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Bartłomiej Dach 03a279a48d
Use hash rather than online ID as primary lookup key when presenting score
Something I ran into when investigating
https://github.com/ppy/osu/issues/28169.

If there are two scores with the same online ID available in the
database - for instance, one being recorded locally, and one recorded by
spectator server, of one single play - the lookup code would use online
ID first to find the score and pick any first one that matched. This
could lead to the wrong replay being refetched and presented / exported.

(In the case of the aforementioned issue, I was confused as to whether
after restarting spectator server midway through a play and importing
the replay saved by spectator server after the restart, I was seeing a
complete replay with no dropped frames, even though there was nothing in
the code that prevented the frame drop. It turns out that I was getting
presented the locally recorded replay instead all along.)

Instead, jiggle the fallback preference to use hash first.
2024-05-14 11:16:50 +02:00
.config Update R# + fix inspections 2024-02-02 21:00:28 +09:00
.github Update action versions in diffcalc workflow 2024-03-29 00:25:32 +09:00
.idea Update Rider configuration files 2024-02-16 01:45:38 +03:00
.run Update Rider configuration files 2024-02-16 01:45:38 +03:00
.vscode Point launch.json to new build directory 2024-02-15 23:11:08 +01:00
assets Update metadata assets 2024-05-10 18:38:11 +08:00
CodeAnalysis Ban char.ToLower()/char.ToUpper() as well for better safety 2022-10-21 20:56:34 +03:00
osu.Android Update android icon assets 2024-05-10 10:04:55 +02:00
osu.Desktop Update desktop logo 2024-05-10 14:12:32 +08:00
osu.Game Use hash rather than online ID as primary lookup key when presenting score 2024-05-14 11:16:50 +02:00
osu.Game.Benchmarks Update various packages which shouldn't cause issues 2024-03-06 12:17:00 +08:00
osu.Game.Rulesets.Catch Remove unused members from GameplaySkinComponentLookup 2024-04-19 18:03:13 +09:00
osu.Game.Rulesets.Catch.Tests Merge pull request #27723 from 64ArthurAraujo/editor-fix-reverse-selection 2024-03-28 11:25:17 +01:00
osu.Game.Rulesets.Catch.Tests.Android Adjust Android SDK target version 2024-02-04 17:27:07 +09:00
osu.Game.Rulesets.Catch.Tests.iOS Upgrade to .NET 8 SDK 2024-02-02 21:28:51 +09:00
osu.Game.Rulesets.Mania Remove unused members from GameplaySkinComponentLookup 2024-04-19 18:03:13 +09:00
osu.Game.Rulesets.Mania.Tests Fix code quality issues 2024-03-26 10:55:49 +01:00
osu.Game.Rulesets.Mania.Tests.Android Adjust Android SDK target version 2024-02-04 17:27:07 +09:00
osu.Game.Rulesets.Mania.Tests.iOS Upgrade to .NET 8 SDK 2024-02-02 21:28:51 +09:00
osu.Game.Rulesets.Osu Fix taps on judged circles changing cursor position 2024-05-14 01:23:55 +09:00
osu.Game.Rulesets.Osu.Tests Remove leftover [Solo] attribute 2024-05-13 18:48:08 +02:00
osu.Game.Rulesets.Osu.Tests.Android Adjust Android SDK target version 2024-02-04 17:27:07 +09:00
osu.Game.Rulesets.Osu.Tests.iOS Upgrade to .NET 8 SDK 2024-02-02 21:28:51 +09:00
osu.Game.Rulesets.Taiko Apply required changes after framework masking updates 2024-05-09 20:18:53 +09:00
osu.Game.Rulesets.Taiko.Tests Add failing test coverage for checking taiko HP too 2024-03-26 10:57:20 +01:00
osu.Game.Rulesets.Taiko.Tests.Android Adjust Android SDK target version 2024-02-04 17:27:07 +09:00
osu.Game.Rulesets.Taiko.Tests.iOS Upgrade to .NET 8 SDK 2024-02-02 21:28:51 +09:00
osu.Game.Tests Add failing test case 2024-05-14 11:13:06 +02:00
osu.Game.Tests.Android Fix android test project compile failures 2024-02-15 12:22:14 +01:00
osu.Game.Tests.iOS Upgrade to .NET 8 SDK 2024-02-02 21:28:51 +09:00
osu.Game.Tournament Apply required changes after framework masking updates 2024-05-09 20:18:53 +09:00
osu.Game.Tournament.Tests Update other VS code configuration files 2024-02-16 01:45:30 +03:00
osu.iOS Update iOS logo 2024-05-10 13:48:08 +08:00
Templates Make CreateJudgement public again and add remarks 2024-02-16 20:24:02 +03:00
.editorconfig Add generated code hints in editorconfig / dotsettings 2023-07-07 22:38:07 +09:00
.git-blame-ignore-revs Add automated commit to blame ignore revs 2023-06-24 01:56:38 +09:00
.gitattributes Force crlf for osu.licenseheader 2019-01-25 16:22:20 +09:00
.gitignore Ignore autogenerated .idea android file 2024-04-24 09:47:41 -07:00
.globalconfig Update R# + fix inspections 2024-02-02 21:00:28 +09:00
app.manifest Remove manifest DPI awareness entires 2023-07-01 19:11:48 +02:00
appveyor_deploy.yml Update appveyor deploy image 2022-12-25 23:40:01 +08:00
appveyor.yml Use maui-android 2022-12-19 16:47:10 +09:00
CONTRIBUTING.md Tell people to not run in release harder 2024-02-10 16:42:19 +01:00
Directory.Build.props Upgrade to C# 12 2024-02-02 21:28:51 +09:00
FodyWeavers.xml Disable realm analytics submission 2021-06-28 17:37:58 +09:00
global.json Update global.json version 2024-02-05 18:02:07 +09:00
InspectCode.ps1 Add caches-home 2022-04-14 12:37:42 +09:00
InspectCode.sh Add caches-home 2022-04-14 12:37:42 +09:00
LICENCE Update copyright years 2024-01-25 20:37:50 +09:00
osu.Android.props Update framework 2024-05-09 22:12:09 +08:00
osu.Android.slnf Use slnf for filtering platform. 2019-10-30 21:35:58 +08:00
osu.Desktop.slnf Avoid using .Children for enumeration in other locations 2024-01-23 05:32:11 +09:00
osu.iOS.props Update framework 2024-05-09 22:12:09 +08:00
osu.iOS.slnf Add missing project to iOS filter. 2019-11-08 21:17:59 +08:00
osu.licenseheader Force crlf for osu.licenseheader 2019-01-25 16:22:20 +09:00
osu.sln Remove rollForward rule for now 2022-12-19 21:54:33 +09:00
osu.sln.DotSettings Add "HP" to the abbreviations list 2024-05-05 21:32:30 +03:00
osu.TestProject.props Normalize .props 2019-10-30 21:54:14 +08:00
README.md Mention unsupported platforms can still run the release on readme 2024-02-15 22:50:03 -08:00
UseLocalFramework.ps1 Add mobile local framework reference support 2023-02-21 18:59:33 +03:00
UseLocalFramework.sh Add mobile local framework reference support 2023-02-21 18:59:33 +03:00
UseLocalResources.ps1 Add helper scripts for using local resources 2022-11-12 17:22:18 +09:00
UseLocalResources.sh Add helper scripts for using local resources 2022-11-12 17:22:18 +09:00

osu! logo

osu!

Build status GitHub release CodeFactor dev chat Crowdin

A free-to-win rhythm game. Rhythm is just a click away!

This is the future and final iteration of the osu! 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.

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.

A few resources are available as starting points to getting involved and understanding the project:

Running osu!

If you are just looking to give the game a whirl, you can grab the latest release for your platform:

Latest release:

Windows 10+ (x64) macOS 12+ (Intel, Apple Silicon) Linux (x64) iOS 13.4+ Android 5+

You can also generally download a version for your current device from the osu! site.

If your platform is unsupported or not listed above, there is still a chance you can run the release or 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 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.

You can see some examples of custom rulesets by visiting the custom ruleset directory.

Developing osu!

Prerequisites

Please make sure you have the following prerequisites:

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, JetBrains Rider, or Visual Studio Code with the EditorConfig and C# plugin installed.

Downloading the source code

Clone the repository:

git clone https://github.com/ppy/osu
cd osu

To update the source code to the latest commit, run the following command inside the osu directory:

git pull

Building

From an IDE

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.

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

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 the build fails, try to restore NuGet packages with dotnet restore.

Testing with resource/framework modifications

Sometimes it may be necessary to cross-test changes in osu-resources or osu-framework. This can be quickly achieved using included commands:

Windows:

UseLocalFramework.ps1
UseLocalResources.ps1

macOS / Linux:

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

Code analysis

Before committing your code, please run a code formatter. This can be achieved by running dotnet format in the command line, or using the Format code command in your IDE.

We have adopted some cross-platform, compiler integrated analyzers. They can provide warnings when you are editing, building inside IDE or from command line, as-if they are provided by the compiler itself.

JetBrains ReSharper InspectCode is also used for wider rule sets. You can run it from PowerShell with .\InspectCode.ps1. Alternatively, you can install ReSharper or use Rider to get inline support in your IDE of choice.

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 to understand how to help in the most effective way possible.

If you wish to help with localisation efforts, head over to crowdin.

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. If you have any questions, feel free to reach out to peppy before doing so.

Licence

osu!'s code and framework are licensed under the MIT licence. Please see the licence file for more information. tl;dr you can do whatever you want as long as you include the original copyright and license notice in any copy of the software/source.

Please note that this does not cover the usage of the "osu!" or "ppy" branding in any software, resources, advertising or promotion, as this is protected by trademark law.

Please also note that game resources are covered by a separate licence. Please see the ppy/osu-resources repository for clarifications.