// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Collections.Generic; using System.IO; using osu.Framework.Input; using osu.Framework.MathUtils; using osu.Game.Input.Handlers; using osu.Game.IO.Legacy; using OpenTK; using OpenTK.Input; using KeyboardState = osu.Framework.Input.KeyboardState; using MouseState = osu.Framework.Input.MouseState; namespace osu.Game.Modes { public class LegacyReplay : Replay { protected List Frames = new List(); protected LegacyReplay() { } public LegacyReplay(StreamReader reader) { float lastTime = 0; foreach (var l in reader.ReadToEnd().Split(',')) { var split = l.Split('|'); if (split.Length < 4 || float.Parse(split[0]) < 0) continue; lastTime += float.Parse(split[0]); Frames.Add(new LegacyReplayFrame( lastTime, float.Parse(split[1]), 384 - float.Parse(split[2]), (LegacyButtonState)int.Parse(split[3]) )); } } public override ReplayInputHandler GetInputHandler() => new LegacyReplayInputHandler(Frames); /// /// The ReplayHandler will take a replay and handle the propagation of updates to the input stack. /// It handles logic of any frames which *must* be executed. /// public class LegacyReplayInputHandler : ReplayInputHandler { private readonly List replayContent; public LegacyReplayFrame CurrentFrame => !hasFrames ? null : replayContent[currentFrameIndex]; public LegacyReplayFrame NextFrame => !hasFrames ? null : replayContent[nextFrameIndex]; private int currentFrameIndex; private int nextFrameIndex => MathHelper.Clamp(currentFrameIndex + (currentDirection > 0 ? 1 : -1), 0, replayContent.Count - 1); public LegacyReplayInputHandler(List replayContent) { this.replayContent = replayContent; } private bool advanceFrame() { int newFrame = nextFrameIndex; //ensure we aren't at an extent. if (newFrame == currentFrameIndex) return false; currentFrameIndex = newFrame; return true; } public void SetPosition(Vector2 pos) { } private Vector2? position { get { if (!hasFrames) return null; return Interpolation.ValueAt(currentTime, CurrentFrame.Position, NextFrame.Position, CurrentFrame.Time, NextFrame.Time); } } public override List GetPendingStates() { return new List { new InputState { Mouse = new ReplayMouseState( ToScreenSpace(position ?? Vector2.Zero), new List { new MouseState.ButtonState(MouseButton.Left) { State = CurrentFrame?.MouseLeft ?? false }, new MouseState.ButtonState(MouseButton.Right) { State = CurrentFrame?.MouseRight ?? false }, } ), Keyboard = new ReplayKeyboardState(new List()) } }; } public bool AtLastFrame => currentFrameIndex == replayContent.Count - 1; public bool AtFirstFrame => currentFrameIndex == 0; public Vector2 Size => new Vector2(512, 384); private const double sixty_frame_time = 1000.0 / 60; private double currentTime; private int currentDirection; /// /// When set, we will ensure frames executed by nested drawables are frame-accurate to replay data. /// Disabling this can make replay playback smoother (useful for autoplay, currently). /// public bool FrameAccuratePlayback = true; private bool hasFrames => replayContent.Count > 0; private bool inImportantSection => FrameAccuratePlayback && //a button is in a pressed state (currentDirection > 0 ? CurrentFrame : NextFrame)?.ButtonState > LegacyButtonState.None && //the next frame is within an allowable time span Math.Abs(currentTime - NextFrame?.Time ?? 0) <= sixty_frame_time * 1.2; /// /// Update the current frame based on an incoming time value. /// There are cases where we return a "must-use" time value that is different from the input. /// This is to ensure accurate playback of replay data. /// /// The time which we should use for finding the current frame. /// The usable time value. If null, we should not advance time as we do not have enough data. public override double? SetFrameFromTime(double time) { currentDirection = time.CompareTo(currentTime); if (currentDirection == 0) currentDirection = 1; if (hasFrames) { //if we changed frames, we want to execute once *exactly* on the frame's time. if (currentDirection == time.CompareTo(NextFrame.Time) && advanceFrame()) return currentTime = CurrentFrame.Time; //if we didn't change frames, we need to ensure we are allowed to run frames in between, else return null. if (inImportantSection) return null; } return currentTime = time; } private class ReplayMouseState : MouseState { public ReplayMouseState(Vector2 position, List list) { Position = position; ButtonStates = list; } } private class ReplayKeyboardState : KeyboardState { public ReplayKeyboardState(List keys) { Keys = keys; } } } [Flags] public enum LegacyButtonState { None = 0, Left1 = 1, Right1 = 2, Left2 = 4, Right2 = 8, Smoke = 16 } public class LegacyReplayFrame { public Vector2 Position => new Vector2(MouseX, MouseY); public float MouseX; public float MouseY; public bool MouseLeft; public bool MouseRight; public bool MouseLeft1; public bool MouseRight1; public bool MouseLeft2; public bool MouseRight2; public LegacyButtonState ButtonState; public double Time; public LegacyReplayFrame(double time, float posX, float posY, LegacyButtonState buttonState) { MouseX = posX; MouseY = posY; ButtonState = buttonState; SetButtonStates(buttonState); Time = time; } public void SetButtonStates(LegacyButtonState buttonState) { ButtonState = buttonState; MouseLeft = (buttonState & (LegacyButtonState.Left1 | LegacyButtonState.Left2)) > 0; MouseLeft1 = (buttonState & LegacyButtonState.Left1) > 0; MouseLeft2 = (buttonState & LegacyButtonState.Left2) > 0; MouseRight = (buttonState & (LegacyButtonState.Right1 | LegacyButtonState.Right2)) > 0; MouseRight1 = (buttonState & LegacyButtonState.Right1) > 0; MouseRight2 = (buttonState & LegacyButtonState.Right2) > 0; } public LegacyReplayFrame(Stream s) : this(new SerializationReader(s)) { } public LegacyReplayFrame(SerializationReader sr) { ButtonState = (LegacyButtonState)sr.ReadByte(); SetButtonStates(ButtonState); byte bt = sr.ReadByte(); if (bt > 0)//Handle Pre-Taiko compatible replays. SetButtonStates(LegacyButtonState.Right1); MouseX = sr.ReadSingle(); MouseY = sr.ReadSingle(); Time = sr.ReadInt32(); } public void ReadFromStream(SerializationReader sr) { throw new NotImplementedException(); } public void WriteToStream(SerializationWriter sw) { sw.Write((byte)ButtonState); sw.Write((byte)0); sw.Write(MouseX); sw.Write(MouseY); sw.Write(Time); } public override string ToString() { return $"{Time}\t({MouseX},{MouseY})\t{MouseLeft}\t{MouseRight}\t{MouseLeft1}\t{MouseRight1}\t{MouseLeft2}\t{MouseRight2}\t{ButtonState}"; } } } }