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