// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using OpenTK; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Configuration; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Input; using osu.Framework.Logging; using osu.Framework.Screens; using osu.Framework.Timing; using osu.Game.Configuration; using osu.Game.Rulesets; using osu.Game.Rulesets.UI; using osu.Game.Screens.Backgrounds; using System; using System.Linq; using System.Threading; using System.Threading.Tasks; using osu.Framework.Threading; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Screens.Ranking; using osu.Framework.Audio.Sample; using osu.Game.Beatmaps; using osu.Game.Online.API; using osu.Game.Screens.Play.BreaksOverlay; using osu.Game.Storyboards.Drawables; using OpenTK.Graphics; namespace osu.Game.Screens.Play { public class Player : OsuScreen { protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap); public override bool ShowOverlays => false; public override bool HasLocalCursorDisplayed => !pauseContainer.IsPaused && !HasFailed && RulesetContainer.ProvidingUserCursor; public Action RestartRequested; public override bool AllowBeatmapRulesetChange => false; public bool HasFailed { get; private set; } public int RestartCount; private IAdjustableClock adjustableSourceClock; private FramedOffsetClock offsetClock; private DecoupleableInterpolatingFramedClock decoupledClock; private PauseContainer pauseContainer; private RulesetInfo ruleset; private APIAccess api; private ScoreProcessor scoreProcessor; protected RulesetContainer RulesetContainer; #region User Settings private Bindable dimLevel; private Bindable showStoryboard; private Bindable mouseWheelDisabled; private Bindable userAudioOffset; private SampleChannel sampleRestart; #endregion private BreakOverlay breakOverlay; private Container storyboardContainer; private DrawableStoryboard storyboard; private HUDOverlay hudOverlay; private FailOverlay failOverlay; private bool loadedSuccessfully => RulesetContainer?.Objects.Any() == true; [BackgroundDependencyLoader] private void load(AudioManager audio, OsuConfigManager config, APIAccess api) { this.api = api; dimLevel = config.GetBindable(OsuSetting.DimLevel); showStoryboard = config.GetBindable(OsuSetting.ShowStoryboard); mouseWheelDisabled = config.GetBindable(OsuSetting.MouseDisableWheel); sampleRestart = audio.Sample.Get(@"Gameplay/restart"); WorkingBeatmap working = Beatmap.Value; Beatmap beatmap; try { beatmap = working.Beatmap; if (beatmap == null) throw new InvalidOperationException("Beatmap was not loaded"); ruleset = Ruleset.Value ?? beatmap.BeatmapInfo.Ruleset; var rulesetInstance = ruleset.CreateInstance(); try { RulesetContainer = rulesetInstance.CreateRulesetContainerWith(working, ruleset.ID == beatmap.BeatmapInfo.Ruleset.ID); } catch (BeatmapInvalidForRulesetException) { // we may fail to create a RulesetContainer if the beatmap cannot be loaded with the user's preferred ruleset // let's try again forcing the beatmap's ruleset. ruleset = beatmap.BeatmapInfo.Ruleset; rulesetInstance = ruleset.CreateInstance(); RulesetContainer = rulesetInstance.CreateRulesetContainerWith(Beatmap, true); } if (!RulesetContainer.Objects.Any()) throw new InvalidOperationException("Beatmap contains no hit objects!"); } catch (Exception e) { Logger.Log($"Could not load this beatmap sucessfully ({e})!", LoggingTarget.Runtime, LogLevel.Error); //couldn't load, hard abort! Exit(); return; } adjustableSourceClock = (IAdjustableClock)working.Track ?? new StopwatchClock(); decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false }; var firstObjectTime = RulesetContainer.Objects.First().StartTime; decoupledClock.Seek(Math.Min(0, firstObjectTime - Math.Max(beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, beatmap.BeatmapInfo.AudioLeadIn))); decoupledClock.ProcessFrame(); offsetClock = new FramedOffsetClock(decoupledClock); userAudioOffset = config.GetBindable(OsuSetting.AudioOffset); userAudioOffset.ValueChanged += v => offsetClock.Offset = v; userAudioOffset.TriggerChange(); Children = new Drawable[] { storyboardContainer = new Container { RelativeSizeAxes = Axes.Both, Clock = offsetClock, Alpha = 0, }, pauseContainer = new PauseContainer { AudioClock = decoupledClock, FramedClock = offsetClock, OnRetry = Restart, OnQuit = Exit, CheckCanPause = () => ValidForResume && !HasFailed && !RulesetContainer.HasReplayLoaded, Retries = RestartCount, OnPause = () => { hudOverlay.KeyCounter.IsCounting = pauseContainer.IsPaused; }, OnResume = () => { hudOverlay.KeyCounter.IsCounting = true; }, Children = new Drawable[] { new SkipButton(firstObjectTime) { AudioClock = decoupledClock }, new Container { RelativeSizeAxes = Axes.Both, Clock = offsetClock, Child = RulesetContainer, }, hudOverlay = new HUDOverlay { Anchor = Anchor.Centre, Origin = Anchor.Centre }, breakOverlay = new BreakOverlay(beatmap.BeatmapInfo.LetterboxInBreaks) { Anchor = Anchor.Centre, Origin = Anchor.Centre, Clock = decoupledClock, Breaks = beatmap.Breaks }, } }, failOverlay = new FailOverlay { OnRetry = Restart, OnQuit = Exit, }, new HotkeyRetryOverlay { Action = () => { //we want to hide the hitrenderer immediately (looks better). //we may be able to remove this once the mouse cursor trail is improved. RulesetContainer?.Hide(); Restart(); }, } }; scoreProcessor = RulesetContainer.CreateScoreProcessor(); if (showStoryboard) initializeStoryboard(false); hudOverlay.BindProcessor(scoreProcessor); hudOverlay.BindRulesetContainer(RulesetContainer); hudOverlay.Progress.Objects = RulesetContainer.Objects; hudOverlay.Progress.AudioClock = decoupledClock; hudOverlay.Progress.AllowSeeking = RulesetContainer.HasReplayLoaded; hudOverlay.Progress.OnSeek = pos => decoupledClock.Seek(pos); hudOverlay.ModDisplay.Current.BindTo(working.Mods); breakOverlay.BindProcessor(scoreProcessor); hudOverlay.ReplaySettingsOverlay.PlaybackSettings.AdjustableClock = adjustableSourceClock; // Bind ScoreProcessor to ourselves scoreProcessor.AllJudged += onCompletion; scoreProcessor.Failed += onFail; foreach (var mod in Beatmap.Value.Mods.Value.OfType()) mod.ApplyToScoreProcessor(scoreProcessor); } private void applyRateFromMods() { if (adjustableSourceClock == null) return; adjustableSourceClock.Rate = 1; foreach (var mod in Beatmap.Value.Mods.Value.OfType()) mod.ApplyToClock(adjustableSourceClock); } private void initializeStoryboard(bool asyncLoad) { var beatmap = Beatmap.Value.Beatmap; storyboard = beatmap.Storyboard.CreateDrawable(Beatmap.Value); storyboard.Masking = true; storyboardContainer.Add(asyncLoad ? new AsyncLoadWrapper(storyboard) { RelativeSizeAxes = Axes.Both } : (Drawable)storyboard); } public void Restart() { sampleRestart?.Play(); ValidForResume = false; RestartRequested?.Invoke(); Exit(); } private ScheduledDelegate onCompletionEvent; private void onCompletion() { // Only show the completion screen if the player hasn't failed if (scoreProcessor.HasFailed || onCompletionEvent != null) return; ValidForResume = false; using (BeginDelayedSequence(1000)) { onCompletionEvent = Schedule(delegate { var score = new Score { Beatmap = Beatmap.Value.BeatmapInfo, Ruleset = ruleset }; scoreProcessor.PopulateScore(score); score.User = RulesetContainer.Replay?.User ?? api.LocalUser.Value; Push(new Results(score)); }); } } private bool onFail() { if (Beatmap.Value.Mods.Value.Any(m => !m.AllowFail)) return false; decoupledClock.Stop(); HasFailed = true; failOverlay.Retries = RestartCount; failOverlay.Show(); return true; } protected override void OnEntering(Screen last) { base.OnEntering(last); if (!loadedSuccessfully) return; (Background as BackgroundScreenBeatmap)?.BlurTo(Vector2.Zero, 1500, Easing.OutQuint); dimLevel.ValueChanged += dimLevel_ValueChanged; showStoryboard.ValueChanged += showStoryboard_ValueChanged; updateBackgroundElements(); Content.Alpha = 0; Content .ScaleTo(0.7f) .ScaleTo(1, 750, Easing.OutQuint) .Delay(250) .FadeIn(250); Task.Run(() => { adjustableSourceClock.Reset(); // this is temporary until we have blocking (async.Wait()) audio component methods. // then we can call ResetAsync().Wait() or the blocking version above. while (adjustableSourceClock.IsRunning) Thread.Sleep(1); Schedule(() => { decoupledClock.ChangeSource(adjustableSourceClock); applyRateFromMods(); this.Delay(750).Schedule(() => { if (!pauseContainer.IsPaused) decoupledClock.Start(); }); }); }); pauseContainer.Alpha = 0; pauseContainer.FadeIn(750, Easing.OutQuint); } protected override void OnSuspending(Screen next) { fadeOut(); base.OnSuspending(next); } protected override bool OnExiting(Screen next) { if (HasFailed || !ValidForResume || pauseContainer?.AllowExit != false || RulesetContainer?.HasReplayLoaded != false) { // In the case of replays, we may have changed the playback rate. applyRateFromMods(); fadeOut(); return base.OnExiting(next); } if (loadedSuccessfully) { pauseContainer.Pause(); } return true; } private void dimLevel_ValueChanged(double newValue) => updateBackgroundElements(); private void showStoryboard_ValueChanged(bool newValue) => updateBackgroundElements(); private void updateBackgroundElements() { var opacity = 1 - (float)dimLevel; if (showStoryboard && storyboard == null) initializeStoryboard(true); var beatmap = Beatmap.Value; var storyboardVisible = showStoryboard && beatmap.Beatmap.Storyboard.HasDrawable; storyboardContainer.FadeColour(new Color4(opacity, opacity, opacity, 1), 800); storyboardContainer.FadeTo(storyboardVisible && opacity > 0 ? 1 : 0); Background?.FadeTo(!storyboardVisible || beatmap.Background == null ? opacity : 0, 800, Easing.OutQuint); } private void fadeOut() { dimLevel.ValueChanged -= dimLevel_ValueChanged; showStoryboard.ValueChanged -= showStoryboard_ValueChanged; const float fade_out_duration = 250; RulesetContainer?.FadeOut(fade_out_duration); Content.FadeOut(fade_out_duration); hudOverlay?.ScaleTo(0.7f, fade_out_duration * 3, Easing.In); Background?.FadeTo(1f, fade_out_duration); } protected override bool OnWheel(InputState state) => mouseWheelDisabled.Value && !pauseContainer.IsPaused; } }