// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.IO; using System.Linq; using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Sample; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Input.Events; using osu.Framework.Logging; using osu.Framework.Screens; using osu.Framework.Threading; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Graphics.Containers; using osu.Game.IO.Archives; using osu.Game.Online.API; using osu.Game.Overlays; using osu.Game.Rulesets; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.UI; using osu.Game.Scoring; using osu.Game.Scoring.Legacy; using osu.Game.Screens.Ranking; using osu.Game.Skinning; using osu.Game.Users; namespace osu.Game.Screens.Play { [Cached] [Cached(typeof(ISamplePlaybackDisabler))] public class Player : ScreenWithBeatmapBackground, ISamplePlaybackDisabler { /// /// The delay upon completion of the beatmap before displaying the results screen. /// public const double RESULTS_DISPLAY_DELAY = 1000.0; public override bool AllowBackButton => false; // handled by HoldForMenuButton protected override UserActivity InitialActivity => new UserActivity.SoloGame(Beatmap.Value.BeatmapInfo, Ruleset.Value); public override float BackgroundParallaxAmount => 0.1f; public override bool HideOverlaysOnEnter => true; protected override OverlayActivation InitialOverlayActivationMode => OverlayActivation.UserTriggered; // We are managing our own adjustments (see OnEntering/OnExiting). public override bool AllowRateAdjustments => false; private readonly Bindable samplePlaybackDisabled = new Bindable(); /// /// Whether gameplay should pause when the game window focus is lost. /// protected virtual bool PauseOnFocusLost => true; public Action RestartRequested; public bool HasFailed { get; private set; } private Bindable mouseWheelDisabled; private readonly Bindable storyboardReplacesBackground = new Bindable(); protected readonly Bindable LocalUserPlaying = new Bindable(); public int RestartCount; [Resolved] private ScoreManager scoreManager { get; set; } private RulesetInfo rulesetInfo; private Ruleset ruleset; [Resolved] private IAPIProvider api { get; set; } [Resolved] private MusicController musicController { get; set; } private SampleChannel sampleRestart; public BreakOverlay BreakOverlay; /// /// Whether the gameplay is currently in a break. /// public readonly IBindable IsBreakTime = new BindableBool(); private BreakTracker breakTracker; private SkipOverlay skipOverlay; protected ScoreProcessor ScoreProcessor { get; private set; } protected HealthProcessor HealthProcessor { get; private set; } protected DrawableRuleset DrawableRuleset { get; private set; } protected HUDOverlay HUDOverlay { get; private set; } public bool LoadedBeatmapSuccessfully => DrawableRuleset?.Objects.Any() == true; protected GameplayClockContainer GameplayClockContainer { get; private set; } public DimmableStoryboard DimmableStoryboard { get; private set; } [Cached] [Cached(Type = typeof(IBindable>))] protected new readonly Bindable> Mods = new Bindable>(Array.Empty()); /// /// Whether failing should be allowed. /// By default, this checks whether all selected mods allow failing. /// protected virtual bool CheckModsAllowFailure() => Mods.Value.OfType().All(m => m.PerformFail()); private readonly bool allowPause; private readonly bool showResults; /// /// Create a new player instance. /// /// Whether pausing should be allowed. If not allowed, attempting to pause will quit. /// Whether results screen should be pushed on completion. public Player(bool allowPause = true, bool showResults = true) { this.allowPause = allowPause; this.showResults = showResults; } private GameplayBeatmap gameplayBeatmap; private ScreenSuspensionHandler screenSuspension; private DependencyContainer dependencies; protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) => dependencies = new DependencyContainer(base.CreateChildDependencies(parent)); protected override void LoadComplete() { base.LoadComplete(); // replays should never be recorded or played back when autoplay is enabled if (!Mods.Value.Any(m => m is ModAutoplay)) PrepareReplay(); } [CanBeNull] private Score recordingScore; /// /// Run any recording / playback setup for replays. /// protected virtual void PrepareReplay() { DrawableRuleset.SetRecordTarget(recordingScore = new Score()); ScoreProcessor.NewJudgement += result => ScoreProcessor.PopulateScore(recordingScore.ScoreInfo); } [BackgroundDependencyLoader(true)] private void load(AudioManager audio, OsuConfigManager config, OsuGame game) { Mods.Value = base.Mods.Value.Select(m => m.CreateCopy()).ToArray(); if (Beatmap.Value is DummyWorkingBeatmap) return; IBeatmap playableBeatmap = loadPlayableBeatmap(); if (playableBeatmap == null) return; sampleRestart = audio.Samples.Get(@"Gameplay/restart"); mouseWheelDisabled = config.GetBindable(OsuSetting.MouseDisableWheel); if (game != null) LocalUserPlaying.BindTo(game.LocalUserPlaying); DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value); ScoreProcessor = ruleset.CreateScoreProcessor(); ScoreProcessor.ApplyBeatmap(playableBeatmap); ScoreProcessor.Mods.BindTo(Mods); HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap.HitObjects[0].StartTime); HealthProcessor.ApplyBeatmap(playableBeatmap); if (!ScoreProcessor.Mode.Disabled) config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode); InternalChild = GameplayClockContainer = CreateGameplayClockContainer(Beatmap.Value, DrawableRuleset.GameplayStartTime); AddInternal(gameplayBeatmap = new GameplayBeatmap(playableBeatmap)); AddInternal(screenSuspension = new ScreenSuspensionHandler(GameplayClockContainer)); dependencies.CacheAs(gameplayBeatmap); var beatmapSkinProvider = new BeatmapSkinProvidingContainer(Beatmap.Value.Skin); // the beatmapSkinProvider is used as the fallback source here to allow the ruleset-specific skin implementation // full access to all skin sources. var rulesetSkinProvider = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider, playableBeatmap)); // load the skinning hierarchy first. // this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources. GameplayClockContainer.Add(beatmapSkinProvider.WithChild(rulesetSkinProvider)); rulesetSkinProvider.AddRange(new[] { // underlay and gameplay should have access the to skinning sources. createUnderlayComponents(), createGameplayComponents(Beatmap.Value, playableBeatmap) }); // also give the HUD a ruleset container to allow rulesets to potentially override HUD elements (used to disable combo counters etc.) // we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there. var hudRulesetContainer = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider, playableBeatmap)); // add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components. GameplayClockContainer.Add(hudRulesetContainer.WithChild(createOverlayComponents(Beatmap.Value))); if (!DrawableRuleset.AllowGameplayOverlays) { HUDOverlay.ShowHud.Value = false; HUDOverlay.ShowHud.Disabled = true; BreakOverlay.Hide(); skipOverlay.Hide(); } DrawableRuleset.FrameStableClock.WaitingOnFrames.BindValueChanged(waiting => { if (waiting.NewValue) GameplayClockContainer.Stop(); else GameplayClockContainer.Start(); }); DrawableRuleset.IsPaused.BindValueChanged(paused => { updateGameplayState(); updateSampleDisabledState(); }); DrawableRuleset.FrameStableClock.IsCatchingUp.BindValueChanged(_ => updateSampleDisabledState()); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState()); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true); // bind clock into components that require it DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused); DrawableRuleset.NewResult += r => { HealthProcessor.ApplyResult(r); ScoreProcessor.ApplyResult(r); gameplayBeatmap.ApplyResult(r); }; DrawableRuleset.RevertResult += r => { HealthProcessor.RevertResult(r); ScoreProcessor.RevertResult(r); }; // Bind the judgement processors to ourselves ScoreProcessor.HasCompleted.ValueChanged += updateCompletionState; HealthProcessor.Failed += onFail; foreach (var mod in Mods.Value.OfType()) mod.ApplyToScoreProcessor(ScoreProcessor); foreach (var mod in Mods.Value.OfType()) mod.ApplyToHealthProcessor(HealthProcessor); IsBreakTime.BindTo(breakTracker.IsBreakTime); IsBreakTime.BindValueChanged(onBreakTimeChanged, true); } protected virtual GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new GameplayClockContainer(beatmap, gameplayStart); private Drawable createUnderlayComponents() => DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both }; private Drawable createGameplayComponents(WorkingBeatmap working, IBeatmap playableBeatmap) => new ScalingContainer(ScalingMode.Gameplay) { Children = new Drawable[] { DrawableRuleset.With(r => r.FrameStableComponents.Children = new Drawable[] { ScoreProcessor, HealthProcessor, new ComboEffects(ScoreProcessor), breakTracker = new BreakTracker(DrawableRuleset.GameplayStartTime, ScoreProcessor) { Breaks = working.Beatmap.Breaks } }), } }; private Drawable createOverlayComponents(WorkingBeatmap working) => new Container { RelativeSizeAxes = Axes.Both, Children = new[] { DimmableStoryboard.OverlayLayerContainer.CreateProxy(), BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor) { Clock = DrawableRuleset.FrameStableClock, ProcessCustomClock = false, Breaks = working.Beatmap.Breaks }, // display the cursor above some HUD elements. DrawableRuleset.Cursor?.CreateProxy() ?? new Container(), DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(), HUDOverlay = new HUDOverlay(ScoreProcessor, HealthProcessor, DrawableRuleset, Mods.Value) { HoldToQuit = { Action = performUserRequestedExit, IsPaused = { BindTarget = GameplayClockContainer.IsPaused } }, PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } }, KeyCounter = { AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded }, IsCounting = false }, RequestSeek = time => { GameplayClockContainer.Seek(time); GameplayClockContainer.Start(); }, Anchor = Anchor.Centre, Origin = Anchor.Centre }, skipOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime) { RequestSkip = GameplayClockContainer.Skip }, FailOverlay = new FailOverlay { OnRetry = Restart, OnQuit = performUserRequestedExit, }, PauseOverlay = new PauseOverlay { OnResume = Resume, Retries = RestartCount, OnRetry = Restart, OnQuit = performUserRequestedExit, }, new HotkeyRetryOverlay { Action = () => { if (!this.IsCurrentScreen()) return; fadeOut(true); Restart(); }, }, new HotkeyExitOverlay { Action = () => { if (!this.IsCurrentScreen()) return; fadeOut(true); performImmediateExit(); }, }, failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, }, } }; private void onBreakTimeChanged(ValueChangedEvent isBreakTime) { updateGameplayState(); updatePauseOnFocusLostState(); HUDOverlay.KeyCounter.IsCounting = !isBreakTime.NewValue; } private void updateGameplayState() { bool inGameplay = !DrawableRuleset.HasReplayLoaded.Value && !DrawableRuleset.IsPaused.Value && !breakTracker.IsBreakTime.Value; OverlayActivationMode.Value = inGameplay ? OverlayActivation.Disabled : OverlayActivation.UserTriggered; LocalUserPlaying.Value = inGameplay; } private void updateSampleDisabledState() { samplePlaybackDisabled.Value = DrawableRuleset.FrameStableClock.IsCatchingUp.Value || GameplayClockContainer.GameplayClock.IsPaused.Value; } private void updatePauseOnFocusLostState() => HUDOverlay.HoldToQuit.PauseOnFocusLost = PauseOnFocusLost && !DrawableRuleset.HasReplayLoaded.Value && !breakTracker.IsBreakTime.Value; private IBeatmap loadPlayableBeatmap() { IBeatmap playable; try { if (Beatmap.Value.Beatmap == null) throw new InvalidOperationException("Beatmap was not loaded"); rulesetInfo = Ruleset.Value ?? Beatmap.Value.BeatmapInfo.Ruleset; ruleset = rulesetInfo.CreateInstance(); try { playable = Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo, Mods.Value); } catch (BeatmapInvalidForRulesetException) { // A playable beatmap may not be creatable with the user's preferred ruleset, so try using the beatmap's default ruleset rulesetInfo = Beatmap.Value.BeatmapInfo.Ruleset; ruleset = rulesetInfo.CreateInstance(); playable = Beatmap.Value.GetPlayableBeatmap(rulesetInfo, Mods.Value); } if (playable.HitObjects.Count == 0) { Logger.Log("Beatmap contains no hit objects!", level: LogLevel.Error); return null; } } catch (Exception e) { Logger.Error(e, "Could not load beatmap successfully!"); //couldn't load, hard abort! return null; } return playable; } private void performImmediateExit() { // if a restart has been requested, cancel any pending completion (user has shown intent to restart). completionProgressDelegate?.Cancel(); ValidForResume = false; performUserRequestedExit(); } private void performUserRequestedExit() { if (!this.IsCurrentScreen()) return; if (ValidForResume && HasFailed && !FailOverlay.IsPresent) { failAnimation.FinishTransforms(true); return; } if (canPause) Pause(); else this.Exit(); } /// /// Restart gameplay via a parent . /// This can be called from a child screen in order to trigger the restart process. /// public void Restart() { // at the point of restarting the track should either already be paused or the volume should be zero. // stopping here is to ensure music doesn't become audible after exiting back to PlayerLoader. musicController.Stop(); sampleRestart?.Play(); RestartRequested?.Invoke(); if (this.IsCurrentScreen()) performImmediateExit(); else this.MakeCurrent(); } private ScheduledDelegate completionProgressDelegate; private void updateCompletionState(ValueChangedEvent completionState) { // screen may be in the exiting transition phase. if (!this.IsCurrentScreen()) return; if (!completionState.NewValue) { completionProgressDelegate?.Cancel(); completionProgressDelegate = null; ValidForResume = true; return; } if (completionProgressDelegate != null) throw new InvalidOperationException($"{nameof(updateCompletionState)} was fired more than once"); // Only show the completion screen if the player hasn't failed if (HealthProcessor.HasFailed) return; ValidForResume = false; if (!showResults) return; using (BeginDelayedSequence(RESULTS_DISPLAY_DELAY)) completionProgressDelegate = Schedule(GotoRanking); } protected virtual ScoreInfo CreateScore() { var score = new ScoreInfo { Beatmap = Beatmap.Value.BeatmapInfo, Ruleset = rulesetInfo, Mods = Mods.Value.ToArray(), }; if (DrawableRuleset.ReplayScore != null) score.User = DrawableRuleset.ReplayScore.ScoreInfo?.User ?? new GuestUser(); else score.User = api.LocalUser.Value; ScoreProcessor.PopulateScore(score); return score; } protected override bool OnScroll(ScrollEvent e) => mouseWheelDisabled.Value && !GameplayClockContainer.IsPaused.Value; protected virtual ResultsScreen CreateResults(ScoreInfo score) => new SoloResultsScreen(score, true); #region Fail Logic protected FailOverlay FailOverlay { get; private set; } private FailAnimation failAnimation; private bool onFail() { if (!CheckModsAllowFailure()) return false; HasFailed = true; // There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer) // could process an extra frame after the GameplayClock is stopped. // In such cases we want the fail state to precede a user triggered pause. if (PauseOverlay.State.Value == Visibility.Visible) PauseOverlay.Hide(); failAnimation.Start(); if (Mods.Value.OfType().Any(m => m.RestartOnFail)) Restart(); return true; } // Called back when the transform finishes private void onFailComplete() { GameplayClockContainer.Stop(); FailOverlay.Retries = RestartCount; FailOverlay.Show(); } #endregion #region Pause Logic public bool IsResuming { get; private set; } /// /// The amount of gameplay time after which a second pause is allowed. /// private const double pause_cooldown = 1000; protected PauseOverlay PauseOverlay { get; private set; } private double? lastPauseActionTime; private bool canPause => // must pass basic screen conditions (beatmap loaded, instance allows pause) LoadedBeatmapSuccessfully && allowPause && ValidForResume // replays cannot be paused and exit immediately && !DrawableRuleset.HasReplayLoaded.Value // cannot pause if we are already in a fail state && !HasFailed // cannot pause if already paused (or in a cooldown state) unless we are in a resuming state. && (IsResuming || (GameplayClockContainer.IsPaused.Value == false && !pauseCooldownActive)); private bool pauseCooldownActive => lastPauseActionTime.HasValue && GameplayClockContainer.GameplayClock.CurrentTime < lastPauseActionTime + pause_cooldown; private bool canResume => // cannot resume from a non-paused state GameplayClockContainer.IsPaused.Value // cannot resume if we are already in a fail state && !HasFailed // already resuming && !IsResuming; public void Pause() { if (!canPause) return; if (IsResuming) { DrawableRuleset.CancelResume(); IsResuming = false; } GameplayClockContainer.Stop(); PauseOverlay.Show(); lastPauseActionTime = GameplayClockContainer.GameplayClock.CurrentTime; } public void Resume() { if (!canResume) return; IsResuming = true; PauseOverlay.Hide(); // breaks and time-based conditions may allow instant resume. if (breakTracker.IsBreakTime.Value) completeResume(); else DrawableRuleset.RequestResume(completeResume); void completeResume() { GameplayClockContainer.Start(); IsResuming = false; } } #endregion #region Screen Logic public override void OnEntering(IScreen last) { base.OnEntering(last); if (!LoadedBeatmapSuccessfully) return; Alpha = 0; this .ScaleTo(0.7f) .ScaleTo(1, 750, Easing.OutQuint) .Delay(250) .FadeIn(250); Background.EnableUserDim.Value = true; Background.BlurAmount.Value = 0; // bind component bindables. Background.IsBreakTime.BindTo(breakTracker.IsBreakTime); HUDOverlay.IsBreakTime.BindTo(breakTracker.IsBreakTime); DimmableStoryboard.IsBreakTime.BindTo(breakTracker.IsBreakTime); Background.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground); DimmableStoryboard.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground); storyboardReplacesBackground.Value = Beatmap.Value.Storyboard.ReplacesBackground && Beatmap.Value.Storyboard.HasDrawable; GameplayClockContainer.Restart(); GameplayClockContainer.FadeInFromZero(750, Easing.OutQuint); foreach (var mod in Mods.Value.OfType()) mod.ApplyToPlayer(this); foreach (var mod in Mods.Value.OfType()) mod.ApplyToHUD(HUDOverlay); // Our mods are local copies of the global mods so they need to be re-applied to the track. // This is done through the music controller (for now), because resetting speed adjustments on the beatmap track also removes adjustments provided by DrawableTrack. // Todo: In the future, player will receive in a track and will probably not have to worry about this... musicController.ResetTrackAdjustments(); foreach (var mod in Mods.Value.OfType()) mod.ApplyToTrack(musicController.CurrentTrack); updateGameplayState(); } public override void OnSuspending(IScreen next) { screenSuspension?.Expire(); fadeOut(); base.OnSuspending(next); } public override bool OnExiting(IScreen next) { screenSuspension?.Expire(); if (completionProgressDelegate != null && !completionProgressDelegate.Cancelled && !completionProgressDelegate.Completed) { // proceed to result screen if beatmap already finished playing completionProgressDelegate.RunTask(); return true; } // ValidForResume is false when restarting if (ValidForResume) { if (pauseCooldownActive && !GameplayClockContainer.IsPaused.Value) // still want to block if we are within the cooldown period and not already paused. return true; } // GameplayClockContainer performs seeks / start / stop operations on the beatmap's track. // as we are no longer the current screen, we cannot guarantee the track is still usable. GameplayClockContainer?.StopUsingBeatmapClock(); musicController.ResetTrackAdjustments(); fadeOut(); return base.OnExiting(next); } protected virtual void GotoRanking() { if (DrawableRuleset.ReplayScore != null) { // if a replay is present, we likely don't want to import into the local database. this.Push(CreateResults(CreateScore())); return; } LegacyByteArrayReader replayReader = null; var score = new Score { ScoreInfo = CreateScore() }; if (recordingScore?.Replay.Frames.Count > 0) { score.Replay = recordingScore.Replay; using (var stream = new MemoryStream()) { new LegacyScoreEncoder(score, gameplayBeatmap.PlayableBeatmap).Encode(stream); replayReader = new LegacyByteArrayReader(stream.ToArray(), "replay.osr"); } } scoreManager.Import(score.ScoreInfo, replayReader) .ContinueWith(imported => Schedule(() => { // screen may be in the exiting transition phase. if (this.IsCurrentScreen()) this.Push(CreateResults(imported.Result)); })); } private void fadeOut(bool instant = false) { float fadeOutDuration = instant ? 0 : 250; this.FadeOut(fadeOutDuration); Background.EnableUserDim.Value = false; storyboardReplacesBackground.Value = false; } #endregion IBindable ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled; } }