spreadsheets/d/1jNXfj_S3Pb5PErA-czDdC9DUu4IgUbe1Lt8E7CYUJuE/view?&rm=minimal#gid=523803337), paid out via PayPal or osu!supporter tags. Don't hesitate to [request a bounty](https://docs.google.com/forms/d/e/1FAIpQLSet_8iFAgPMG526pBZ2Kic6HSh7XPM3fE8xPcnWNkMzINDdYg/viewform) for your work on this project.
## Licence
+1 -1
View File
@@ -7,7 +7,7 @@ Templates for use when creating osu! dependent projects. Create a fully-testable
```bash
# install (or update) templates package.
# this only needs to be done once
dotnet new install ppy.osu.Game.Templates
dotnet new -i ppy.osu.Game.Templates
# create an empty freeform ruleset
dotnet new ruleset -n MyCoolRuleset
@@ -9,7 +9,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.EmptyFreeform.Tests
{
public partial class TestSceneOsuGame : OsuTestScene
public class TestSceneOsuGame : OsuTestScene
{
[BackgroundDependencyLoader]
private void load()
@@ -7,7 +7,7 @@ using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.EmptyFreeform.Tests
{
[TestFixture]
public partial class TestSceneOsuPlayer : PlayerTestScene
public class TestSceneOsuPlayer : PlayerTestScene
{
protected override Ruleset CreatePlayerRuleset() => new EmptyFreeformRuleset();
}
@@ -9,9 +9,10 @@
<GenerateProgramFile>false</GenerateProgramFile>
</PropertyGroup>
<ItemGroup Label="Package References">
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.7.2" />
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.0.0" />
<PackageReference Include="NUnit" Version="3.13.3" />
<PackageReference Include="NUnit3TestAdapter" Version="4.5.0" />
<PackageReference Include="NUnit3TestAdapter" Version="4.1.0" />
<PackageReference Update="Microsoft.EntityFrameworkCore.Sqlite" Version="2.1.4" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\osu.Game.Rulesets.EmptyFreeform\osu.Game.Rulesets.EmptyFreeform.csproj" />
@@ -7,7 +7,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.EmptyFreeform
{
public partial class EmptyFreeformInputManager : RulesetInputManager<EmptyFreeformAction>
public class EmptyFreeformInputManager : RulesetInputManager<EmptyFreeformAction>
{
public EmptyFreeformInputManager(RulesetInfo ruleset)
: base(ruleset, 0, SimultaneousBindingMode.Unique)
@@ -21,7 +21,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.EmptyFreeform
{
public partial class EmptyFreeformRuleset : Ruleset
public class EmptyFreeformRuleset : Ruleset
{
public override string Description => "a very emptyfreeformruleset ruleset";
@@ -56,7 +56,7 @@ namespace osu.Game.Rulesets.EmptyFreeform
public override Drawable CreateIcon() => new Icon(ShortName[0]);
public partial class Icon : CompositeDrawable
public class Icon : CompositeDrawable
{
public Icon(char c)
{
@@ -9,7 +9,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.EmptyFreeform.Objects.Drawables
{
public partial class DrawableEmptyFreeformHitObject : DrawableHitObject<EmptyFreeformHitObject>
public class DrawableEmptyFreeformHitObject : DrawableHitObject<EmptyFreeformHitObject>
{
public DrawableEmptyFreeformHitObject(EmptyFreeformHitObject hitObject)
: base(hitObject)
@@ -17,7 +17,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.EmptyFreeform.UI
{
[Cached]
public partial class DrawableEmptyFreeformRuleset : DrawableRuleset<EmptyFreeformHitObject>
public class DrawableEmptyFreeformRuleset : DrawableRuleset<EmptyFreeformHitObject>
{
public DrawableEmptyFreeformRuleset(EmptyFreeformRuleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
: base(ruleset, beatmap, mods)
@@ -8,7 +8,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.EmptyFreeform.UI
{
[Cached]
public partial class EmptyFreeformPlayfield : Playfield
public class EmptyFreeformPlayfield : Playfield
{
[BackgroundDependencyLoader]
private void load()
@@ -1,6 +1,6 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup Label="Project">
<TargetFramework>net6.0</TargetFramework>
<TargetFramework>netstandard2.1</TargetFramework>
<AssemblyTitle>osu.Game.Rulesets.EmptyFreeform</AssemblyTitle>
<OutputType>Library</OutputType>
<PlatformTarget>AnyCPU</PlatformTarget>
@@ -12,4 +12,4 @@
<ItemGroup>
<ProjectReference Include="..\..\..\..\osu.Game\osu.Game.csproj" />
</ItemGroup>
</Project>
</Project>
@@ -9,7 +9,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.Pippidon.Tests
{
public partial class TestSceneOsuGame : OsuTestScene
public class TestSceneOsuGame : OsuTestScene
{
[BackgroundDependencyLoader]
private void load()
@@ -7,7 +7,7 @@ using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Pippidon.Tests
{
[TestFixture]
public partial class TestSceneOsuPlayer : PlayerTestScene
public class TestSceneOsuPlayer : PlayerTestScene
{
protected override Ruleset CreatePlayerRuleset() => new PippidonRuleset();
}
@@ -9,9 +9,10 @@
<GenerateProgramFile>false</GenerateProgramFile>
</PropertyGroup>
<ItemGroup Label="Package References">
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.7.2" />
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.0.0" />
<PackageReference Include="NUnit" Version="3.13.3" />
<PackageReference Include="NUnit3TestAdapter" Version="4.5.0" />
<PackageReference Include="NUnit3TestAdapter" Version="4.1.0" />
<PackageReference Update="Microsoft.EntityFrameworkCore.Sqlite" Version="2.1.4" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\osu.Game.Rulesets.Pippidon\osu.Game.Rulesets.Pippidon.csproj" />
@@ -8,6 +8,7 @@ using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Game.Audio;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osuTK;
@@ -15,7 +16,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.Pippidon.Objects.Drawables
{
public partial class DrawablePippidonHitObject : DrawableHitObject<PippidonHitObject>
public class DrawablePippidonHitObject : DrawableHitObject<PippidonHitObject>
{
private const double time_preempt = 600;
private const double time_fadein = 400;
@@ -43,7 +44,7 @@ namespace osu.Game.Rulesets.Pippidon.Objects.Drawables
public override IEnumerable<HitSampleInfo> GetSamples() => new[]
{
new HitSampleInfo(HitSampleInfo.HIT_NORMAL)
new HitSampleInfo(HitSampleInfo.HIT_NORMAL, SampleControlPoint.DEFAULT_BANK)
};
protected override void CheckForResult(bool userTriggered, double timeOffset)
@@ -7,7 +7,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Pippidon
{
public partial class PippidonInputManager : RulesetInputManager<PippidonAction>
public class PippidonInputManager : RulesetInputManager<PippidonAction>
{
public PippidonInputManager(RulesetInfo ruleset)
: base(ruleset, 0, SimultaneousBindingMode.Unique)
@@ -8,7 +8,7 @@ using osu.Framework.Graphics.Textures;
namespace osu.Game.Rulesets.Pippidon
{
public partial class PippidonRulesetIcon : Sprite
public class PippidonRulesetIcon : Sprite
{
private readonly Ruleset ruleset;
@@ -17,7 +17,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Pippidon.UI
{
[Cached]
public partial class DrawablePippidonRuleset : DrawableRuleset<PippidonHitObject>
public class DrawablePippidonRuleset : DrawableRuleset<PippidonHitObject>
{
public DrawablePippidonRuleset(PippidonRuleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
: base(ruleset, beatmap, mods)
@@ -10,7 +10,7 @@ using osuTK;
namespace osu.Game.Rulesets.Pippidon.UI
{
public partial class PippidonCursorContainer : GameplayCursorContainer
public class PippidonCursorContainer : GameplayCursorContainer
{
private Sprite cursorSprite;
private Texture cursorTexture;
@@ -8,7 +8,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Pippidon.UI
{
[Cached]
public partial class PippidonPlayfield : Playfield
public class PippidonPlayfield : Playfield
{
protected override GameplayCursorContainer CreateCursor() => new PippidonCursorContainer();
@@ -7,7 +7,7 @@ using osuTK;
namespace osu.Game.Rulesets.Pippidon.UI
{
public partial class PippidonPlayfieldAdjustmentContainer : PlayfieldAdjustmentContainer
public class PippidonPlayfieldAdjustmentContainer : PlayfieldAdjustmentContainer
{
public PippidonPlayfieldAdjustmentContainer()
{
@@ -1,6 +1,6 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup Label="Project">
<TargetFramework>net6.0</TargetFramework>
<TargetFramework>netstandard2.1</TargetFramework>
<AssemblyTitle>osu.Game.Rulesets.Pippidon</AssemblyTitle>
<OutputType>Library</OutputType>
<PlatformTarget>AnyCPU</PlatformTarget>
@@ -12,4 +12,4 @@
<ItemGroup>
<ProjectReference Include="..\..\..\..\osu.Game\osu.Game.csproj" />
</ItemGroup>
</Project>
</Project>
@@ -9,7 +9,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.EmptyScrolling.Tests
{
public partial class TestSceneOsuGame : OsuTestScene
public class TestSceneOsuGame : OsuTestScene
{
[BackgroundDependencyLoader]
private void load()
@@ -7,7 +7,7 @@ using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.EmptyScrolling.Tests
{
[TestFixture]
public partial class TestSceneOsuPlayer : PlayerTestScene
public class TestSceneOsuPlayer : PlayerTestScene
{
protected override Ruleset CreatePlayerRuleset() => new EmptyScrollingRuleset();
}
@@ -9,9 +9,10 @@
<GenerateProgramFile>false</GenerateProgramFile>
</PropertyGroup>
<ItemGroup Label="Package References">
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.7.2" />
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.0.0" />
<PackageReference Include="NUnit" Version="3.13.3" />
<PackageReference Include="NUnit3TestAdapter" Version="4.5.0" />
<PackageReference Include="NUnit3TestAdapter" Version="4.1.0" />
<PackageReference Update="Microsoft.EntityFrameworkCore.Sqlite" Version="2.1.4" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\osu.Game.Rulesets.EmptyScrolling\osu.Game.Rulesets.EmptyScrolling.csproj" />
@@ -7,7 +7,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.EmptyScrolling
{
public partial class EmptyScrollingInputManager : RulesetInputManager<EmptyScrollingAction>
public class EmptyScrollingInputManager : RulesetInputManager<EmptyScrollingAction>
{
public EmptyScrollingInputManager(RulesetInfo ruleset)
: base(ruleset, 0, SimultaneousBindingMode.Unique)
@@ -9,7 +9,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.EmptyScrolling.Objects.Drawables
{
public partial class DrawableEmptyScrollingHitObject : DrawableHitObject<EmptyScrollingHitObject>
public class DrawableEmptyScrollingHitObject : DrawableHitObject<EmptyScrollingHitObject>
{
public DrawableEmptyScrollingHitObject(EmptyScrollingHitObject hitObject)
: base(hitObject)
@@ -18,7 +18,7 @@ using osu.Game.Rulesets.UI.Scrolling;
namespace osu.Game.Rulesets.EmptyScrolling.UI
{
[Cached]
public partial class DrawableEmptyScrollingRuleset : DrawableScrollingRuleset<EmptyScrollingHitObject>
public class DrawableEmptyScrollingRuleset : DrawableScrollingRuleset<EmptyScrollingHitObject>
{
public DrawableEmptyScrollingRuleset(EmptyScrollingRuleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
: base(ruleset, beatmap, mods)
@@ -8,7 +8,7 @@ using osu.Game.Rulesets.UI.Scrolling;
namespace osu.Game.Rulesets.EmptyScrolling.UI
{
[Cached]
public partial class EmptyScrollingPlayfield : ScrollingPlayfield
public class EmptyScrollingPlayfield : ScrollingPlayfield
{
[BackgroundDependencyLoader]
private void load()
@@ -1,6 +1,6 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup Label="Project">
<TargetFramework>net6.0</TargetFramework>
<TargetFramework>netstandard2.1</TargetFramework>
<AssemblyTitle>osu.Game.Rulesets.EmptyScrolling</AssemblyTitle>
<OutputType>Library</OutputType>
<PlatformTarget>AnyCPU</PlatformTarget>
@@ -12,4 +12,4 @@
<ItemGroup>
<ProjectReference Include="..\..\..\..\osu.Game\osu.Game.csproj" />
</ItemGroup>
</Project>
</Project>
@@ -9,7 +9,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.Pippidon.Tests
{
public partial class TestSceneOsuGame : OsuTestScene
public class TestSceneOsuGame : OsuTestScene
{
[BackgroundDependencyLoader]
private void load()
@@ -7,7 +7,7 @@ using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Pippidon.Tests
{
[TestFixture]
public partial class TestSceneOsuPlayer : PlayerTestScene
public class TestSceneOsuPlayer : PlayerTestScene
{
protected override Ruleset CreatePlayerRuleset() => new PippidonRuleset();
}
@@ -9,9 +9,10 @@
<GenerateProgramFile>false</GenerateProgramFile>
</PropertyGroup>
<ItemGroup Label="Package References">
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.7.2" />
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.0.0" />
<PackageReference Include="NUnit" Version="3.13.3" />
<PackageReference Include="NUnit3TestAdapter" Version="4.5.0" />
<PackageReference Include="NUnit3TestAdapter" Version="4.1.0" />
<PackageReference Update="Microsoft.EntityFrameworkCore.Sqlite" Version="2.1.4" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\osu.Game.Rulesets.Pippidon\osu.Game.Rulesets.Pippidon.csproj" />
@@ -8,6 +8,7 @@ using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Game.Audio;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Pippidon.UI;
using osu.Game.Rulesets.Scoring;
@@ -16,7 +17,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.Pippidon.Objects.Drawables
{
public partial class DrawablePippidonHitObject : DrawableHitObject<PippidonHitObject>
public class DrawablePippidonHitObject : DrawableHitObject<PippidonHitObject>
{
private BindableNumber<int> currentLane;
@@ -43,7 +44,7 @@ namespace osu.Game.Rulesets.Pippidon.Objects.Drawables
public override IEnumerable<HitSampleInfo> GetSamples() => new[]
{
new HitSampleInfo(HitSampleInfo.HIT_NORMAL)
new HitSampleInfo(HitSampleInfo.HIT_NORMAL, SampleControlPoint.DEFAULT_BANK)
};
protected override void CheckForResult(bool userTriggered, double timeOffset)
@@ -7,7 +7,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Pippidon
{
public partial class PippidonInputManager : RulesetInputManager<PippidonAction>
public class PippidonInputManager : RulesetInputManager<PippidonAction>
{
public PippidonInputManager(RulesetInfo ruleset)
: base(ruleset, 0, SimultaneousBindingMode.Unique)
@@ -9,7 +9,7 @@ using osu.Framework.Graphics.Textures;
namespace osu.Game.Rulesets.Pippidon
{
public partial class PippidonRulesetIcon : Sprite
public class PippidonRulesetIcon : Sprite
{
private readonly Ruleset ruleset;
@@ -18,7 +18,7 @@ using osu.Game.Rulesets.UI.Scrolling;
namespace osu.Game.Rulesets.Pippidon.UI
{
[Cached]
public partial class DrawablePippidonRuleset : DrawableScrollingRuleset<PippidonHitObject>
public class DrawablePippidonRuleset : DrawableScrollingRuleset<PippidonHitObject>
{
public DrawablePippidonRuleset(PippidonRuleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
: base(ruleset, beatmap, mods)
@@ -15,7 +15,7 @@ using osuTK;
namespace osu.Game.Rulesets.Pippidon.UI
{
public partial class PippidonCharacter : BeatSyncedContainer, IKeyBindingHandler<PippidonAction>
public class PippidonCharacter : BeatSyncedContainer, IKeyBindingHandler<PippidonAction>
{
public readonly BindableInt LanePosition = new BindableInt
{
@@ -16,7 +16,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.Pippidon.UI
{
[Cached]
public partial class PippidonPlayfield : ScrollingPlayfield
public class PippidonPlayfield : ScrollingPlayfield
{
public const float LANE_HEIGHT = 70;
@@ -60,7 +60,7 @@ namespace osu.Game.Rulesets.Pippidon.UI
});
}
private partial class LaneContainer : BeatSyncedContainer
private class LaneContainer : BeatSyncedContainer
{
private OsuColour colours;
private FillFlowContainer fill;
@@ -99,7 +99,7 @@ namespace osu.Game.Rulesets.Pippidon.UI
}
}
private partial class Lane : CompositeDrawable
private class Lane : CompositeDrawable
{
public Lane()
{
@@ -1,6 +1,6 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup Label="Project">
<TargetFramework>net6.0</TargetFramework>
<TargetFramework>netstandard2.1</TargetFramework>
<AssemblyTitle>osu.Game.Rulesets.Pippidon</AssemblyTitle>
<OutputType>Library</OutputType>
<PlatformTarget>AnyCPU</PlatformTarget>
@@ -12,4 +12,4 @@
<ItemGroup>
<ProjectReference Include="..\..\..\..\osu.Game\osu.Game.csproj" />
</ItemGroup>
</Project>
</Project>
-55
View File
@@ -1,55 +0,0 @@
# Run this script to use a local copy of osu-framework rather than fetching it from nuget.
# It expects the osu-framework directory to be at the same level as the osu directory
#
# https://github.com/ppy/osu-framework/wiki/Testing-local-framework-checkout-with-other-projects
$GAME_CSPROJ="osu.Game/osu.Game.csproj"
$ANDROID_PROPS="osu.Android.props"
$IOS_PROPS="osu.iOS.props"
$SLN="osu.sln"
dotnet remove $GAME_CSPROJ reference ppy.osu.Framework;
dotnet remove $ANDROID_PROPS reference ppy.osu.Framework.Android;
dotnet remove $IOS_PROPS reference ppy.osu.Framework.iOS;
dotnet sln $SLN add ../osu-framework/osu.Framework/osu.Framework.csproj `
../osu-framework/osu.Framework.NativeLibs/osu.Framework.NativeLibs.csproj `
../osu-framework/osu.Framework.Android/osu.Framework.Android.csproj `
../osu-framework/osu.Framework.iOS/osu.Framework.iOS.csproj;
dotnet add $GAME_CSPROJ reference ../osu-framework/osu.Framework/osu.Framework.csproj;
dotnet add $ANDROID_PROPS reference ../osu-framework/osu.Framework.Android/osu.Framework.Android.csproj;
dotnet add $IOS_PROPS reference ../osu-framework/osu.Framework.iOS/osu.Framework.iOS.csproj;
# workaround for dotnet add not inserting $(MSBuildThisFileDirectory) on props files
(Get-Content "osu.Android.props") -replace "`"..\\osu-framework", "`"`$(MSBuildThisFileDirectory)..\osu-framework" | Set-Content "osu.Android.props"
(Get-Content "osu.iOS.props") -replace "`"..\\osu-framework", "`"`$(MSBuildThisFileDirectory)..\osu-framework" | Set-Content "osu.iOS.props"
# needed because iOS framework nupkg includes a set of properties to work around certain issues during building,
# and those get ignored when referencing framework via project, threfore we have to manually include it via props reference.
(Get-Content "osu.iOS.props") |
Foreach-Object {
if ($_ -match "</Project>")
{
" <Import Project=`"`$(MSBuildThisFileDirectory)../osu-framework/osu.Framework.iOS.props`"/>"
}
$_
} | Set-Content "osu.iOS.props"
$TMP=New-TemporaryFile
$SLNF=Get-Content "osu.Desktop.slnf" | ConvertFrom-Json
$SLNF.solution.projects += ("../osu-framework/osu.Framework/osu.Framework.csproj", "../osu-framework/osu.Framework.NativeLibs/osu.Framework.NativeLibs.csproj")
ConvertTo-Json $SLNF | Out-File $TMP -Encoding UTF8
Move-Item -Path $TMP -Destination "osu.Desktop.slnf" -Force
$SLNF=Get-Content "osu.Android.slnf" | ConvertFrom-Json
$SLNF.solution.projects += ("../osu-framework/osu.Framework/osu.Framework.csproj", "../osu-framework/osu.Framework.NativeLibs/osu.Framework.NativeLibs.csproj", "../osu-framework/osu.Framework.Android/osu.Framework.Android.csproj")
ConvertTo-Json $SLNF | Out-File $TMP -Encoding UTF8
Move-Item -Path $TMP -Destination "osu.Android.slnf" -Force
$SLNF=Get-Content "osu.iOS.slnf" | ConvertFrom-Json
$SLNF.solution.projects += ("../osu-framework/osu.Framework/osu.Framework.csproj", "../osu-framework/osu.Framework.NativeLibs/osu.Framework.NativeLibs.csproj", "../osu-framework/osu.Framework.iOS/osu.Framework.iOS.csproj")
ConvertTo-Json $SLNF | Out-File $TMP -Encoding UTF8
Move-Item -Path $TMP -Destination "osu.iOS.slnf" -Force
-45
View File
@@ -1,45 +0,0 @@
#!/bin/sh
# Run this script to use a local copy of osu-framework rather than fetching it from nuget.
# It expects the osu-framework directory to be at the same level as the osu directory
#
# https://github.com/ppy/osu-framework/wiki/Testing-local-framework-checkout-with-other-projects
GAME_CSPROJ="osu.Game/osu.Game.csproj"
ANDROID_PROPS="osu.Android.props"
IOS_PROPS="osu.iOS.props"
SLN="osu.sln"
dotnet remove $GAME_CSPROJ reference ppy.osu.Framework
dotnet remove $ANDROID_PROPS reference ppy.osu.Framework.Android
dotnet remove $IOS_PROPS reference ppy.osu.Framework.iOS
dotnet sln $SLN add ../osu-framework/osu.Framework/osu.Framework.csproj \
../osu-framework/osu.Framework.NativeLibs/osu.Framework.NativeLibs.csproj \
../osu-framework/osu.Framework.Android/osu.Framework.Android.csproj \
../osu-framework/osu.Framework.iOS/osu.Framework.iOS.csproj
dotnet add $GAME_CSPROJ reference ../osu-framework/osu.Framework/osu.Framework.csproj
dotnet add $ANDROID_PROPS reference ../osu-framework/osu.Framework.Android/osu.Framework.Android.csproj
dotnet add $IOS_PROPS reference ../osu-framework/osu.Framework.iOS/osu.Framework.iOS.csproj
# workaround for dotnet add not inserting $(MSBuildThisFileDirectory) on props files
sed -i.bak 's:"..\\osu-framework:"$(MSBuildThisFileDirectory)..\\osu-framework:g' ./osu.Android.props && rm osu.Android.props.bak
sed -i.bak 's:"..\\osu-framework:"$(MSBuildThisFileDirectory)..\\osu-framework:g' ./osu.iOS.props && rm osu.iOS.props.bak
# needed because iOS framework nupkg includes a set of properties to work around certain issues during building,
# and those get ignored when referencing framework via project, threfore we have to manually include it via props reference.
sed -i.bak '/<\/Project>/i\
<Import Project=\"$(MSBuildThisFileDirectory)../osu-framework/osu.Framework.iOS.props\"/>\
' ./osu.iOS.props && rm osu.iOS.props.bak
tmp=$(mktemp)
jq '.solution.projects += ["../osu-framework/osu.Framework/osu.Framework.csproj", "../osu-framework/osu.Framework.NativeLibs/osu.Framework.NativeLibs.csproj"]' osu.Desktop.slnf > $tmp
mv -f $tmp osu.Desktop.slnf
jq '.solution.projects += ["../osu-framework/osu.Framework/osu.Framework.csproj", "../osu-framework/osu.Framework.NativeLibs/osu.Framework.NativeLibs.csproj", "../osu-framework/osu.Framework.Android/osu.Framework.Android.csproj"]' osu.Android.slnf > $tmp
mv -f $tmp osu.Android.slnf
jq '.solution.projects += ["../osu-framework/osu.Framework/osu.Framework.csproj", "../osu-framework/osu.Framework.NativeLibs/osu.Framework.NativeLibs.csproj", "../osu-framework/osu.Framework.iOS/osu.Framework.iOS.csproj"]' osu.iOS.slnf > $tmp
mv -f $tmp osu.iOS.slnf
-12
View File
@@ -1,12 +0,0 @@
$CSPROJ="osu.Game/osu.Game.csproj"
$SLN="osu.sln"
dotnet remove $CSPROJ package ppy.osu.Game.Resources;
dotnet sln $SLN add ../osu-resources/osu.Game.Resources/osu.Game.Resources.csproj
dotnet add $CSPROJ reference ../osu-resources/osu.Game.Resources/osu.Game.Resources.csproj
$SLNF=Get-Content "osu.Desktop.slnf" | ConvertFrom-Json
$TMP=New-TemporaryFile
$SLNF.solution.projects += ("../osu-resources/osu.Game.Resources/osu.Game.Resources.csproj")
ConvertTo-Json $SLNF | Out-File $TMP -Encoding UTF8
Move-Item -Path $TMP -Destination "osu.Desktop.slnf" -Force
-11
View File
@@ -1,11 +0,0 @@
CSPROJ="osu.Game/osu.Game.csproj"
SLN="osu.sln"
dotnet remove $CSPROJ package ppy.osu.Game.Resources;
dotnet sln $SLN add ../osu-resources/osu.Game.Resources/osu.Game.Resources.csproj
dotnet add $CSPROJ reference ../osu-resources/osu.Game.Resources/osu.Game.Resources.csproj
SLNF="osu.Desktop.slnf"
TMP=$(mktemp)
jq '.solution.projects += ["../osu-resources/osu.Game.Resources/osu.Game.Resources.csproj"]' $SLNF > $TMP
mv -f $TMP $SLNF
+24 -2
View File
@@ -1,7 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<asmv1:assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1" xmlns:asmv1="urn:schemas-microsoft-com:asm.v1" xmlns:asmv2="urn:schemas-microsoft-com:asm.v2" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:asmv3="urn:schemas-microsoft-com:asm.v3">
<assemblyIdentity version="1.0.0.0" name="osu!" />
<SquirrelAwareVersion xmlns="urn:schema-squirrel-com:asm.v1">1</SquirrelAwareVersion>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
@@ -15,10 +14,33 @@
</trustInfo>
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
<application>
<!-- Windows Vista -->
<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />
<!-- Windows 7 -->
<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
<!-- Windows 8 -->
<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
<!-- Windows 8.1 -->
<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
<!-- Windows 10 and Windows 11 -->
<!-- Windows 10 -->
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
</application>
</compatibility>
<asmv3:application>
<asmv3:windowsSettings xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">
<dpiAware>true</dpiAware>
</asmv3:windowsSettings>
</asmv3:application>
<dependency>
<dependentAssembly>
<assemblyIdentity
type="win32"
name="Microsoft.Windows.Common-Controls"
version="6.0.0.0"
processorArchitecture="*"
publicKeyToken="6595b64144ccf1df"
language="*"
/>
</dependentAssembly>
</dependency>
</asmv1:assembly>
+1 -3
View File
@@ -1,6 +1,6 @@
clone_depth: 1
version: '{branch}-{build}'
image: Visual Studio 2022
image: Visual Studio 2019
cache:
- '%LOCALAPPDATA%\NuGet\v3-cache -> appveyor.yml'
@@ -11,8 +11,6 @@ dotnet_csproj:
before_build:
- cmd: dotnet --info # Useful when version mismatch between CI and local
- cmd: dotnet workload install maui-android # Change to `dotnet workload restore` once there's no old projects
- cmd: dotnet workload install maui-ios # Change to `dotnet workload restore` once there's no old projects
- cmd: nuget restore -verbosity quiet # Only nuget.exe knows both new (.NET Core) and old (Xamarin) projects
build:
+2 -2
View File
@@ -1,6 +1,6 @@
clone_depth: 1
version: '{build}'
image: Visual Studio 2022
image: Visual Studio 2019
test: off
skip_non_tags: true
configuration: Release
@@ -83,4 +83,4 @@ artifacts:
deploy:
- provider: Environment
name: nuget
name: nuget
+2
View File
@@ -0,0 +1,2 @@
app_identifier("sh.ppy.osulazer") # The bundle identifier of your app
apple_id("apple-dev@ppy.sh") # Your Apple email address
+147
View File
@@ -0,0 +1,147 @@
update_fastlane
platform :android do
desc 'Deploy to play store'
lane :beta do |options|
update_version(
version: options[:version],
build: options[:build],
)
build(options)
supply(
apk: './osu.Android/bin/Release/sh.ppy.osulazer-Signed.apk',
package_name: 'sh.ppy.osulazer',
track: 'alpha', # upload to alpha, we can promote it later
json_key: options[:json_key],
)
end
desc 'Deploy to github release'
lane :build_github do |options|
update_version(
version: options[:version],
build: options[:build],
)
build(options)
client = HTTPClient.new
changelog = client.get_content 'https://gist.githubusercontent.com/peppy/aaa2ec1a323554b619671cac6dbbb776/raw'
changelog.gsub!('$BUILD_ID', options[:build])
set_github_release(
repository_name: "ppy/osu",
api_token: ENV["GITHUB_TOKEN"],
name: options[:build],
tag_name: options[:build],
is_draft: true,
description: changelog,
commitish: "master",
upload_assets: ["osu.Android/bin/Release/sh.ppy.osulazer.apk"]
)
end
desc 'Compile the project'
lane :build do |options|
nuget_restore(project_path: 'osu.Android/osu.Android.csproj')
nuget_restore(project_path: 'osu.Game/osu.Game.csproj')
nuget_restore(project_path: 'osu.Game.Rulesets.Osu/osu.Game.Rulesets.Osu.csproj')
nuget_restore(project_path: 'osu.Game.Rulesets.Taiko/osu.Game.Rulesets.Taiko.csproj')
nuget_restore(project_path: 'osu.Game.Rulesets.Catch/osu.Game.Rulesets.Catch.csproj')
nuget_restore(project_path: 'osu.Game.Rulesets.Mania/osu.Game.Rulesets.Mania.csproj')
souyuz(
build_configuration: 'Release',
solution_path: 'osu.sln',
platform: "android",
output_path: "osu.Android/bin/Release/",
keystore_path: options[:keystore_path],
keystore_alias: options[:keystore_alias],
keystore_password: ENV["KEYSTORE_PASSWORD"]
)
end
lane :update_version do |options|
split = options[:build].split('.')
split[1] = split[1].to_s.rjust(4, '0')
android_build = split.join('')
app_version(
solution_path: 'osu.sln',
version: options[:version],
build: android_build,
)
end
end
platform :ios do
desc 'Deploy to testflight'
lane :beta do |options|
update_version(options)
provision(
type: 'appstore'
)
build(
build_configuration: 'Release',
build_platform: 'iPhone'
)
client = HTTPClient.new
changelog = client.get_content 'https://gist.githubusercontent.com/peppy/ab89c29dcc0dce95f39eb218e8fad197/raw'
changelog.gsub!('$BUILD_ID', options[:build])
pilot(
wait_processing_interval: 900,
changelog: changelog,
groups: ['osu! supporters', 'public'],
distribute_external: true,
ipa: './osu.iOS/bin/iPhone/Release/osu.iOS.ipa'
)
end
desc 'Compile the project'
lane :build do
nuget_restore(project_path: 'osu.iOS/osu.iOS.csproj')
nuget_restore(project_path: 'osu.Game/osu.Game.csproj')
nuget_restore(project_path: 'osu.Game.Rulesets.Osu/osu.Game.Rulesets.Osu.csproj')
nuget_restore(project_path: 'osu.Game.Rulesets.Taiko/osu.Game.Rulesets.Taiko.csproj')
nuget_restore(project_path: 'osu.Game.Rulesets.Catch/osu.Game.Rulesets.Catch.csproj')
nuget_restore(project_path: 'osu.Game.Rulesets.Mania/osu.Game.Rulesets.Mania.csproj')
souyuz(
platform: "ios",
plist_path: "osu.iOS/Info.plist"
)
end
desc 'Install provisioning profiles using match'
lane :provision do |options|
if Helper.is_ci?
options[:readonly] = true
end
match(options)
end
lane :update_version do |options|
options[:plist_path] = 'osu.iOS/Info.plist'
app_version(options)
end
lane :testflight_prune_dry do
clean_testflight_testers(days_of_inactivity:45, dry_run: true)
end
lane :testflight_prune do
clean_testflight_testers(days_of_inactivity: 45)
end
end
+1
View File
@@ -0,0 +1 @@
git_url('https://github.com/peppy/apple-certificates')
+7
View File
@@ -0,0 +1,7 @@
# Autogenerated by fastlane
#
# Ensure this file is checked in to source control!
gem 'fastlane-plugin-clean_testflight_testers'
gem 'fastlane-plugin-souyuz'
gem 'fastlane-plugin-xamarin'
+109
View File
@@ -0,0 +1,109 @@
fastlane documentation
----
# Installation
Make sure you have the latest version of the Xcode command line tools installed:
```sh
xcode-select --install
```
For _fastlane_ installation instructions, see [Installing _fastlane_](https://docs.fastlane.tools/#installing-fastlane)
# Available Actions
## Android
### android beta
```sh
[bundle exec] fastlane android beta
```
Deploy to play store
### android build_github
```sh
[bundle exec] fastlane android build_github
```
Deploy to github release
### android build
```sh
[bundle exec] fastlane android build
```
Compile the project
### android update_version
```sh
[bundle exec] fastlane android update_version
```
----
## iOS
### ios beta
```sh
[bundle exec] fastlane ios beta
```
Deploy to testflight
### ios build
```sh
[bundle exec] fastlane ios build
```
Compile the project
### ios provision
```sh
[bundle exec] fastlane ios provision
```
Install provisioning profiles using match
### ios update_version
```sh
[bundle exec] fastlane ios update_version
```
### ios testflight_prune_dry
```sh
[bundle exec] fastlane ios testflight_prune_dry
```
### ios testflight_prune
```sh
[bundle exec] fastlane ios testflight_prune
```
----
This README.md is auto-generated and will be re-generated every time [_fastlane_](https://fastlane.tools) is run.
More information about _fastlane_ can be found on [fastlane.tools](https://fastlane.tools).
The documentation of _fastlane_ can be found on [docs.fastlane.tools](https://docs.fastlane.tools).
-7
View File
@@ -1,7 +0,0 @@
{
"sdk": {
"version": "6.0.100",
"rollForward": "latestFeature"
}
}
+54 -13
View File
@@ -1,20 +1,61 @@
<Project>
<PropertyGroup>
<SupportedOSPlatformVersion>21.0</SupportedOSPlatformVersion>
<RuntimeIdentifiers>android-x86;android-arm;android-arm64</RuntimeIdentifiers>
<AndroidPackageFormat>apk</AndroidPackageFormat>
<MandroidI18n>CJK;Mideast;Rare;West;Other;</MandroidI18n>
<AndroidHttpClientHandlerType>Xamarin.Android.Net.AndroidMessageHandler</AndroidHttpClientHandlerType>
<!-- NullabilityInfoContextSupport is disabled by default for Android -->
<NullabilityInfoContextSupport>true</NullabilityInfoContextSupport>
<LangVersion>8.0</LangVersion>
<OutputPath>bin\$(Configuration)</OutputPath>
<WarningLevel>4</WarningLevel>
<SchemaVersion>2.0</SchemaVersion>
<BundleAssemblies>false</BundleAssemblies>
<AotAssemblies>false</AotAssemblies>
<OutputType>Library</OutputType>
<FileAlignment>512</FileAlignment>
<GenerateSerializationAssemblies>Off</GenerateSerializationAssemblies>
<AndroidApplication>True</AndroidApplication>
<AndroidHttpClientHandlerType>Xamarin.Android.Net.AndroidClientHandler</AndroidHttpClientHandlerType>
<TargetFrameworkVersion>v10.0</TargetFrameworkVersion>
<AndroidUseLatestPlatformSdk>false</AndroidUseLatestPlatformSdk>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<AndroidSupportedAbis>armeabi-v7a;x86;arm64-v8a</AndroidSupportedAbis>
<AndroidEnableSGenConcurrent>true</AndroidEnableSGenConcurrent>
<MandroidI18n>cjk,mideast,other,rare,west</MandroidI18n>
<AndroidLinkMode>SdkOnly</AndroidLinkMode>
<ErrorReport>prompt</ErrorReport>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)' == 'Debug'">
<DebugSymbols>True</DebugSymbols>
<DebugType>portable</DebugType>
<Optimize>False</Optimize>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<AndroidManagedSymbols>false</AndroidManagedSymbols>
<AndroidUseSharedRuntime>true</AndroidUseSharedRuntime>
<EmbedAssembliesIntoApk>false</EmbedAssembliesIntoApk>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)' == 'Release'">
<DebugSymbols>false</DebugSymbols>
<DebugType>None</DebugType>
<Optimize>True</Optimize>
<AndroidManagedSymbols>false</AndroidManagedSymbols>
<AndroidUseSharedRuntime>False</AndroidUseSharedRuntime>
<EmbedAssembliesIntoApk>true</EmbedAssembliesIntoApk>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="ppy.osu.Framework.Android" Version="2024.114.0" />
<None Include="$(MSBuildThisFileDirectory)\osu.licenseheader">
<Link>osu.licenseheader</Link>
</None>
</ItemGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
<Reference Include="System.Core" />
<Reference Include="Mono.Android" />
<Reference Include="Java.Interop" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="ppy.osu.Game.Resources" Version="2022.831.0" />
<PackageReference Include="ppy.osu.Framework.Android" Version="2022.901.0" />
</ItemGroup>
<ItemGroup Label="Transitive Dependencies">
<!-- Realm needs to be directly referenced in all Xamarin projects, as it will not pull in its transitive dependencies otherwise. -->
<PackageReference Include="Realm" Version="10.15.1" />
</ItemGroup>
<PropertyGroup>
<!-- Fody does not handle Android build well, and warns when unchanged.
Since Realm objects are not declared directly in Android projects, simply disable Fody. -->
<DisableFody>true</DisableFody>
</PropertyGroup>
</Project>
-63
View File
@@ -1,63 +0,0 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.IO;
using System.Threading.Tasks;
using Android.Content;
using Android.Net;
using Android.Provider;
using osu.Game.Database;
namespace osu.Android
{
public class AndroidImportTask : ImportTask
{
private readonly ContentResolver contentResolver;
private readonly Uri uri;
private AndroidImportTask(Stream stream, string filename, ContentResolver contentResolver, Uri uri)
: base(stream, filename)
{
this.contentResolver = contentResolver;
this.uri = uri;
}
public override void DeleteFile()
{
contentResolver.Delete(uri, null, null);
}
public static async Task<AndroidImportTask?> Create(ContentResolver contentResolver, Uri uri)
{
// there are more performant overloads of this method, but this one is the most backwards-compatible
// (dates back to API 1).
var cursor = contentResolver.Query(uri, null, null, null, null);
if (cursor == null)
return null;
if (!cursor.MoveToFirst())
return null;
int filenameColumn = cursor.GetColumnIndex(IOpenableColumns.DisplayName);
string filename = cursor.GetString(filenameColumn) ?? uri.Path ?? string.Empty;
// SharpCompress requires archive streams to be seekable, which the stream opened by
// OpenInputStream() seems to not necessarily be.
// copy to an arbitrary-access memory stream to be able to proceed with the import.
var copy = new MemoryStream();
using (var stream = contentResolver.OpenInputStream(uri))
{
if (stream == null)
return null;
await stream.CopyToAsync(copy).ConfigureAwait(false);
}
return new AndroidImportTask(copy, filename, contentResolver, uri);
}
}
}
+1 -1
View File
@@ -11,7 +11,7 @@ using osu.Game.Overlays.Settings;
namespace osu.Android
{
public partial class AndroidJoystickSettings : SettingsSubsection
public class AndroidJoystickSettings : SettingsSubsection
{
protected override LocalisableString Header => JoystickSettingsStrings.JoystickGamepad;
-16
View File
@@ -1,16 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="sh.ppy.osulazer" android:installLocation="auto">
<uses-sdk android:minSdkVersion="21" android:targetSdkVersion="33" />
<application android:allowBackup="true" android:supportsRtl="true" android:label="osu!" android:icon="@drawable/lazer" />
<!-- for editor usage -->
<uses-permission android:name="android.permission.READ_MEDIA_IMAGES" />
<uses-permission android:name="android.permission.READ_MEDIA_AUDIO" />
<!--
READ_MEDIA_* permissions are available only on API 33 or greater. Devices with older android versions
don't understand the new permissions, so request the old READ_EXTERNAL_STORAGE permission to get storage access.
Since the old permission has no effect on >= API 33, don't request it.
Care needs to be taken to ensure runtime permission checks target the correct permission for the API level.
-->
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" android:maxSdkVersion="32"/>
</manifest>
+2 -2
View File
@@ -14,7 +14,7 @@ using osu.Game.Overlays.Settings.Sections.Input;
namespace osu.Android
{
public partial class AndroidMouseSettings : SettingsSubsection
public class AndroidMouseSettings : SettingsSubsection
{
private readonly AndroidMouseHandler mouseHandler;
@@ -70,7 +70,7 @@ namespace osu.Android
},
new SettingsCheckbox
{
LabelText = MouseSettingsStrings.DisableClicksDuringGameplay,
LabelText = MouseSettingsStrings.DisableMouseButtons,
Current = osuConfig.GetBindable<bool>(OsuSetting.MouseDisableButtons),
},
});
+5 -3
View File
@@ -1,6 +1,8 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using Android.Content.PM;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
@@ -9,12 +11,12 @@ using osu.Game;
namespace osu.Android
{
public partial class GameplayScreenRotationLocker : Component
public class GameplayScreenRotationLocker : Component
{
private Bindable<bool> localUserPlaying = null!;
private Bindable<bool> localUserPlaying;
[Resolved]
private OsuGameActivity gameActivity { get; set; } = null!;
private OsuGameActivity gameActivity { get; set; }
[BackgroundDependencyLoader]
private void load(OsuGame game)
+31 -27
View File
@@ -1,19 +1,21 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading.Tasks;
using Android.App;
using Android.Content;
using Android.Content.PM;
using Android.Graphics;
using Android.OS;
using Android.Provider;
using Android.Views;
using osu.Framework.Android;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Game.Database;
using Debug = System.Diagnostics.Debug;
using Uri = Android.Net.Uri;
@@ -50,11 +52,11 @@ namespace osu.Android
/// <remarks>Adjusted on startup to match expected UX for the current device type (phone/tablet).</remarks>
public ScreenOrientation DefaultOrientation = ScreenOrientation.Unspecified;
private OsuGameAndroid game = null!;
private OsuGameAndroid game;
protected override Framework.Game CreateGame() => game = new OsuGameAndroid(this);
protected override void OnCreate(Bundle? savedInstanceState)
protected override void OnCreate(Bundle savedInstanceState)
{
base.OnCreate(savedInstanceState);
@@ -72,34 +74,22 @@ namespace osu.Android
Debug.Assert(Resources?.DisplayMetrics != null);
Point displaySize = new Point();
#pragma warning disable 618 // GetSize is deprecated
WindowManager.DefaultDisplay.GetSize(displaySize);
#pragma warning restore 618
float smallestWidthDp = Math.Min(displaySize.X, displaySize.Y) / Resources.DisplayMetrics.Density;
bool isTablet = smallestWidthDp >= 600f;
RequestedOrientation = DefaultOrientation = isTablet ? ScreenOrientation.FullUser : ScreenOrientation.SensorLandscape;
// Currently (SDK 6.0.200), BundleAssemblies is not runnable for net6-android.
// The assembly files are not available as files either after native AOT.
// Manually load them so that they can be loaded by RulesetStore.loadFromAppDomain.
// REMEMBER to fully uninstall previous version every time when investigating this!
// Don't forget osu.Game.Tests.Android too.
Assembly.Load("osu.Game.Rulesets.Osu");
Assembly.Load("osu.Game.Rulesets.Taiko");
Assembly.Load("osu.Game.Rulesets.Catch");
Assembly.Load("osu.Game.Rulesets.Mania");
}
protected override void OnNewIntent(Intent? intent) => handleIntent(intent);
protected override void OnNewIntent(Intent intent) => handleIntent(intent);
private void handleIntent(Intent? intent)
private void handleIntent(Intent intent)
{
switch (intent?.Action)
switch (intent.Action)
{
case Intent.ActionDefault:
if (intent.Scheme == ContentResolver.SchemeContent)
handleImportFromUris(intent.Data.AsNonNull());
handleImportFromUris(intent.Data);
else if (osu_url_schemes.Contains(intent.Scheme))
game.HandleLink(intent.DataString);
break;
@@ -113,7 +103,7 @@ namespace osu.Android
{
var content = intent.ClipData?.GetItemAt(i);
if (content != null)
uris.Add(content.Uri.AsNonNull());
uris.Add(content.Uri);
}
handleImportFromUris(uris.ToArray());
@@ -128,14 +118,28 @@ namespace osu.Android
await Task.WhenAll(uris.Select(async uri =>
{
var task = await AndroidImportTask.Create(ContentResolver!, uri).ConfigureAwait(false);
// there are more performant overloads of this method, but this one is the most backwards-compatible
// (dates back to API 1).
var cursor = ContentResolver?.Query(uri, null, null, null, null);
if (task != null)
if (cursor == null)
return;
cursor.MoveToFirst();
int filenameColumn = cursor.GetColumnIndex(OpenableColumns.DisplayName);
string filename = cursor.GetString(filenameColumn);
// SharpCompress requires archive streams to be seekable, which the stream opened by
// OpenInputStream() seems to not necessarily be.
// copy to an arbitrary-access memory stream to be able to proceed with the import.
var copy = new MemoryStream();
using (var stream = ContentResolver.OpenInputStream(uri))
await stream.CopyToAsync(copy).ConfigureAwait(false);
lock (tasks)
{
lock (tasks)
{
tasks.Add(task);
}
tasks.Add(new ImportTask(copy, filename));
}
})).ConfigureAwait(false);
+9 -11
View File
@@ -1,23 +1,24 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using Android.App;
using Microsoft.Maui.Devices;
using Android.OS;
using osu.Framework.Allocation;
using osu.Framework.Android.Input;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Input.Handlers;
using osu.Framework.Platform;
using osu.Game;
using osu.Game.Overlays.Settings;
using osu.Game.Overlays.Settings.Sections.Input;
using osu.Game.Updater;
using osu.Game.Utils;
using Xamarin.Essentials;
namespace osu.Android
{
public partial class OsuGameAndroid : OsuGame
public class OsuGameAndroid : OsuGame
{
[Cached]
private readonly OsuGameActivity gameActivity;
@@ -32,7 +33,7 @@ namespace osu.Android
{
get
{
var packageInfo = Application.Context.ApplicationContext!.PackageManager!.GetPackageInfo(Application.Context.ApplicationContext.PackageName!, 0).AsNonNull();
var packageInfo = Application.Context.ApplicationContext.PackageManager.GetPackageInfo(Application.Context.ApplicationContext.PackageName, 0);
try
{
@@ -45,9 +46,9 @@ namespace osu.Android
// Basic conversion format (as done in Fastfile): 2020.606.0 -> 202006060
// https://stackoverflow.com/questions/52977079/android-sdk-28-versioncode-in-packageinfo-has-been-deprecated
string versionName;
string versionName = string.Empty;
if (OperatingSystem.IsAndroidVersionAtLeast(28))
if (Build.VERSION.SdkInt >= BuildVersionCodes.P)
{
versionName = packageInfo.LongVersionCode.ToString();
// ensure we only read the trailing portion of long (the part we are interested in).
@@ -68,7 +69,7 @@ namespace osu.Android
{
}
return new Version(packageInfo.VersionName.AsNonNull());
return new Version(packageInfo.VersionName);
}
}
@@ -98,9 +99,6 @@ namespace osu.Android
case AndroidJoystickHandler jh:
return new AndroidJoystickSettings(jh);
case AndroidTouchHandler th:
return new TouchSettings(th);
default:
return base.CreateSettingsSubsectionFor(handler);
}
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" android:versionCode="1" package="sh.ppy.osulazer" android:installLocation="auto" android:versionName="0.1.0">
<uses-sdk android:minSdkVersion="21" android:targetSdkVersion="29" />
<application android:allowBackup="true" android:supportsRtl="true" android:label="osu!" android:icon="@drawable/lazer" />
</manifest>
+3 -1
View File
@@ -1,6 +1,8 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using Android;
using Android.App;
+66 -15
View File
@@ -1,22 +1,73 @@
<Project Sdk="Microsoft.NET.Sdk">
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="..\osu.Android.props" />
<PropertyGroup>
<TargetFramework>net6.0-android</TargetFramework>
<OutputType>Exe</OutputType>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{D1D5F9A8-B40B-40E6-B02F-482D03346D3D}</ProjectGuid>
<ProjectTypeGuids>{EFBA0AD7-5A72-4C68-AF49-83D382785DCF};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<TemplateGuid>{122416d6-6b49-4ee2-a1e8-b825f31c79fe}</TemplateGuid>
<RootNamespace>osu.Android</RootNamespace>
<AssemblyName>osu.Android</AssemblyName>
<UseMauiEssentials>true</UseMauiEssentials>
<!-- This currently causes random lockups during gameplay. https://github.com/mono/mono/issues/18973 -->
<EnableLLVM>false</EnableLLVM>
<Version>0.0.0</Version>
<ApplicationVersion Condition=" '$(ApplicationVersion)' == '' ">1</ApplicationVersion>
<ApplicationDisplayVersion Condition=" '$(ApplicationDisplayVersion)' == '' ">$(Version)</ApplicationDisplayVersion>
<AndroidManifest>Properties\AndroidManifest.xml</AndroidManifest>
<AndroidSupportedAbis>armeabi-v7a;x86;arm64-v8a</AndroidSupportedAbis>
<EnableLLVM>false</EnableLLVM> <!-- This currently causes random lockups during gameplay. https://github.com/mono/mono/issues/18973 -->
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<MandroidI18n>cjk;mideast;other;rare;west</MandroidI18n>
<AndroidDexTool>d8</AndroidDexTool>
<AndroidLinkTool>r8</AndroidLinkTool>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<AndroidLinkMode>None</AndroidLinkMode>
<MandroidI18n>cjk;mideast;other;rare;west</MandroidI18n>
<EmbedAssembliesIntoApk>true</EmbedAssembliesIntoApk>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\osu.Game.Rulesets.Catch\osu.Game.Rulesets.Catch.csproj" />
<ProjectReference Include="..\osu.Game.Rulesets.Mania\osu.Game.Rulesets.Mania.csproj" />
<ProjectReference Include="..\osu.Game.Rulesets.Osu\osu.Game.Rulesets.Osu.csproj" />
<ProjectReference Include="..\osu.Game.Rulesets.Taiko\osu.Game.Rulesets.Taiko.csproj" />
<ProjectReference Include="..\osu.Game\osu.Game.csproj" />
<Compile Include="AndroidJoystickSettings.cs" />
<Compile Include="AndroidMouseSettings.cs" />
<Compile Include="GameplayScreenRotationLocker.cs" />
<Compile Include="OsuGameActivity.cs" />
<Compile Include="OsuGameAndroid.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
</Project>
<ItemGroup>
<None Include="Properties\AndroidManifest.xml" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\osu.Game.Rulesets.Catch\osu.Game.Rulesets.Catch.csproj">
<Project>{58f6c80c-1253-4a0e-a465-b8c85ebeadf3}</Project>
<Name>osu.Game.Rulesets.Catch</Name>
</ProjectReference>
<ProjectReference Include="..\osu.Game.Rulesets.Mania\osu.Game.Rulesets.Mania.csproj">
<Project>{48f4582b-7687-4621-9cbe-5c24197cb536}</Project>
<Name>osu.Game.Rulesets.Mania</Name>
</ProjectReference>
<ProjectReference Include="..\osu.Game.Rulesets.Osu\osu.Game.Rulesets.Osu.csproj">
<Project>{c92a607b-1fdd-4954-9f92-03ff547d9080}</Project>
<Name>osu.Game.Rulesets.Osu</Name>
</ProjectReference>
<ProjectReference Include="..\osu.Game.Rulesets.Taiko\osu.Game.Rulesets.Taiko.csproj">
<Project>{f167e17a-7de6-4af5-b920-a5112296c695}</Project>
<Name>osu.Game.Rulesets.Taiko</Name>
</ProjectReference>
<ProjectReference Include="..\osu.Game\osu.Game.csproj">
<Project>{2a66dd92-adb1-4994-89e2-c94e04acda0d}</Project>
<Name>osu.Game</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<AndroidResource Include="Resources\drawable\lazer.png" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="System.Formats.Asn1">
<Version>5.0.0</Version>
</PackageReference>
</ItemGroup>
<ItemGroup>
<PackageReference Include="Xamarin.Essentials" Version="1.7.0" />
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Xamarin\Android\Xamarin.Android.CSharp.targets" />
</Project>
+33 -13
View File
@@ -9,6 +9,7 @@ using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Logging;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Extensions;
using osu.Game.Online.API;
@@ -19,7 +20,7 @@ using LogLevel = osu.Framework.Logging.LogLevel;
namespace osu.Desktop
{
internal partial class DiscordRichPresence : Component
internal class DiscordRichPresence : Component
{
private const string client_id = "367827983903490050";
@@ -33,7 +34,7 @@ namespace osu.Desktop
[Resolved]
private IAPIProvider api { get; set; } = null!;
private readonly IBindable<UserStatus?> status = new Bindable<UserStatus?>();
private readonly IBindable<UserStatus> status = new Bindable<UserStatus>();
private readonly IBindable<UserActivity> activity = new Bindable<UserActivity>();
private readonly Bindable<DiscordRichPresenceMode> privacyMode = new Bindable<DiscordRichPresenceMode>();
@@ -53,6 +54,9 @@ namespace osu.Desktop
client.OnReady += onReady;
// safety measure for now, until we performance test / improve backoff for failed connections.
client.OnConnectionFailed += (_, _) => client.Deinitialize();
client.OnError += (_, e) => Logger.Log($"An error occurred with Discord RPC Client: {e.Code} {e.Message}", LoggingTarget.Network);
config.BindWith(OsuSetting.DiscordRichPresence, privacyMode);
@@ -86,26 +90,25 @@ namespace osu.Desktop
if (!client.IsInitialized)
return;
if (status.Value == UserStatus.Offline || privacyMode.Value == DiscordRichPresenceMode.Off)
if (status.Value is UserStatusOffline || privacyMode.Value == DiscordRichPresenceMode.Off)
{
client.ClearPresence();
return;
}
if (status.Value == UserStatus.Online && activity.Value != null)
if (status.Value is UserStatusOnline && activity.Value != null)
{
bool hideIdentifiableInformation = privacyMode.Value == DiscordRichPresenceMode.Limited;
presence.State = truncate(activity.Value.GetStatus(hideIdentifiableInformation));
presence.Details = truncate(activity.Value.GetDetails(hideIdentifiableInformation) ?? string.Empty);
presence.State = truncate(activity.Value.Status);
presence.Details = truncate(getDetails(activity.Value));
if (getBeatmapID(activity.Value) is int beatmapId && beatmapId > 0)
if (getBeatmap(activity.Value) is IBeatmapInfo beatmap && beatmap.OnlineID > 0)
{
presence.Buttons = new[]
{
new Button
{
Label = "View beatmap",
Url = $@"{api.WebsiteRootUrl}/beatmaps/{beatmapId}?mode={ruleset.Value.ShortName}"
Url = $@"{api.WebsiteRootUrl}/beatmapsets/{beatmap.BeatmapSet?.OnlineID}#{ruleset.Value.ShortName}/{beatmap.OnlineID}"
}
};
}
@@ -159,20 +162,37 @@ namespace osu.Desktop
});
}
private int? getBeatmapID(UserActivity activity)
private IBeatmapInfo? getBeatmap(UserActivity activity)
{
switch (activity)
{
case UserActivity.InGame game:
return game.BeatmapID;
return game.BeatmapInfo;
case UserActivity.EditingBeatmap edit:
return edit.BeatmapID;
case UserActivity.Editing edit:
return edit.BeatmapInfo;
}
return null;
}
private string getDetails(UserActivity activity)
{
switch (activity)
{
case UserActivity.InGame game:
return game.BeatmapInfo.ToString() ?? string.Empty;
case UserActivity.Editing edit:
return edit.BeatmapInfo.ToString() ?? string.Empty;
case UserActivity.InLobby lobby:
return privacyMode.Value == DiscordRichPresenceMode.Limited ? string.Empty : lobby.Room.Name.Value;
}
return string.Empty;
}
protected override void Dispose(bool isDisposing)
{
client.Dispose();
@@ -75,7 +75,7 @@ namespace osu.Desktop.LegacyIpc
case LegacyIpcDifficultyCalculationRequest req:
try
{
WorkingBeatmap beatmap = new FlatWorkingBeatmap(req.BeatmapFile);
WorkingBeatmap beatmap = new FlatFileWorkingBeatmap(req.BeatmapFile);
var ruleset = beatmap.BeatmapInfo.Ruleset.CreateInstance();
Mod[] mods = ruleset.ConvertFromLegacyMods((LegacyMods)req.Mods).ToArray();
-739
View File
@@ -1,739 +0,0 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
#pragma warning disable IDE1006 // Naming rule violation
using System;
using System.Diagnostics.CodeAnalysis;
using System.Runtime.InteropServices;
using osu.Framework.Logging;
namespace osu.Desktop
{
[SuppressMessage("ReSharper", "InconsistentNaming")]
internal static class NVAPI
{
private const string osu_filename = "osu!.exe";
// This is a good reference:
// https://github.com/errollw/Warp-and-Blend-Quadros/blob/master/WarpBlend-Quadros/UnwarpAll-Quadros/include/nvapi.h
// Note our Stride == their VERSION (e.g. NVDRS_SETTING_VER)
public const int MAX_PHYSICAL_GPUS = 64;
public const int UNICODE_STRING_MAX = 2048;
public const string APPLICATION_NAME = @"osu!";
public const string PROFILE_NAME = @"osu!";
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate NvStatus EnumPhysicalGPUsDelegate([Out] IntPtr[] gpuHandles, out int gpuCount);
public static readonly EnumPhysicalGPUsDelegate EnumPhysicalGPUs;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate NvStatus EnumLogicalGPUsDelegate([Out] IntPtr[] gpuHandles, out int gpuCount);
public static readonly EnumLogicalGPUsDelegate EnumLogicalGPUs;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate NvStatus GetSystemTypeDelegate(IntPtr gpuHandle, out NvSystemType systemType);
public static readonly GetSystemTypeDelegate GetSystemType;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate NvStatus GetGPUTypeDelegate(IntPtr gpuHandle, out NvGpuType gpuType);
public static readonly GetGPUTypeDelegate GetGPUType;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate NvStatus CreateSessionDelegate(out IntPtr sessionHandle);
public static CreateSessionDelegate CreateSession;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate NvStatus LoadSettingsDelegate(IntPtr sessionHandle);
public static LoadSettingsDelegate LoadSettings;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate NvStatus FindApplicationByNameDelegate(IntPtr sessionHandle, [MarshalAs(UnmanagedType.BStr)] string appName, out IntPtr profileHandle, ref NvApplication application);
public static FindApplicationByNameDelegate FindApplicationByName;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate NvStatus GetCurrentGlobalProfileDelegate(IntPtr sessionHandle, out IntPtr profileHandle);
public static GetCurrentGlobalProfileDelegate GetCurrentGlobalProfile;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate NvStatus GetProfileInfoDelegate(IntPtr sessionHandle, IntPtr profileHandle, ref NvProfile profile);
public static GetProfileInfoDelegate GetProfileInfo;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate NvStatus GetSettingDelegate(IntPtr sessionHandle, IntPtr profileHandle, NvSettingID settingID, ref NvSetting setting);
public static GetSettingDelegate GetSetting;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate NvStatus CreateProfileDelegate(IntPtr sessionHandle, ref NvProfile profile, out IntPtr profileHandle);
private static readonly CreateProfileDelegate CreateProfile;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate NvStatus SetSettingDelegate(IntPtr sessionHandle, IntPtr profileHandle, ref NvSetting setting);
private static readonly SetSettingDelegate SetSetting;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate NvStatus EnumApplicationsDelegate(IntPtr sessionHandle, IntPtr profileHandle, uint startIndex, ref uint appCount, [In, Out, MarshalAs(UnmanagedType.LPArray)] NvApplication[] applications);
private static readonly EnumApplicationsDelegate EnumApplications;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate NvStatus CreateApplicationDelegate(IntPtr sessionHandle, IntPtr profileHandle, ref NvApplication application);
private static readonly CreateApplicationDelegate CreateApplication;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate NvStatus SaveSettingsDelegate(IntPtr sessionHandle);
private static readonly SaveSettingsDelegate SaveSettings;
public static NvStatus Status { get; private set; } = NvStatus.OK;
public static bool Available { get; private set; }
private static IntPtr sessionHandle;
public static bool IsUsingOptimusDedicatedGpu
{
get
{
if (!Available)
return false;
if (!IsLaptop)
return false;
IntPtr profileHandle;
if (!getProfile(out profileHandle, out _, out bool _))
return false;
// Get the optimus setting
NvSetting setting;
if (!getSetting(NvSettingID.SHIM_RENDERING_MODE_ID, profileHandle, out setting))
return false;
return (setting.U32CurrentValue & (uint)NvShimSetting.SHIM_RENDERING_MODE_ENABLE) > 0;
}
}
public static bool IsLaptop
{
get
{
if (!Available)
return false;
// Make sure that this is a laptop.
var gpus = new IntPtr[64];
if (checkError(EnumPhysicalGPUs(gpus, out int gpuCount)))
return false;
for (int i = 0; i < gpuCount; i++)
{
if (checkError(GetSystemType(gpus[i], out var type)))
return false;
if (type == NvSystemType.LAPTOP)
return true;
}
return false;
}
}
public static NvThreadControlSetting ThreadedOptimisations
{
get
{
if (!Available)
return NvThreadControlSetting.OGL_THREAD_CONTROL_DEFAULT;
IntPtr profileHandle;
if (!getProfile(out profileHandle, out _, out bool _))
return NvThreadControlSetting.OGL_THREAD_CONTROL_DEFAULT;
// Get the threaded optimisations setting
NvSetting setting;
if (!getSetting(NvSettingID.OGL_THREAD_CONTROL_ID, profileHandle, out setting))
return NvThreadControlSetting.OGL_THREAD_CONTROL_DEFAULT;
return (NvThreadControlSetting)setting.U32CurrentValue;
}
set
{
if (!Available)
return;
bool success = setSetting(NvSettingID.OGL_THREAD_CONTROL_ID, (uint)value);
Logger.Log(success ? $"Threaded optimizations set to \"{value}\"!" : "Threaded optimizations set failed!");
}
}
/// <summary>
/// Checks if the profile contains the current application.
/// </summary>
/// <returns>If the profile contains the current application.</returns>
private static bool containsApplication(IntPtr profileHandle, NvProfile profile, out NvApplication application)
{
application = new NvApplication
{
Version = NvApplication.Stride
};
if (profile.NumOfApps == 0)
return false;
NvApplication[] applications = new NvApplication[profile.NumOfApps];
applications[0].Version = NvApplication.Stride;
uint numApps = profile.NumOfApps;
if (checkError(EnumApplications(sessionHandle, profileHandle, 0, ref numApps, applications)))
return false;
for (uint i = 0; i < numApps; i++)
{
if (applications[i].AppName == osu_filename)
{
application = applications[i];
return true;
}
}
return false;
}
/// <summary>
/// Retrieves the profile of the current application.
/// </summary>
/// <param name="profileHandle">The profile handle.</param>
/// <param name="application">The current application description.</param>
/// <param name="isApplicationSpecific">If this profile is not a global (default) profile.</param>
/// <returns>If the operation succeeded.</returns>
private static bool getProfile(out IntPtr profileHandle, out NvApplication application, out bool isApplicationSpecific)
{
application = new NvApplication
{
Version = NvApplication.Stride
};
isApplicationSpecific = true;
if (checkError(FindApplicationByName(sessionHandle, osu_filename, out profileHandle, ref application)))
{
isApplicationSpecific = false;
if (checkError(GetCurrentGlobalProfile(sessionHandle, out profileHandle)))
return false;
}
return true;
}
/// <summary>
/// Creates a profile.
/// </summary>
/// <param name="profileHandle">The profile handle.</param>
/// <returns>If the operation succeeded.</returns>
private static bool createProfile(out IntPtr profileHandle)
{
NvProfile newProfile = new NvProfile
{
Version = NvProfile.Stride,
IsPredefined = 0,
ProfileName = PROFILE_NAME,
GPUSupport = new uint[32]
};
newProfile.GPUSupport[0] = 1;
if (checkError(CreateProfile(sessionHandle, ref newProfile, out profileHandle)))
return false;
return true;
}
/// <summary>
/// Retrieves a setting from the profile.
/// </summary>
/// <param name="settingId">The setting to retrieve.</param>
/// <param name="profileHandle">The profile handle to retrieve the setting from.</param>
/// <param name="setting">The setting.</param>
/// <returns>If the operation succeeded.</returns>
private static bool getSetting(NvSettingID settingId, IntPtr profileHandle, out NvSetting setting)
{
setting = new NvSetting
{
Version = NvSetting.Stride,
SettingID = settingId
};
if (checkError(GetSetting(sessionHandle, profileHandle, settingId, ref setting)))
return false;
return true;
}
private static bool setSetting(NvSettingID settingId, uint settingValue)
{
NvApplication application;
IntPtr profileHandle;
bool isApplicationSpecific;
if (!getProfile(out profileHandle, out application, out isApplicationSpecific))
return false;
if (!isApplicationSpecific)
{
// We don't want to interfere with the user's other settings, so let's create a separate config for osu!
if (!createProfile(out profileHandle))
return false;
}
NvSetting newSetting = new NvSetting
{
Version = NvSetting.Stride,
SettingID = settingId,
U32CurrentValue = settingValue
};
// Set the thread state
if (checkError(SetSetting(sessionHandle, profileHandle, ref newSetting)))
return false;
// Get the profile (needed to check app count)
NvProfile profile = new NvProfile
{
Version = NvProfile.Stride
};
if (checkError(GetProfileInfo(sessionHandle, profileHandle, ref profile)))
return false;
if (!containsApplication(profileHandle, profile, out application))
{
// Need to add the current application to the profile
application.IsPredefined = 0;
application.AppName = osu_filename;
application.UserFriendlyName = APPLICATION_NAME;
if (checkError(CreateApplication(sessionHandle, profileHandle, ref application)))
return false;
}
// Save!
return !checkError(SaveSettings(sessionHandle));
}
/// <summary>
/// Creates a session to access the driver configuration.
/// </summary>
/// <returns>If the operation succeeded.</returns>
private static bool createSession()
{
if (checkError(CreateSession(out sessionHandle)))
return false;
// Load settings into session
if (checkError(LoadSettings(sessionHandle)))
return false;
return true;
}
private static bool checkError(NvStatus status)
{
Status = status;
return status != NvStatus.OK;
}
static NVAPI()
{
// TODO: check whether gpu vendor contains NVIDIA before attempting load?
try
{
// Try to load NVAPI
if ((IntPtr.Size == 4 && loadLibrary(@"nvapi.dll") == IntPtr.Zero)
|| (IntPtr.Size == 8 && loadLibrary(@"nvapi64.dll") == IntPtr.Zero))
{
return;
}
InitializeDelegate initialize;
getDelegate(0x0150E828, out initialize);
if (initialize?.Invoke() == NvStatus.OK)
{
// IDs can be found here: https://github.com/jNizM/AHK_NVIDIA_NvAPI/blob/master/info/NvAPI_IDs.txt
getDelegate(0xE5AC921F, out EnumPhysicalGPUs);
getDelegate(0x48B3EA59, out EnumLogicalGPUs);
getDelegate(0xBAAABFCC, out GetSystemType);
getDelegate(0xC33BAEB1, out GetGPUType);
getDelegate(0x0694D52E, out CreateSession);
getDelegate(0x375DBD6B, out LoadSettings);
getDelegate(0xEEE566B2, out FindApplicationByName);
getDelegate(0x617BFF9F, out GetCurrentGlobalProfile);
getDelegate(0x577DD202, out SetSetting);
getDelegate(0x61CD6FD6, out GetProfileInfo);
getDelegate(0x73BF8338, out GetSetting);
getDelegate(0xCC176068, out CreateProfile);
getDelegate(0x7FA2173A, out EnumApplications);
getDelegate(0x4347A9DE, out CreateApplication);
getDelegate(0xFCBC7E14, out SaveSettings);
}
if (createSession())
Available = true;
}
catch { }
}
private static void getDelegate<T>(uint id, out T newDelegate) where T : class
{
IntPtr ptr = IntPtr.Size == 4 ? queryInterface32(id) : queryInterface64(id);
newDelegate = ptr == IntPtr.Zero ? null : Marshal.GetDelegateForFunctionPointer(ptr, typeof(T)) as T;
}
[DllImport("kernel32.dll", EntryPoint = "LoadLibrary")]
private static extern IntPtr loadLibrary(string dllToLoad);
[DllImport(@"nvapi.dll", EntryPoint = "nvapi_QueryInterface", CallingConvention = CallingConvention.Cdecl)]
private static extern IntPtr queryInterface32(uint id);
[DllImport(@"nvapi64.dll", EntryPoint = "nvapi_QueryInterface", CallingConvention = CallingConvention.Cdecl)]
private static extern IntPtr queryInterface64(uint id);
private delegate NvStatus InitializeDelegate();
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
internal struct NvSetting
{
public uint Version;
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = NVAPI.UNICODE_STRING_MAX)]
public string SettingName;
public NvSettingID SettingID;
public uint SettingType;
public uint SettingLocation;
public uint IsCurrentPredefined;
public uint IsPredefinedValid;
public uint U32PredefinedValue;
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = NVAPI.UNICODE_STRING_MAX)]
public string StringPredefinedValue;
public uint U32CurrentValue;
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = NVAPI.UNICODE_STRING_MAX)]
public string StringCurrentValue;
public static uint Stride => (uint)Marshal.SizeOf(typeof(NvSetting)) | (1 << 16);
}
[StructLayout(LayoutKind.Sequential, Pack = 8, CharSet = CharSet.Unicode)]
internal struct NvProfile
{
public uint Version;
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = NVAPI.UNICODE_STRING_MAX)]
public string ProfileName;
[MarshalAs(UnmanagedType.ByValArray)]
public uint[] GPUSupport;
public uint IsPredefined;
public uint NumOfApps;
public uint NumOfSettings;
public static uint Stride => (uint)Marshal.SizeOf(typeof(NvProfile)) | (1 << 16);
}
[StructLayout(LayoutKind.Sequential, Pack = 8, CharSet = CharSet.Unicode)]
internal struct NvApplication
{
public uint Version;
public uint IsPredefined;
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = NVAPI.UNICODE_STRING_MAX)]
public string AppName;
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = NVAPI.UNICODE_STRING_MAX)]
public string UserFriendlyName;
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = NVAPI.UNICODE_STRING_MAX)]
public string Launcher;
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = NVAPI.UNICODE_STRING_MAX)]
public string FileInFolder;
public static uint Stride => (uint)Marshal.SizeOf(typeof(NvApplication)) | (2 << 16);
}
internal enum NvStatus
{
OK = 0, // Success. Request is completed.
ERROR = -1, // Generic error
LIBRARY_NOT_FOUND = -2, // NVAPI support library cannot be loaded.
NO_IMPLEMENTATION = -3, // not implemented in current driver installation
API_NOT_INITIALIZED = -4, // Initialize has not been called (successfully)
INVALID_ARGUMENT = -5, // The argument/parameter value is not valid or NULL.
NVIDIA_DEVICE_NOT_FOUND = -6, // No NVIDIA display driver, or NVIDIA GPU driving a display, was found.
END_ENUMERATION = -7, // No more items to enumerate
INVALID_HANDLE = -8, // Invalid handle
INCOMPATIBLE_STRUCT_VERSION = -9, // An argument's structure version is not supported
HANDLE_INVALIDATED = -10, // The handle is no longer valid (likely due to GPU or display re-configuration)
OPENGL_CONTEXT_NOT_CURRENT = -11, // No NVIDIA OpenGL context is current (but needs to be)
INVALID_POINTER = -14, // An invalid pointer, usually NULL, was passed as a parameter
NO_GL_EXPERT = -12, // OpenGL Expert is not supported by the current drivers
INSTRUMENTATION_DISABLED = -13, // OpenGL Expert is supported, but driver instrumentation is currently disabled
NO_GL_NSIGHT = -15, // OpenGL does not support Nsight
EXPECTED_LOGICAL_GPU_HANDLE = -100, // Expected a logical GPU handle for one or more parameters
EXPECTED_PHYSICAL_GPU_HANDLE = -101, // Expected a physical GPU handle for one or more parameters
EXPECTED_DISPLAY_HANDLE = -102, // Expected an NV display handle for one or more parameters
INVALID_COMBINATION = -103, // The combination of parameters is not valid.
NOT_SUPPORTED = -104, // Requested feature is not supported in the selected GPU
PORTID_NOT_FOUND = -105, // No port ID was found for the I2C transaction
EXPECTED_UNATTACHED_DISPLAY_HANDLE = -106, // Expected an unattached display handle as one of the input parameters.
INVALID_PERF_LEVEL = -107, // Invalid perf level
DEVICE_BUSY = -108, // Device is busy; request not fulfilled
NV_PERSIST_FILE_NOT_FOUND = -109, // NV persist file is not found
PERSIST_DATA_NOT_FOUND = -110, // NV persist data is not found
EXPECTED_TV_DISPLAY = -111, // Expected a TV output display
EXPECTED_TV_DISPLAY_ON_DCONNECTOR = -112, // Expected a TV output on the D Connector - HDTV_EIAJ4120.
NO_ACTIVE_SLI_TOPOLOGY = -113, // SLI is not active on this device.
SLI_RENDERING_MODE_NOTALLOWED = -114, // Setup of SLI rendering mode is not possible right now.
EXPECTED_DIGITAL_FLAT_PANEL = -115, // Expected a digital flat panel.
ARGUMENT_EXCEED_MAX_SIZE = -116, // Argument exceeds the expected size.
DEVICE_SWITCHING_NOT_ALLOWED = -117, // Inhibit is ON due to one of the flags in NV_GPU_DISPLAY_CHANGE_INHIBIT or SLI active.
TESTING_CLOCKS_NOT_SUPPORTED = -118, // Testing of clocks is not supported.
UNKNOWN_UNDERSCAN_CONFIG = -119, // The specified underscan config is from an unknown source (e.g. INF)
TIMEOUT_RECONFIGURING_GPU_TOPO = -120, // Timeout while reconfiguring GPUs
DATA_NOT_FOUND = -121, // Requested data was not found
EXPECTED_ANALOG_DISPLAY = -122, // Expected an analog display
NO_VIDLINK = -123, // No SLI video bridge is present
REQUIRES_REBOOT = -124, // NVAPI requires a reboot for the settings to take effect
INVALID_HYBRID_MODE = -125, // The function is not supported with the current Hybrid mode.
MIXED_TARGET_TYPES = -126, // The target types are not all the same
SYSWOW64_NOT_SUPPORTED = -127, // The function is not supported from 32-bit on a 64-bit system.
IMPLICIT_SET_GPU_TOPOLOGY_CHANGE_NOT_ALLOWED = -128, // There is no implicit GPU topology active. Use SetHybridMode to change topology.
REQUEST_USER_TO_CLOSE_NON_MIGRATABLE_APPS = -129, // Prompt the user to close all non-migratable applications.
OUT_OF_MEMORY = -130, // Could not allocate sufficient memory to complete the call.
WAS_STILL_DRAWING = -131, // The previous operation that is transferring information to or from this surface is incomplete.
FILE_NOT_FOUND = -132, // The file was not found.
TOO_MANY_UNIQUE_STATE_OBJECTS = -133, // There are too many unique instances of a particular type of state object.
INVALID_CALL = -134, // The method call is invalid. For example, a method's parameter may not be a valid pointer.
D3D10_1_LIBRARY_NOT_FOUND = -135, // d3d10_1.dll cannot be loaded.
FUNCTION_NOT_FOUND = -136, // Couldn't find the function in the loaded DLL.
INVALID_USER_PRIVILEGE = -137, // Current User is not Admin.
EXPECTED_NON_PRIMARY_DISPLAY_HANDLE = -138, // The handle corresponds to GDIPrimary.
EXPECTED_COMPUTE_GPU_HANDLE = -139, // Setting Physx GPU requires that the GPU is compute-capable.
STEREO_NOT_INITIALIZED = -140, // The Stereo part of NVAPI failed to initialize completely. Check if the stereo driver is installed.
STEREO_REGISTRY_ACCESS_FAILED = -141, // Access to stereo-related registry keys or values has failed.
STEREO_REGISTRY_PROFILE_TYPE_NOT_SUPPORTED = -142, // The given registry profile type is not supported.
STEREO_REGISTRY_VALUE_NOT_SUPPORTED = -143, // The given registry value is not supported.
STEREO_NOT_ENABLED = -144, // Stereo is not enabled and the function needed it to execute completely.
STEREO_NOT_TURNED_ON = -145, // Stereo is not turned on and the function needed it to execute completely.
STEREO_INVALID_DEVICE_INTERFACE = -146, // Invalid device interface.
STEREO_PARAMETER_OUT_OF_RANGE = -147, // Separation percentage or JPEG image capture quality is out of [0-100] range.
STEREO_FRUSTUM_ADJUST_MODE_NOT_SUPPORTED = -148, // The given frustum adjust mode is not supported.
TOPO_NOT_POSSIBLE = -149, // The mosaic topology is not possible given the current state of the hardware.
MODE_CHANGE_FAILED = -150, // An attempt to do a display resolution mode change has failed.
D3D11_LIBRARY_NOT_FOUND = -151, // d3d11.dll/d3d11_beta.dll cannot be loaded.
INVALID_ADDRESS = -152, // Address is outside of valid range.
STRING_TOO_SMALL = -153, // The pre-allocated string is too small to hold the result.
MATCHING_DEVICE_NOT_FOUND = -154, // The input does not match any of the available devices.
DRIVER_RUNNING = -155, // Driver is running.
DRIVER_NOTRUNNING = -156, // Driver is not running.
ERROR_DRIVER_RELOAD_REQUIRED = -157, // A driver reload is required to apply these settings.
SET_NOT_ALLOWED = -158, // Intended setting is not allowed.
ADVANCED_DISPLAY_TOPOLOGY_REQUIRED = -159, // Information can't be returned due to "advanced display topology".
SETTING_NOT_FOUND = -160, // Setting is not found.
SETTING_SIZE_TOO_LARGE = -161, // Setting size is too large.
TOO_MANY_SETTINGS_IN_PROFILE = -162, // There are too many settings for a profile.
PROFILE_NOT_FOUND = -163, // Profile is not found.
PROFILE_NAME_IN_USE = -164, // Profile name is duplicated.
PROFILE_NAME_EMPTY = -165, // Profile name is empty.
EXECUTABLE_NOT_FOUND = -166, // Application not found in the Profile.
EXECUTABLE_ALREADY_IN_USE = -167, // Application already exists in the other profile.
DATATYPE_MISMATCH = -168, // Data Type mismatch
PROFILE_REMOVED = -169, // The profile passed as parameter has been removed and is no longer valid.
UNREGISTERED_RESOURCE = -170, // An unregistered resource was passed as a parameter.
ID_OUT_OF_RANGE = -171, // The DisplayId corresponds to a display which is not within the normal outputId range.
DISPLAYCONFIG_VALIDATION_FAILED = -172, // Display topology is not valid so the driver cannot do a mode set on this configuration.
DPMST_CHANGED = -173, // Display Port Multi-Stream topology has been changed.
INSUFFICIENT_BUFFER = -174, // Input buffer is insufficient to hold the contents.
ACCESS_DENIED = -175, // No access to the caller.
MOSAIC_NOT_ACTIVE = -176, // The requested action cannot be performed without Mosaic being enabled.
SHARE_RESOURCE_RELOCATED = -177, // The surface is relocated away from video memory.
REQUEST_USER_TO_DISABLE_DWM = -178, // The user should disable DWM before calling NvAPI.
D3D_DEVICE_LOST = -179, // D3D device status is D3DERR_DEVICELOST or D3DERR_DEVICENOTRESET - the user has to reset the device.
INVALID_CONFIGURATION = -180, // The requested action cannot be performed in the current state.
STEREO_HANDSHAKE_NOT_DONE = -181, // Call failed as stereo handshake not completed.
EXECUTABLE_PATH_IS_AMBIGUOUS = -182, // The path provided was too short to determine the correct NVDRS_APPLICATION
DEFAULT_STEREO_PROFILE_IS_NOT_DEFINED = -183, // Default stereo profile is not currently defined
DEFAULT_STEREO_PROFILE_DOES_NOT_EXIST = -184, // Default stereo profile does not exist
CLUSTER_ALREADY_EXISTS = -185, // A cluster is already defined with the given configuration.
DPMST_DISPLAY_ID_EXPECTED = -186, // The input display id is not that of a multi stream enabled connector or a display device in a multi stream topology
INVALID_DISPLAY_ID = -187, // The input display id is not valid or the monitor associated to it does not support the current operation
STREAM_IS_OUT_OF_SYNC = -188, // While playing secure audio stream, stream goes out of sync
INCOMPATIBLE_AUDIO_DRIVER = -189, // Older audio driver version than required
VALUE_ALREADY_SET = -190, // Value already set, setting again not allowed.
TIMEOUT = -191, // Requested operation timed out
GPU_WORKSTATION_FEATURE_INCOMPLETE = -192, // The requested workstation feature set has incomplete driver internal allocation resources
STEREO_INIT_ACTIVATION_NOT_DONE = -193, // Call failed because InitActivation was not called.
SYNC_NOT_ACTIVE = -194, // The requested action cannot be performed without Sync being enabled.
SYNC_MASTER_NOT_FOUND = -195, // The requested action cannot be performed without Sync Master being enabled.
INVALID_SYNC_TOPOLOGY = -196, // Invalid displays passed in the NV_GSYNC_DISPLAY pointer.
ECID_SIGN_ALGO_UNSUPPORTED = -197, // The specified signing algorithm is not supported. Either an incorrect value was entered or the current installed driver/hardware does not support the input value.
ECID_KEY_VERIFICATION_FAILED = -198, // The encrypted public key verification has failed.
FIRMWARE_OUT_OF_DATE = -199, // The device's firmware is out of date.
FIRMWARE_REVISION_NOT_SUPPORTED = -200, // The device's firmware is not supported.
}
internal enum NvSystemType
{
UNKNOWN = 0,
LAPTOP = 1,
DESKTOP = 2
}
internal enum NvGpuType
{
UNKNOWN = 0,
IGPU = 1, // Integrated
DGPU = 2, // Discrete
}
internal enum NvSettingID : uint
{
OGL_AA_LINE_GAMMA_ID = 0x2089BF6C,
OGL_DEEP_COLOR_SCANOUT_ID = 0x2097C2F6,
OGL_DEFAULT_SWAP_INTERVAL_ID = 0x206A6582,
OGL_DEFAULT_SWAP_INTERVAL_FRACTIONAL_ID = 0x206C4581,
OGL_DEFAULT_SWAP_INTERVAL_SIGN_ID = 0x20655CFA,
OGL_EVENT_LOG_SEVERITY_THRESHOLD_ID = 0x209DF23E,
OGL_EXTENSION_STRING_VERSION_ID = 0x20FF7493,
OGL_FORCE_BLIT_ID = 0x201F619F,
OGL_FORCE_STEREO_ID = 0x204D9A0C,
OGL_IMPLICIT_GPU_AFFINITY_ID = 0x20D0F3E6,
OGL_MAX_FRAMES_ALLOWED_ID = 0x208E55E3,
OGL_MULTIMON_ID = 0x200AEBFC,
OGL_OVERLAY_PIXEL_TYPE_ID = 0x209AE66F,
OGL_OVERLAY_SUPPORT_ID = 0x206C28C4,
OGL_QUALITY_ENHANCEMENTS_ID = 0x20797D6C,
OGL_SINGLE_BACKDEPTH_BUFFER_ID = 0x20A29055,
OGL_THREAD_CONTROL_ID = 0x20C1221E,
OGL_TRIPLE_BUFFER_ID = 0x20FDD1F9,
OGL_VIDEO_EDITING_MODE_ID = 0x20EE02B4,
AA_BEHAVIOR_FLAGS_ID = 0x10ECDB82,
AA_MODE_ALPHATOCOVERAGE_ID = 0x10FC2D9C,
AA_MODE_GAMMACORRECTION_ID = 0x107D639D,
AA_MODE_METHOD_ID = 0x10D773D2,
AA_MODE_REPLAY_ID = 0x10D48A85,
AA_MODE_SELECTOR_ID = 0x107EFC5B,
AA_MODE_SELECTOR_SLIAA_ID = 0x107AFC5B,
ANISO_MODE_LEVEL_ID = 0x101E61A9,
ANISO_MODE_SELECTOR_ID = 0x10D2BB16,
APPLICATION_PROFILE_NOTIFICATION_TIMEOUT_ID = 0x104554B6,
APPLICATION_STEAM_ID_ID = 0x107CDDBC,
CPL_HIDDEN_PROFILE_ID = 0x106D5CFF,
CUDA_EXCLUDED_GPUS_ID = 0x10354FF8,
D3DOGL_GPU_MAX_POWER_ID = 0x10D1EF29,
EXPORT_PERF_COUNTERS_ID = 0x108F0841,
FXAA_ALLOW_ID = 0x1034CB89,
FXAA_ENABLE_ID = 0x1074C972,
FXAA_INDICATOR_ENABLE_ID = 0x1068FB9C,
MCSFRSHOWSPLIT_ID = 0x10287051,
OPTIMUS_MAXAA_ID = 0x10F9DC83,
PHYSXINDICATOR_ID = 0x1094F16F,
PREFERRED_PSTATE_ID = 0x1057EB71,
PREVENT_UI_AF_OVERRIDE_ID = 0x103BCCB5,
PS_FRAMERATE_LIMITER_ID = 0x10834FEE,
PS_FRAMERATE_LIMITER_GPS_CTRL_ID = 0x10834F01,
SHIM_MAXRES_ID = 0x10F9DC82,
SHIM_MCCOMPAT_ID = 0x10F9DC80,
SHIM_RENDERING_MODE_ID = 0x10F9DC81,
SHIM_RENDERING_OPTIONS_ID = 0x10F9DC84,
SLI_GPU_COUNT_ID = 0x1033DCD1,
SLI_PREDEFINED_GPU_COUNT_ID = 0x1033DCD2,
SLI_PREDEFINED_GPU_COUNT_DX10_ID = 0x1033DCD3,
SLI_PREDEFINED_MODE_ID = 0x1033CEC1,
SLI_PREDEFINED_MODE_DX10_ID = 0x1033CEC2,
SLI_RENDERING_MODE_ID = 0x1033CED1,
VRRFEATUREINDICATOR_ID = 0x1094F157,
VRROVERLAYINDICATOR_ID = 0x1095F16F,
VRRREQUESTSTATE_ID = 0x1094F1F7,
VSYNCSMOOTHAFR_ID = 0x101AE763,
VSYNCVRRCONTROL_ID = 0x10A879CE,
VSYNC_BEHAVIOR_FLAGS_ID = 0x10FDEC23,
WKS_API_STEREO_EYES_EXCHANGE_ID = 0x11AE435C,
WKS_API_STEREO_MODE_ID = 0x11E91A61,
WKS_MEMORY_ALLOCATION_POLICY_ID = 0x11112233,
WKS_STEREO_DONGLE_SUPPORT_ID = 0x112493BD,
WKS_STEREO_SUPPORT_ID = 0x11AA9E99,
WKS_STEREO_SWAP_MODE_ID = 0x11333333,
AO_MODE_ID = 0x00667329,
AO_MODE_ACTIVE_ID = 0x00664339,
AUTO_LODBIASADJUST_ID = 0x00638E8F,
ICAFE_LOGO_CONFIG_ID = 0x00DB1337,
LODBIASADJUST_ID = 0x00738E8F,
PRERENDERLIMIT_ID = 0x007BA09E,
PS_DYNAMIC_TILING_ID = 0x00E5C6C0,
PS_SHADERDISKCACHE_ID = 0x00198FFF,
PS_TEXFILTER_ANISO_OPTS2_ID = 0x00E73211,
PS_TEXFILTER_BILINEAR_IN_ANISO_ID = 0x0084CD70,
PS_TEXFILTER_DISABLE_TRILIN_SLOPE_ID = 0x002ECAF2,
PS_TEXFILTER_NO_NEG_LODBIAS_ID = 0x0019BB68,
QUALITY_ENHANCEMENTS_ID = 0x00CE2691,
REFRESH_RATE_OVERRIDE_ID = 0x0064B541,
SET_POWER_THROTTLE_FOR_PCIe_COMPLIANCE_ID = 0x00AE785C,
SET_VAB_DATA_ID = 0x00AB8687,
VSYNCMODE_ID = 0x00A879CF,
VSYNCTEARCONTROL_ID = 0x005A375C,
TOTAL_DWORD_SETTING_NUM = 80,
TOTAL_WSTRING_SETTING_NUM = 4,
TOTAL_SETTING_NUM = 84,
INVALID_SETTING_ID = 0xFFFFFFFF
}
internal enum NvShimSetting : uint
{
SHIM_RENDERING_MODE_INTEGRATED = 0x00000000,
SHIM_RENDERING_MODE_ENABLE = 0x00000001,
SHIM_RENDERING_MODE_USER_EDITABLE = 0x00000002,
SHIM_RENDERING_MODE_MASK = 0x00000003,
SHIM_RENDERING_MODE_VIDEO_MASK = 0x00000004,
SHIM_RENDERING_MODE_VARYING_BIT = 0x00000008,
SHIM_RENDERING_MODE_AUTO_SELECT = 0x00000010,
SHIM_RENDERING_MODE_OVERRIDE_BIT = 0x80000000,
SHIM_RENDERING_MODE_NUM_VALUES = 8,
SHIM_RENDERING_MODE_DEFAULT = SHIM_RENDERING_MODE_AUTO_SELECT
}
internal enum NvThreadControlSetting : uint
{
OGL_THREAD_CONTROL_ENABLE = 0x00000001,
OGL_THREAD_CONTROL_DISABLE = 0x00000002,
OGL_THREAD_CONTROL_NUM_VALUES = 2,
OGL_THREAD_CONTROL_DEFAULT = 0
}
}
+75 -28
View File
@@ -2,10 +2,13 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.Versioning;
using System.Threading.Tasks;
using Microsoft.Win32;
using osu.Desktop.Security;
using osu.Framework.Platform;
@@ -15,18 +18,25 @@ using osu.Framework;
using osu.Framework.Logging;
using osu.Game.Updater;
using osu.Desktop.Windows;
using osu.Framework.Input.Handlers;
using osu.Framework.Input.Handlers.Joystick;
using osu.Framework.Input.Handlers.Mouse;
using osu.Framework.Input.Handlers.Tablet;
using osu.Framework.Input.Handlers.Touch;
using osu.Framework.Threading;
using osu.Game.IO;
using osu.Game.IPC;
using osu.Game.Online.Multiplayer;
using osu.Game.Overlays.Settings;
using osu.Game.Overlays.Settings.Sections;
using osu.Game.Overlays.Settings.Sections.Input;
using osu.Game.Utils;
using SDL2;
namespace osu.Desktop
{
internal partial class OsuGameDesktop : OsuGame
internal class OsuGameDesktop : OsuGame
{
private OsuSchemeLinkIPCChannel? osuSchemeLinkIPCChannel;
private ArchiveImportIPCChannel? archiveImportIPCChannel;
public OsuGameDesktop(string[]? args = null)
: base(args)
@@ -109,25 +119,6 @@ namespace osu.Desktop
}
}
public override bool RestartAppWhenExited()
{
switch (RuntimeInfo.OS)
{
case RuntimeInfo.Platform.Windows:
Debug.Assert(OperatingSystem.IsWindows());
// Of note, this is an async method in squirrel that adds an arbitrary delay before returning
// likely to ensure the external process is in a good state.
//
// We're not waiting on that here, but the outro playing before the actual exit should be enough
// to cover this.
Squirrel.UpdateManager.RestartAppWhenExited().FireAndForget();
return true;
}
return base.RestartAppWhenExited();
}
protected override void LoadComplete()
{
base.LoadComplete();
@@ -140,7 +131,6 @@ namespace osu.Desktop
LoadComponentAsync(new ElevatedPrivilegesChecker(), Add);
osuSchemeLinkIPCChannel = new OsuSchemeLinkIPCChannel(Host, this);
archiveImportIPCChannel = new ArchiveImportIPCChannel(Host, this);
}
public override void SetHost(GameHost host)
@@ -148,20 +138,77 @@ namespace osu.Desktop
base.SetHost(host);
var iconStream = Assembly.GetExecutingAssembly().GetManifestResourceStream(GetType(), "lazer.ico");
if (iconStream != null)
host.Window.SetIconFromStream(iconStream);
host.Window.CursorState |= CursorState.Hidden;
host.Window.Title = Name;
var desktopWindow = (SDL2DesktopWindow)host.Window;
desktopWindow.CursorState |= CursorState.Hidden;
desktopWindow.SetIconFromStream(iconStream);
desktopWindow.Title = Name;
desktopWindow.DragDrop += f => fileDrop(new[] { f });
}
public override SettingsSubsection CreateSettingsSubsectionFor(InputHandler handler)
{
switch (handler)
{
case ITabletHandler th:
return new TabletSettings(th);
case MouseHandler mh:
return new MouseSettings(mh);
case JoystickHandler jh:
return new JoystickSettings(jh);
case TouchHandler th:
return new InputSection.HandlerSection(th);
default:
return base.CreateSettingsSubsectionFor(handler);
}
}
protected override BatteryInfo CreateBatteryInfo() => new SDL2BatteryInfo();
private readonly List<string> importableFiles = new List<string>();
private ScheduledDelegate? importSchedule;
private void fileDrop(string[] filePaths)
{
lock (importableFiles)
{
string firstExtension = Path.GetExtension(filePaths.First());
if (filePaths.Any(f => Path.GetExtension(f) != firstExtension)) return;
importableFiles.AddRange(filePaths);
Logger.Log($"Adding {filePaths.Length} files for import");
// File drag drop operations can potentially trigger hundreds or thousands of these calls on some platforms.
// In order to avoid spawning multiple import tasks for a single drop operation, debounce a touch.
importSchedule?.Cancel();
importSchedule = Scheduler.AddDelayed(handlePendingImports, 100);
}
}
private void handlePendingImports()
{
lock (importableFiles)
{
Logger.Log($"Handling batch import of {importableFiles.Count} files");
string[] paths = importableFiles.ToArray();
importableFiles.Clear();
Task.Factory.StartNew(() => Import(paths), TaskCreationOptions.LongRunning);
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
osuSchemeLinkIPCChannel?.Dispose();
archiveImportIPCChannel?.Dispose();
}
private class SDL2BatteryInfo : BatteryInfo
+2 -19
View File
@@ -30,19 +30,7 @@ namespace osu.Desktop
[STAThread]
public static void Main(string[] args)
{
/*
* WARNING: DO NOT PLACE **ANY** CODE ABOVE THE FOLLOWING BLOCK!
*
* Logic handling Squirrel MUST run before EVERYTHING if you do not want to break it.
* To be more precise: Squirrel is internally using a rather... crude method to determine whether it is running under NUnit,
* namely by checking loaded assemblies:
* https://github.com/clowd/Clowd.Squirrel/blob/24427217482deeeb9f2cacac555525edfc7bd9ac/src/Squirrel/SimpleSplat/PlatformModeDetector.cs#L17-L32
*
* If it finds ANY assembly from the ones listed above - REGARDLESS of the reason why it is loaded -
* the app will then do completely broken things like:
* - not creating system shortcuts (as the logic is if'd out if "running tests")
* - not exiting after the install / first-update / uninstall hooks are ran (as the `Environment.Exit()` calls are if'd out if "running tests")
*/
// run Squirrel first, as the app may exit after these run
if (OperatingSystem.IsWindows())
{
var windowsVersion = Environment.OSVersion.Version;
@@ -66,11 +54,6 @@ namespace osu.Desktop
setupSquirrel();
}
// NVIDIA profiles are based on the executable name of a process.
// Lazer and stable share the same executable name.
// Stable sets this setting to "Off", which may not be what we want, so let's force it back to the default "Auto" on startup.
NVAPI.ThreadedOptimisations = NvThreadControlSetting.OGL_THREAD_CONTROL_DEFAULT;
// Back up the cwd before DesktopGameHost changes it
string cwd = Environment.CurrentDirectory;
@@ -102,7 +85,7 @@ namespace osu.Desktop
}
}
using (DesktopGameHost host = Host.GetSuitableDesktopHost(gameName, new HostOptions { BindIPC = !tournamentClient }))
using (DesktopGameHost host = Host.GetSuitableDesktopHost(gameName, new HostOptions { BindIPC = true }))
{
if (!host.IsPrimaryInstance)
{
@@ -16,7 +16,7 @@ namespace osu.Desktop.Security
/// <summary>
/// Checks if the game is running with elevated privileges (as admin in Windows, root in Unix) and displays a warning notification if so.
/// </summary>
public partial class ElevatedPrivilegesChecker : Component
public class ElevatedPrivilegesChecker : Component
{
[Resolved]
private INotificationOverlay notifications { get; set; } = null!;
@@ -63,7 +63,7 @@ namespace osu.Desktop.Security
return false;
}
private partial class ElevatedPrivilegesNotification : SimpleNotification
private class ElevatedPrivilegesNotification : SimpleNotification
{
public override bool IsImportant => true;
+90 -43
View File
@@ -5,25 +5,29 @@ using System;
using System.Runtime.Versioning;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Logging;
using osu.Game;
using osu.Game.Graphics;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
using osu.Game.Screens.Play;
using osuTK;
using osuTK.Graphics;
using Squirrel;
using Squirrel.SimpleSplat;
using Squirrel.Sources;
using LogLevel = Squirrel.SimpleSplat.LogLevel;
using UpdateManager = osu.Game.Updater.UpdateManager;
namespace osu.Desktop.Updater
{
[SupportedOSPlatform("windows")]
public partial class SquirrelUpdateManager : UpdateManager
public class SquirrelUpdateManager : osu.Game.Updater.UpdateManager
{
private Squirrel.UpdateManager? updateManager;
private UpdateManager? updateManager;
private INotificationOverlay notificationOverlay = null!;
public Task PrepareUpdateAsync() => Squirrel.UpdateManager.RestartAppWhenExited();
public Task PrepareUpdateAsync() => UpdateManager.RestartAppWhenExited();
private static readonly Logger logger = Logger.GetLogger("updater");
@@ -34,12 +38,6 @@ namespace osu.Desktop.Updater
private readonly SquirrelLogger squirrelLogger = new SquirrelLogger();
[Resolved]
private OsuGameBase game { get; set; } = null!;
[Resolved]
private ILocalUserPlayInfo? localUserInfo { get; set; }
[BackgroundDependencyLoader]
private void load(INotificationOverlay notifications)
{
@@ -59,11 +57,7 @@ namespace osu.Desktop.Updater
try
{
// Avoid any kind of update checking while gameplay is running.
if (localUserInfo?.IsPlaying.Value == true)
return false;
updateManager ??= new Squirrel.UpdateManager(new GithubSource(@"https://github.com/ppy/osu", github_token, false), @"osulazer");
updateManager ??= new GithubUpdateManager(@"https://github.com/ppy/osu", false, github_token, @"osulazer");
var info = await updateManager.CheckForUpdate(!useDeltaPatching).ConfigureAwait(false);
@@ -72,14 +66,7 @@ namespace osu.Desktop.Updater
if (updatePending)
{
// the user may have dismissed the completion notice, so show it again.
notificationOverlay.Post(new UpdateApplicationCompleteNotification
{
Activated = () =>
{
restartToApplyUpdate();
return true;
},
});
notificationOverlay.Post(new UpdateCompleteNotification(this));
return true;
}
@@ -91,21 +78,19 @@ namespace osu.Desktop.Updater
if (notification == null)
{
notification = new UpdateProgressNotification
{
CompletionClickAction = restartToApplyUpdate,
};
notification = new UpdateProgressNotification(this) { State = ProgressNotificationState.Active };
Schedule(() => notificationOverlay.Post(notification));
}
notification.StartDownload();
notification.Progress = 0;
notification.Text = @"Downloading update...";
try
{
await updateManager.DownloadReleases(info.ReleasesToApply, p => notification.Progress = p / 100f).ConfigureAwait(false);
notification.StartInstall();
notification.Progress = 0;
notification.Text = @"Installing update...";
await updateManager.ApplyReleases(info, p => notification.Progress = p / 100f).ConfigureAwait(false);
@@ -125,7 +110,9 @@ namespace osu.Desktop.Updater
else
{
// In the case of an error, a separate notification will be displayed.
notification.FailDownload();
notification.State = ProgressNotificationState.Cancelled;
notification.Close();
Logger.Error(e, @"update failed!");
}
}
@@ -147,24 +134,84 @@ namespace osu.Desktop.Updater
return true;
}
private bool restartToApplyUpdate()
{
PrepareUpdateAsync()
.ContinueWith(_ => Schedule(() => game.AttemptExit()));
return true;
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
updateManager?.Dispose();
}
private class UpdateCompleteNotification : ProgressCompletionNotification
{
[Resolved]
private OsuGame game { get; set; } = null!;
public UpdateCompleteNotification(SquirrelUpdateManager updateManager)
{
Text = @"Update ready to install. Click to restart!";
Activated = () =>
{
updateManager.PrepareUpdateAsync()
.ContinueWith(_ => updateManager.Schedule(() => game.AttemptExit()));
return true;
};
}
}
private class UpdateProgressNotification : ProgressNotification
{
private readonly SquirrelUpdateManager updateManager;
public UpdateProgressNotification(SquirrelUpdateManager updateManager)
{
this.updateManager = updateManager;
}
protected override Notification CreateCompletionNotification()
{
return new UpdateCompleteNotification(updateManager);
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
IconContent.AddRange(new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = ColourInfo.GradientVertical(colours.YellowDark, colours.Yellow)
},
new SpriteIcon
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Icon = FontAwesome.Solid.Upload,
Colour = Color4.White,
Size = new Vector2(20),
}
});
}
public override void Close()
{
// cancelling updates is not currently supported by the underlying updater.
// only allow dismissing for now.
switch (State)
{
case ProgressNotificationState.Cancelled:
base.Close();
break;
}
}
}
private class SquirrelLogger : ILogger, IDisposable
{
public LogLevel Level { get; set; } = LogLevel.Info;
public Squirrel.SimpleSplat.LogLevel Level { get; set; } = Squirrel.SimpleSplat.LogLevel.Info;
public void Write(string message, LogLevel logLevel)
public void Write(string message, Squirrel.SimpleSplat.LogLevel logLevel)
{
if (logLevel < Level)
return;
+1 -1
View File
@@ -10,7 +10,7 @@ using osu.Game.Screens.Play;
namespace osu.Desktop.Windows
{
public partial class GameplayWinKeyBlocker : Component
public class GameplayWinKeyBlocker : Component
{
private Bindable<bool> disableWinKey = null!;
private IBindable<bool> localUserPlaying = null!;
+21
View File
@@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<asmv1:assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1" xmlns:asmv1="urn:schemas-microsoft-com:asm.v1" xmlns:asmv2="urn:schemas-microsoft-com:asm.v2" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:asmv3="urn:schemas-microsoft-com:asm.v3">
<assemblyIdentity version="1.0.0.0" name="osu!" />
<SquirrelAwareVersion xmlns="urn:schema-squirrel-com:asm.v1">1</SquirrelAwareVersion>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
</requestedPrivileges>
<applicationRequestMinimum>
<defaultAssemblyRequest permissionSetReference="Custom" />
<PermissionSet class="System.Security.PermissionSet" version="1" Unrestricted="true" ID="Custom" SameSite="site" />
</applicationRequestMinimum>
</security>
</trustInfo>
<asmv3:application>
<asmv3:windowsSettings xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">
<dpiAware>true</dpiAware>
</asmv3:windowsSettings>
</asmv3:application>
</asmv1:assembly>
+9 -3
View File
@@ -8,6 +8,7 @@
<Title>osu!</Title>
<Product>osu!(lazer)</Product>
<ApplicationIcon>lazer.ico</ApplicationIcon>
<ApplicationManifest>app.manifest</ApplicationManifest>
<Version>0.0.0</Version>
<FileVersion>0.0.0</FileVersion>
</PropertyGroup>
@@ -23,10 +24,15 @@
<ProjectReference Include="..\osu.Game.Rulesets.Taiko\osu.Game.Rulesets.Taiko.csproj" />
</ItemGroup>
<ItemGroup Label="Package References">
<PackageReference Include="Clowd.Squirrel" Version="2.10.2" />
<PackageReference Include="Clowd.Squirrel" Version="2.9.42" />
<PackageReference Include="Mono.Posix.NETStandard" Version="1.0.0" />
<PackageReference Include="System.IO.Packaging" Version="7.0.0" />
<PackageReference Include="DiscordRichPresence" Version="1.2.1.24" />
<PackageReference Include="System.IO.Packaging" Version="6.0.0" />
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="5.0.14" />
<PackageReference Include="Microsoft.EntityFrameworkCore.Design" Version="5.0.14">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="DiscordRichPresence" Version="1.0.175" />
</ItemGroup>
<ItemGroup Label="Resources">
<EmbeddedResource Include="lazer.ico" />
@@ -1,123 +0,0 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using BenchmarkDotNet.Attributes;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Carousel;
namespace osu.Game.Benchmarks
{
public class BenchmarkCarouselFilter : BenchmarkTest
{
private BeatmapInfo getExampleBeatmap() => new BeatmapInfo
{
Ruleset = new RulesetInfo
{
ShortName = "osu",
OnlineID = 0
},
StarRating = 4.0d,
Difficulty = new BeatmapDifficulty
{
ApproachRate = 5.0f,
DrainRate = 3.0f,
CircleSize = 2.0f,
},
Metadata = new BeatmapMetadata
{
Artist = "The Artist",
ArtistUnicode = "check unicode too",
Title = "Title goes here",
TitleUnicode = "Title goes here",
Author = { Username = "The Author" },
Source = "unit tests",
Tags = "look for tags too",
},
DifficultyName = "version as well",
Length = 2500,
BPM = 160,
BeatDivisor = 12,
Status = BeatmapOnlineStatus.Loved
};
private CarouselBeatmap carouselBeatmap = null!;
private FilterCriteria criteria1 = null!;
private FilterCriteria criteria2 = null!;
private FilterCriteria criteria3 = null!;
private FilterCriteria criteria4 = null!;
private FilterCriteria criteria5 = null!;
private FilterCriteria criteria6 = null!;
public override void SetUp()
{
var beatmap = getExampleBeatmap();
beatmap.OnlineID = 20201010;
beatmap.BeatmapSet = new BeatmapSetInfo { OnlineID = 1535 };
carouselBeatmap = new CarouselBeatmap(beatmap);
criteria1 = new FilterCriteria();
criteria2 = new FilterCriteria
{
Ruleset = new RulesetInfo { ShortName = "catch" }
};
criteria3 = new FilterCriteria
{
Ruleset = new RulesetInfo { OnlineID = 6 },
AllowConvertedBeatmaps = true,
BPM = new FilterCriteria.OptionalRange<double>
{
IsUpperInclusive = false,
Max = 160d
}
};
criteria4 = new FilterCriteria
{
Ruleset = new RulesetInfo { OnlineID = 6 },
AllowConvertedBeatmaps = true,
SearchText = "an artist"
};
criteria5 = new FilterCriteria
{
Creator = new FilterCriteria.OptionalTextFilter { SearchTerm = "the author AND then something else" }
};
criteria6 = new FilterCriteria { SearchText = "20201010" };
}
[Benchmark]
public void CarouselBeatmapFilter()
{
carouselBeatmap.Filter(criteria1);
}
[Benchmark]
public void CriteriaMatchingSpecificRuleset()
{
carouselBeatmap.Filter(criteria2);
}
[Benchmark]
public void CriteriaMatchingRangeMax()
{
carouselBeatmap.Filter(criteria3);
}
[Benchmark]
public void CriteriaMatchingTerms()
{
carouselBeatmap.Filter(criteria4);
}
[Benchmark]
public void CriteriaMatchingCreator()
{
carouselBeatmap.Filter(criteria5);
}
[Benchmark]
public void CriteriaMatchingBeatmapIDs()
{
carouselBeatmap.Filter(criteria6);
}
}
}
@@ -7,9 +7,9 @@
</PropertyGroup>
<ItemGroup>
<PackageReference Include="BenchmarkDotNet" Version="0.13.9" />
<PackageReference Include="BenchmarkDotNet" Version="0.13.1" />
<PackageReference Include="nunit" Version="3.13.3" />
<PackageReference Include="NUnit3TestAdapter" Version="4.5.0" />
<PackageReference Include="NUnit3TestAdapter" Version="4.1.0" />
</ItemGroup>
<ItemGroup>
@@ -1,6 +1,8 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using Android.App;
using osu.Framework.Android;
using osu.Game.Tests;
@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<!-- using a different name because package name cannot contain 'catch' -->
<manifest xmlns:android="http://schemas.android.com/apk/res/android" android:versionCode="1" android:versionName="1.0" package="osu.Game.Rulesets.Catch_Tests.Android" android:installLocation="auto">
<uses-sdk android:minSdkVersion="21" android:targetSdkVersion="33" />
<uses-sdk android:minSdkVersion="21" android:targetSdkVersion="29" />
<application android:allowBackup="true" android:supportsRtl="true" android:label="osu!catch Test" />
</manifest>
@@ -1,24 +1,49 @@
<Project Sdk="Microsoft.NET.Sdk">
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="..\osu.Android.props" />
<PropertyGroup>
<TargetFramework>net6.0-android</TargetFramework>
<OutputType>Exe</OutputType>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{C5379ECB-3A94-4D2F-AC3B-2615AC23EB0D}</ProjectGuid>
<ProjectTypeGuids>{EFBA0AD7-5A72-4C68-AF49-83D382785DCF};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<TemplateGuid>{122416d6-6b49-4ee2-a1e8-b825f31c79fe}</TemplateGuid>
<RootNamespace>osu.Game.Rulesets.Catch.Tests</RootNamespace>
<AssemblyName>osu.Game.Rulesets.Catch.Tests.Android</AssemblyName>
<AndroidManifest>Properties\AndroidManifest.xml</AndroidManifest>
<AndroidSupportedAbis>armeabi-v7a;x86;arm64-v8a</AndroidSupportedAbis>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<AndroidLinkMode>None</AndroidLinkMode>
<MandroidI18n>cjk;mideast;other;rare;west</MandroidI18n>
<EmbedAssembliesIntoApk>true</EmbedAssembliesIntoApk>
</PropertyGroup>
<ItemGroup>
<Compile Include="..\osu.Game.Rulesets.Catch.Tests\**\*.cs" Exclude="**\obj\**">
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
</Compile>
<!-- TargetPath is relative to RootNamespace,
and DllResourceStore is relative to AssemblyName. -->
<EmbeddedResource Include="..\osu.Game.Rulesets.Catch.Tests\**\Resources\**\*">
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
<TargetPath>Android\%(RecursiveDir)%(Filename)%(Extension)</TargetPath>
</EmbeddedResource>
<Compile Include="MainActivity.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\osu.Game.Rulesets.Catch\osu.Game.Rulesets.Catch.csproj" />
<ProjectReference Include="..\osu.Game\osu.Game.csproj" />
<None Include="Properties\AndroidManifest.xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="..\osu.Game.Rulesets.Catch.Tests\*.cs">
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
</Compile>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\osu.Game.Rulesets.Catch\osu.Game.Rulesets.Catch.csproj">
<Project>{58f6c80c-1253-4a0e-a465-b8c85ebeadf3}</Project>
<Name>osu.Game.Rulesets.Catch</Name>
</ProjectReference>
<ProjectReference Include="..\osu.Game\osu.Game.csproj">
<Project>{2A66DD92-ADB1-4994-89E2-C94E04ACDA0D}</Project>
<Name>osu.Game</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<PackageReference Include="System.Formats.Asn1">
<Version>5.0.0</Version>
</PackageReference>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Xamarin\Android\Xamarin.Android.CSharp.targets" />
</Project>
@@ -0,0 +1,17 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using Foundation;
using osu.Framework.iOS;
using osu.Game.Tests;
namespace osu.Game.Rulesets.Catch.Tests.iOS
{
[Register("AppDelegate")]
public class AppDelegate : GameAppDelegate
{
protected override Framework.Game CreateGame() => new OsuTestBrowser();
}
}
@@ -1,8 +1,10 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using osu.Framework.iOS;
using osu.Game.Tests;
using UIKit;
namespace osu.Game.Rulesets.Catch.Tests.iOS
{
@@ -10,7 +12,7 @@ namespace osu.Game.Rulesets.Catch.Tests.iOS
{
public static void Main(string[] args)
{
GameApplication.Main(new OsuTestBrowser());
UIApplication.Main(args, typeof(GameUIApplication), typeof(AppDelegate));
}
}
}
+3 -3
View File
@@ -5,7 +5,7 @@
<key>CFBundleName</key>
<string>osu.Game.Rulesets.Catch.Tests.iOS</string>
<key>CFBundleIdentifier</key>
<string>sh.ppy.catch-ruleset-tests</string>
<string>ppy.osu-Game-Rulesets-Catch-Tests-iOS</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleVersion</key>
@@ -13,7 +13,7 @@
<key>LSRequiresIPhoneOS</key>
<true/>
<key>MinimumOSVersion</key>
<string>13.4</string>
<string>10.0</string>
<key>UIDeviceFamily</key>
<array>
<integer>1</integer>
@@ -42,4 +42,4 @@
<key>CADisableMinimumFrameDurationOnPhone</key>
<true/>
</dict>
</plist>
</plist>
@@ -1,19 +1,35 @@
<Project Sdk="Microsoft.NET.Sdk">
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">iPhoneSimulator</Platform>
<ProjectGuid>{4004C7B7-1A62-43F1-9DF2-52450FA67E70}</ProjectGuid>
<OutputType>Exe</OutputType>
<TargetFramework>net6.0-ios</TargetFramework>
<SupportedOSPlatformVersion>13.4</SupportedOSPlatformVersion>
<RootNamespace>osu.Game.Rulesets.Catch.Tests</RootNamespace>
<AssemblyName>osu.Game.Rulesets.Catch.Tests.iOS</AssemblyName>
</PropertyGroup>
<Import Project="..\osu.iOS.props" />
<ItemGroup>
<None Include="Info.plist" />
<None Include="Entitlements.plist" />
<LinkDescription Include="..\osu.iOS\Linker.xml">
<Link>Linker.xml</Link>
</LinkDescription>
<Compile Include="Application.cs" />
<Compile Include="AppDelegate.cs" />
<Compile Include="..\osu.Game.Rulesets.Catch.Tests\**\*.cs" Exclude="**\obj\**">
<Link>%(RecursiveDir)%(Filename)%(Extension)</Link>
</Compile>
</ItemGroup>
<ItemGroup Label="Project References">
<ProjectReference Include="..\osu.Game\osu.Game.csproj" />
<ProjectReference Include="..\osu.Game.Rulesets.Catch\osu.Game.Rulesets.Catch.csproj" />
<ProjectReference Include="..\osu.Game\osu.Game.csproj">
<Project>{2A66DD92-ADB1-4994-89E2-C94E04ACDA0D}</Project>
<Name>osu.Game</Name>
</ProjectReference>
<ProjectReference Include="..\osu.Game.Rulesets.Catch\osu.Game.Rulesets.Catch.csproj">
<Project>{58F6C80C-1253-4A0E-A465-B8C85EBEADF3}</Project>
<Name>osu.Game.Rulesets.Catch</Name>
</ProjectReference>
</ItemGroup>
</Project>
<Import Project="$(MSBuildExtensionsPath)\Xamarin\iOS\Xamarin.iOS.CSharp.targets" />
</Project>
@@ -1,6 +1,8 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Collections.Generic;
using Newtonsoft.Json;
@@ -16,7 +18,7 @@ namespace osu.Game.Rulesets.Catch.Tests
[TestFixture]
public class CatchBeatmapConversionTest : BeatmapConversionTest<ConvertValue>
{
protected override string ResourceAssembly => "osu.Game.Rulesets.Catch.Tests";
protected override string ResourceAssembly => "osu.Game.Rulesets.Catch";
[TestCase("basic")]
[TestCase("spinner")]
@@ -27,32 +29,6 @@ namespace osu.Game.Rulesets.Catch.Tests
[TestCase("hardrock-spinner", new[] { typeof(CatchModHardRock) })]
[TestCase("right-bound-hr-offset", new[] { typeof(CatchModHardRock) })]
[TestCase("basic-hyperdash")]
[TestCase("pixel-jump")]
[TestCase("tiny-ticks")]
[TestCase("v8-tick-distance")]
[TestCase("spinner-precision")]
[TestCase("37902", new[] { typeof(CatchModDoubleTime), typeof(CatchModHardRock), typeof(CatchModHidden) })]
[TestCase("39206", new[] { typeof(CatchModDoubleTime), typeof(CatchModHidden) })]
[TestCase("42587")]
[TestCase("50859", new[] { typeof(CatchModDoubleTime), typeof(CatchModHidden) })]
[TestCase("75858", new[] { typeof(CatchModHardRock), typeof(CatchModHidden) })]
[TestCase("103019", new[] { typeof(CatchModHidden) })]
[TestCase("104973", new[] { typeof(CatchModHardRock), typeof(CatchModHidden) })]
[TestCase("871815", new[] { typeof(CatchModDoubleTime), typeof(CatchModHidden) })]
[TestCase("1284935", new[] { typeof(CatchModDoubleTime), typeof(CatchModHardRock) })]
[TestCase("1431386", new[] { typeof(CatchModDoubleTime), typeof(CatchModHardRock), typeof(CatchModHidden) })]
[TestCase("1597806", new[] { typeof(CatchModDoubleTime), typeof(CatchModHidden) })]
[TestCase("2190499", new[] { typeof(CatchModDoubleTime), typeof(CatchModHidden) })]
[TestCase("2571731", new[] { typeof(CatchModHardRock), typeof(CatchModHidden) })]
[TestCase("2768615", new[] { typeof(CatchModDoubleTime), typeof(CatchModHardRock) })]
[TestCase("2781126", new[] { typeof(CatchModHidden) })]
[TestCase("3152510", new[] { typeof(CatchModDoubleTime) })]
[TestCase("3227428", new[] { typeof(CatchModHardRock), typeof(CatchModHidden) })]
[TestCase("3524302", new[] { typeof(CatchModDoubleTime), typeof(CatchModEasy) })]
[TestCase("3644427", new[] { typeof(CatchModEasy), typeof(CatchModFlashlight) })]
[TestCase("3689906", new[] { typeof(CatchModDoubleTime), typeof(CatchModEasy) })]
[TestCase("3949367", new[] { typeof(CatchModDoubleTime), typeof(CatchModEasy) })]
[TestCase("112643")]
public new void Test(string name, params Type[] mods) => base.Test(name, mods);
protected override IEnumerable<ConvertValue> CreateConvertValue(HitObject hitObject)
@@ -86,7 +62,7 @@ namespace osu.Game.Rulesets.Catch.Tests
/// <summary>
/// A sane value to account for osu!stable using ints everwhere.
/// </summary>
private const float conversion_lenience = 3;
private const float conversion_lenience = 2;
[JsonIgnore]
public readonly CatchHitObject HitObject;

Some files were not shown because too many files have changed in this diff Show More