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osu-lazer/osu.Game/Rulesets/UI/ReplayRecorder.cs
T
Bartłomiej Dach 12cc8e38da Fix replays being misrecorded if an action is pressed and released in one update frame
Closes https://github.com/ppy/osu/issues/33465 probably.

This reverts the replay frame de-duplication logic to what it was before
https://github.com/ppy/osu/pull/33148#discussion_r2091549388.

I don't have good reproduction steps. I tried to write a test case for
this that isn't just "press and release a key in the same frame",
thinking that maybe there was some loophole in the osu! touch input
mapper that may produce this situation artificially, but I could not in
many configurations. So I have to assume that this just *can happen*
organically.
2025-06-06 09:10:51 +02:00

111 lines
3.3 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Online.Spectator;
using osu.Game.Rulesets.Replays;
using osu.Game.Scoring;
using osuTK;
namespace osu.Game.Rulesets.UI
{
public abstract partial class ReplayRecorder<T> : ReplayRecorder, IKeyBindingHandler<T>
where T : struct
{
private readonly Score target;
private readonly List<T> pressedActions = new List<T>();
private InputManager inputManager;
/// <summary>
/// The frame rate to record replays at.
/// </summary>
public int RecordFrameRate { get; set; } = 60;
[Resolved]
private SpectatorClient spectatorClient { get; set; }
protected ReplayRecorder(Score target)
{
this.target = target;
RelativeSizeAxes = Axes.Both;
}
protected override void LoadComplete()
{
base.LoadComplete();
inputManager = GetContainingInputManager();
}
protected override void Update()
{
base.Update();
RecordFrame(false);
}
protected override bool OnMouseMove(MouseMoveEvent e)
{
RecordFrame(false);
return base.OnMouseMove(e);
}
public bool OnPressed(KeyBindingPressEvent<T> e)
{
pressedActions.Add(e.Action);
RecordFrame(true);
return false;
}
public void OnReleased(KeyBindingReleaseEvent<T> e)
{
pressedActions.Remove(e.Action);
RecordFrame(true);
}
public override void RecordFrame(bool important)
{
var last = target.Replay.Frames.LastOrDefault();
if (!important && last != null && Time.Current - last.Time < (1000d / RecordFrameRate) * Clock.Rate)
return;
var position = ScreenSpaceToGamefield?.Invoke(inputManager.CurrentState.Mouse.Position) ?? inputManager.CurrentState.Mouse.Position;
var frame = HandleFrame(position, pressedActions, last);
if (frame != null)
{
// this reduces redundancy of frames in the resulting replay.
if (last?.IsEquivalentTo(frame) == true)
target.Replay.Frames[^1] = frame;
else
target.Replay.Frames.Add(frame);
// the above de-duplication is done at `FrameDataBundle` level in `SpectatorClient`.
// it's not 100% matching because of the possibility of duplicated frames crossing a bundle boundary, but it's close and simple enough.
spectatorClient?.HandleFrame(frame);
}
}
protected abstract ReplayFrame HandleFrame(Vector2 mousePosition, List<T> actions, ReplayFrame previousFrame);
}
public abstract partial class ReplayRecorder : Component
{
public Func<Vector2, Vector2> ScreenSpaceToGamefield;
public abstract void RecordFrame(bool important);
}
}