// 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.Linq; 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.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.Screens.Ranking; using osu.Game.Skinning; using osu.Game.Users; namespace osu.Game.Screens.Play { public class Player : ScreenWithBeatmapBackground { 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; public override OverlayActivation InitialOverlayActivationMode => OverlayActivation.UserTriggered; /// /// 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(); public int RestartCount; [Resolved] private ScoreManager scoreManager { get; set; } private RulesetInfo rulesetInfo; private Ruleset ruleset; private IAPIProvider api; private SampleChannel sampleRestart; private BreakOverlay breakOverlay; protected ScoreProcessor ScoreProcessor { 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; } protected DimmableStoryboard DimmableStoryboard { get; private set; } protected DimmableVideo DimmableVideo { get; private set; } [Cached] [Cached(Type = typeof(IBindable>))] protected new readonly Bindable> Mods = new Bindable>(Array.Empty()); 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; } [BackgroundDependencyLoader] private void load(AudioManager audio, IAPIProvider api, OsuConfigManager config) { this.api = api; Mods.Value = base.Mods.Value.Select(m => m.CreateCopy()).ToArray(); WorkingBeatmap working = loadBeatmap(); if (working == null) return; sampleRestart = audio.Samples.Get(@"Gameplay/restart"); mouseWheelDisabled = config.GetBindable(OsuSetting.MouseDisableWheel); ScoreProcessor = DrawableRuleset.CreateScoreProcessor(); ScoreProcessor.Mods.BindTo(Mods); if (!ScoreProcessor.Mode.Disabled) config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode); InternalChild = GameplayClockContainer = new GameplayClockContainer(working, Mods.Value, DrawableRuleset.GameplayStartTime); addUnderlayComponents(GameplayClockContainer); addGameplayComponents(GameplayClockContainer, working); addOverlayComponents(GameplayClockContainer, working); DrawableRuleset.HasReplayLoaded.BindValueChanged(e => HUDOverlay.HoldToQuit.PauseOnFocusLost = !e.NewValue && PauseOnFocusLost, true); // bind clock into components that require it DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused); // Bind ScoreProcessor to ourselves ScoreProcessor.AllJudged += onCompletion; ScoreProcessor.Failed += onFail; foreach (var mod in Mods.Value.OfType()) mod.ApplyToScoreProcessor(ScoreProcessor); } private void addUnderlayComponents(Container target) { target.Add(DimmableVideo = new DimmableVideo(Beatmap.Value.Video) { RelativeSizeAxes = Axes.Both }); target.Add(DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both }); } private void addGameplayComponents(Container target, WorkingBeatmap working) { var beatmapSkinProvider = new BeatmapSkinProvidingContainer(working.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)); // 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. target.Add(new ScalingContainer(ScalingMode.Gameplay) .WithChild(beatmapSkinProvider .WithChild(target = rulesetSkinProvider))); target.AddRange(new Drawable[] { DrawableRuleset, new ComboEffects(ScoreProcessor) }); } private void addOverlayComponents(Container target, WorkingBeatmap working) { target.AddRange(new[] { breakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor) { Anchor = Anchor.Centre, Origin = Anchor.Centre, 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, DrawableRuleset, Mods.Value) { HoldToQuit = { Action = performUserRequestedExit, IsPaused = { BindTarget = GameplayClockContainer.IsPaused } }, PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } }, KeyCounter = { Visible = { BindTarget = DrawableRuleset.HasReplayLoaded } }, RequestSeek = GameplayClockContainer.Seek, Anchor = Anchor.Centre, Origin = Anchor.Centre }, new SkipOverlay(DrawableRuleset.GameplayStartTime) { RequestSeek = GameplayClockContainer.Seek }, 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 WorkingBeatmap loadBeatmap() { WorkingBeatmap working = Beatmap.Value; if (working is DummyWorkingBeatmap) return null; try { var beatmap = working.Beatmap; if (beatmap == null) throw new InvalidOperationException("Beatmap was not loaded"); rulesetInfo = Ruleset.Value ?? beatmap.BeatmapInfo.Ruleset; ruleset = rulesetInfo.CreateInstance(); try { DrawableRuleset = ruleset.CreateDrawableRulesetWith(working, Mods.Value); } catch (BeatmapInvalidForRulesetException) { // we may fail to create a DrawableRuleset if the beatmap cannot be loaded with the user's preferred ruleset // let's try again forcing the beatmap's ruleset. rulesetInfo = beatmap.BeatmapInfo.Ruleset; ruleset = rulesetInfo.CreateInstance(); DrawableRuleset = ruleset.CreateDrawableRulesetWith(Beatmap.Value, Mods.Value); } if (!DrawableRuleset.Objects.Any()) { Logger.Log("Beatmap contains no hit objects!", level: LogLevel.Error); return null; } } catch (Exception e) { Logger.Error(e, "Could not load beatmap sucessfully!"); //couldn't load, hard abort! return null; } return working; } 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; this.Exit(); } public void Restart() { if (!this.IsCurrentScreen()) return; sampleRestart?.Play(); RestartRequested?.Invoke(); performImmediateExit(); } private ScheduledDelegate completionProgressDelegate; private void onCompletion() { // Only show the completion screen if the player hasn't failed if (ScoreProcessor.HasFailed || completionProgressDelegate != null) return; ValidForResume = false; if (!showResults) return; using (BeginDelayedSequence(1000)) { completionProgressDelegate = Schedule(delegate { if (!this.IsCurrentScreen()) return; var score = CreateScore(); if (DrawableRuleset.ReplayScore == null) scoreManager.Import(score).Wait(); this.Push(CreateResults(score)); }); } } protected virtual ScoreInfo CreateScore() { var score = DrawableRuleset.ReplayScore?.ScoreInfo ?? new ScoreInfo { Beatmap = Beatmap.Value.BeatmapInfo, Ruleset = rulesetInfo, Mods = Mods.Value.ToArray(), User = api.LocalUser.Value, }; ScoreProcessor.PopulateScore(score); return score; } protected override bool OnScroll(ScrollEvent e) => mouseWheelDisabled.Value && !GameplayClockContainer.IsPaused.Value; protected virtual Results CreateResults(ScoreInfo score) => new SoloResults(score); #region Fail Logic protected FailOverlay FailOverlay { get; private set; } private FailAnimation failAnimation; private bool onFail() { var failOverrideMods = Mods.Value.OfType(); if (failOverrideMods.Any(m => !m.AllowFail)) 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 (failOverrideMods.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; 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 (breakOverlay.IsBreakTime.Value || GameplayClockContainer.GameplayClock.CurrentTime < Beatmap.Value.Beatmap.HitObjects.First().StartTime) 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; 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.ApplyToHUD(HUDOverlay); } public override void OnSuspending(IScreen next) { fadeOut(); base.OnSuspending(next); } public override bool OnExiting(IScreen next) { if (completionProgressDelegate != null && !completionProgressDelegate.Cancelled && !completionProgressDelegate.Completed) { // proceed to result screen if beatmap already finished playing completionProgressDelegate.RunTask(); return true; } if (canPause) { Pause(); 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; if (HasFailed && !FailOverlay.IsPresent) { failAnimation.FinishTransforms(true); return true; } } GameplayClockContainer.ResetLocalAdjustments(); fadeOut(); return base.OnExiting(next); } private void fadeOut(bool instant = false) { float fadeOutDuration = instant ? 0 : 250; this.FadeOut(fadeOutDuration); Background.EnableUserDim.Value = false; storyboardReplacesBackground.Value = false; } #endregion } }