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osu-lazer/osu.Game/Screens/Play/ReplayPlayer.cs
T
2025-08-26 18:41:14 +09:00

227 lines
8.2 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.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Input.Bindings;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
using osu.Game.Screens.Play.PlayerSettings;
using osu.Game.Screens.Ranking;
using osu.Game.Screens.Select.Leaderboards;
using osu.Game.Users;
namespace osu.Game.Screens.Play
{
[Cached]
public partial class ReplayPlayer : Player, IKeyBindingHandler<GlobalAction>
{
public const double BASE_SEEK_AMOUNT = 1000;
private readonly Func<IBeatmap, IReadOnlyList<Mod>, Score> createScore;
[Cached(typeof(IGameplayLeaderboardProvider))]
private readonly SoloGameplayLeaderboardProvider leaderboardProvider = new SoloGameplayLeaderboardProvider();
protected override UserActivity? InitialActivity =>
// score may be null if LoadedBeatmapSuccessfully is false.
Score == null ? null : new UserActivity.WatchingReplay(Score.ScoreInfo);
private bool isAutoplayPlayback => GameplayState.Mods.OfType<ModAutoplay>().Any();
private double? lastFrameTime;
private ReplayFailIndicator? failIndicator;
private PlaybackSettings? playbackSettings;
protected override bool CheckModsAllowFailure()
{
// autoplay should be able to fail if the beatmap is not humanly beatable
if (isAutoplayPlayback)
return base.CheckModsAllowFailure();
// non-autoplay replays should be able to fail, but only after they've exhausted their frames.
// note that the rank isn't checked here - that's because it is generally unreliable.
// stable replays, as well as lazer replays recorded prior to https://github.com/ppy/osu/pull/28058,
// do not even *contain* the user's rank.
// not to mention possible gameplay mechanics changes that could make a replay fail sooner than it really should.
if (GameplayClockContainer.CurrentTime >= lastFrameTime)
return base.CheckModsAllowFailure();
return false;
}
public ReplayPlayer(Score score, PlayerConfiguration? configuration = null)
: this((_, _) => score, configuration)
{
}
public ReplayPlayer(Func<IBeatmap, IReadOnlyList<Mod>, Score> createScore, PlayerConfiguration? configuration = null)
: base(configuration)
{
this.createScore = createScore;
Configuration.ShowLeaderboard = true;
}
/// <summary>
/// Add a settings group to the HUD overlay. Intended to be used by rulesets to add replay-specific settings.
/// </summary>
/// <param name="settings">The settings group to be shown.</param>
public void AddSettings(PlayerSettingsGroup settings) => Schedule(() =>
{
settings.Expanded.Value = false;
HUDOverlay.PlayerSettingsOverlay.Add(settings);
});
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
if (!LoadedBeatmapSuccessfully)
return;
AddInternal(leaderboardProvider);
playbackSettings = new PlaybackSettings
{
Depth = float.MaxValue,
Expanded = { BindTarget = config.GetBindable<bool>(OsuSetting.ReplayPlaybackControlsExpanded) }
};
if (GameplayClockContainer is MasterGameplayClockContainer master)
playbackSettings.UserPlaybackRate.BindTo(master.UserPlaybackRate);
HUDOverlay.PlayerSettingsOverlay.AddAtStart(playbackSettings);
AddInternal(failIndicator = new ReplayFailIndicator(GameplayClockContainer)
{
GoToResults = () =>
{
if (!this.IsCurrentScreen())
return;
ValidForResume = false;
this.Push(new SoloResultsScreen(Score.ScoreInfo));
}
});
}
protected override void PrepareReplay()
{
DrawableRuleset?.SetReplayScore(Score);
lastFrameTime = Score.Replay.Frames.LastOrDefault()?.Time;
}
protected override Score CreateScore(IBeatmap beatmap) => createScore(beatmap, Mods.Value);
// Don't re-import replay scores as they're already present in the database.
protected override Task ImportScore(Score score) => Task.CompletedTask;
protected override ResultsScreen CreateResults(ScoreInfo score) => new SoloResultsScreen(score)
{
// Only show the relevant button otherwise things look silly.
AllowWatchingReplay = !isAutoplayPlayback,
AllowRetry = isAutoplayPlayback,
};
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
if (!LoadedBeatmapSuccessfully)
return false;
switch (e.Action)
{
case GlobalAction.StepReplayBackward:
StepFrame(-1);
return true;
case GlobalAction.StepReplayForward:
StepFrame(1);
return true;
case GlobalAction.SeekReplayBackward:
SeekInDirection(-5 * (float)playbackSettings!.UserPlaybackRate.Value);
return true;
case GlobalAction.SeekReplayForward:
SeekInDirection(5 * (float)playbackSettings!.UserPlaybackRate.Value);
return true;
case GlobalAction.TogglePauseReplay:
if (GameplayClockContainer.IsPaused.Value)
GameplayClockContainer.Start();
else
GameplayClockContainer.Stop();
return true;
}
return false;
}
public void StepFrame(int direction)
{
GameplayClockContainer.Stop();
var frames = GameplayState.Score.Replay.Frames;
if (frames.Count == 0)
return;
GameplayClockContainer.Seek(direction < 0
? (frames.LastOrDefault(f => f.Time < GameplayClockContainer.CurrentTime) ?? frames.First()).Time
: (frames.FirstOrDefault(f => f.Time > GameplayClockContainer.CurrentTime) ?? frames.Last()).Time
);
}
public void SeekInDirection(float amount)
{
double target = Math.Clamp(GameplayClockContainer.CurrentTime + amount * BASE_SEEK_AMOUNT, 0, GameplayState.Beatmap.GetLastObjectTime());
Seek(target);
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
protected override void PerformFail()
{
// base logic intentionally suppressed - we have our own custom fail interaction
ScoreProcessor.FailScore(Score.ScoreInfo);
failIndicator!.Display();
}
public override void OnSuspending(ScreenTransitionEvent e)
{
stopAllAudioEffects();
base.OnSuspending(e);
}
public override bool OnExiting(ScreenExitEvent e)
{
// safety against filters or samples from the indicator playing long after the screen is exited
failIndicator?.RemoveAndDisposeImmediately();
return base.OnExiting(e);
}
private void stopAllAudioEffects()
{
// safety against filters or samples from the indicator playing long after the screen is exited
failIndicator?.RemoveAndDisposeImmediately();
if (GameplayClockContainer is MasterGameplayClockContainer master)
{
playbackSettings?.UserPlaybackRate.UnbindFrom(master.UserPlaybackRate);
master.UserPlaybackRate.SetDefault();
}
}
}
}