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osu-lazer/osu.Game/Screens/Play/PlayerLoader.cs
Dean Herbert 27cd9e119a Delay beatmap load until after transition has finished
Previously the beatmap would begin loading at the same time the
`PlayerLoader` class was. This can cause a horribly visible series of
stutters, especially when a storyboard is involved.

Obviously we should be aiming to reduce the stutters via changes to the
beatmap load process (such as incremental storyboard loading,
`DrawableHitObject` pooling, etc.) but this improves user experience
tenfold in the mean time.
2020-08-13 12:04:32 +09:00

401 lines
12 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.Linq;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input;
using osu.Framework.Screens;
using osu.Framework.Threading;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Input;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Play.PlayerSettings;
using osu.Game.Users;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.Play
{
public class PlayerLoader : ScreenWithBeatmapBackground
{
protected const float BACKGROUND_BLUR = 15;
public override bool HideOverlaysOnEnter => hideOverlays;
public override bool DisallowExternalBeatmapRulesetChanges => true;
// Here because IsHovered will not update unless we do so.
public override bool HandlePositionalInput => true;
// We show the previous screen status
protected override UserActivity InitialActivity => null;
protected override bool PlayResumeSound => false;
protected BeatmapMetadataDisplay MetadataInfo;
protected VisualSettings VisualSettings;
protected Task LoadTask { get; private set; }
protected Task DisposalTask { get; private set; }
private bool backgroundBrightnessReduction;
protected bool BackgroundBrightnessReduction
{
set
{
if (value == backgroundBrightnessReduction)
return;
backgroundBrightnessReduction = value;
Background.FadeColour(OsuColour.Gray(backgroundBrightnessReduction ? 0.8f : 1), 200);
}
}
private bool readyForPush =>
// don't push unless the player is completely loaded
player.LoadState == LoadState.Ready
// don't push if the user is hovering one of the panes, unless they are idle.
&& (IsHovered || idleTracker.IsIdle.Value)
// don't push if the user is dragging a slider or otherwise.
&& inputManager?.DraggedDrawable == null
// don't push if a focused overlay is visible, like settings.
&& inputManager?.FocusedDrawable == null;
private readonly Func<Player> createPlayer;
private Player player;
private LogoTrackingContainer content;
private bool hideOverlays;
private InputManager inputManager;
private IdleTracker idleTracker;
private ScheduledDelegate scheduledPushPlayer;
[Resolved(CanBeNull = true)]
private NotificationOverlay notificationOverlay { get; set; }
[Resolved(CanBeNull = true)]
private VolumeOverlay volumeOverlay { get; set; }
[Resolved]
private AudioManager audioManager { get; set; }
public PlayerLoader(Func<Player> createPlayer)
{
this.createPlayer = createPlayer;
}
[BackgroundDependencyLoader]
private void load(SessionStatics sessionStatics)
{
muteWarningShownOnce = sessionStatics.GetBindable<bool>(Static.MutedAudioNotificationShownOnce);
InternalChild = (content = new LogoTrackingContainer
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
}).WithChildren(new Drawable[]
{
MetadataInfo = new BeatmapMetadataDisplay(Beatmap.Value, Mods, content.LogoFacade)
{
Alpha = 0,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
new FillFlowContainer<PlayerSettingsGroup>
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0, 20),
Margin = new MarginPadding(25),
Children = new PlayerSettingsGroup[]
{
VisualSettings = new VisualSettings(),
new InputSettings()
}
},
idleTracker = new IdleTracker(750)
});
}
protected override void LoadComplete()
{
base.LoadComplete();
inputManager = GetContainingInputManager();
}
#region Screen handling
public override void OnEntering(IScreen last)
{
base.OnEntering(last);
content.ScaleTo(0.7f);
Background?.FadeColour(Color4.White, 800, Easing.OutQuint);
contentIn();
MetadataInfo.Delay(750).FadeIn(500);
this.Delay(1800).Schedule(pushWhenLoaded);
showMuteWarningIfNeeded();
}
public override void OnResuming(IScreen last)
{
base.OnResuming(last);
contentIn();
this.Delay(400).Schedule(pushWhenLoaded);
}
public override void OnSuspending(IScreen next)
{
base.OnSuspending(next);
cancelLoad();
BackgroundBrightnessReduction = false;
}
public override bool OnExiting(IScreen next)
{
cancelLoad();
content.ScaleTo(0.7f, 150, Easing.InQuint);
this.FadeOut(150);
Background.EnableUserDim.Value = false;
BackgroundBrightnessReduction = false;
return base.OnExiting(next);
}
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);
const double duration = 300;
if (!resuming) logo.MoveTo(new Vector2(0.5f), duration, Easing.In);
logo.ScaleTo(new Vector2(0.15f), duration, Easing.In);
logo.FadeIn(350);
Scheduler.AddDelayed(() =>
{
if (this.IsCurrentScreen())
content.StartTracking(logo, resuming ? 0 : 500, Easing.InOutExpo);
}, resuming ? 0 : 500);
}
protected override void LogoExiting(OsuLogo logo)
{
base.LogoExiting(logo);
content.StopTracking();
}
#endregion
protected override void Update()
{
base.Update();
if (!this.IsCurrentScreen())
return;
// We need to perform this check here rather than in OnHover as any number of children of VisualSettings
// may also be handling the hover events.
if (inputManager.HoveredDrawables.Contains(VisualSettings))
{
// Preview user-defined background dim and blur when hovered on the visual settings panel.
Background.EnableUserDim.Value = true;
Background.BlurAmount.Value = 0;
BackgroundBrightnessReduction = false;
}
else
{
// Returns background dim and blur to the values specified by PlayerLoader.
Background.EnableUserDim.Value = false;
Background.BlurAmount.Value = BACKGROUND_BLUR;
BackgroundBrightnessReduction = true;
}
}
private void prepareNewPlayer()
{
if (!this.IsCurrentScreen())
return;
var restartCount = player?.RestartCount + 1 ?? 0;
player = createPlayer();
player.RestartCount = restartCount;
player.RestartRequested = restartRequested;
LoadTask = LoadComponentAsync(player, _ => MetadataInfo.Loading = false);
}
private void restartRequested()
{
hideOverlays = true;
ValidForResume = true;
}
private void contentIn()
{
MetadataInfo.Loading = true;
content.FadeInFromZero(400);
content.ScaleTo(1, 650, Easing.OutQuint).Then().Schedule(prepareNewPlayer);
}
private void contentOut()
{
// Ensure the logo is no longer tracking before we scale the content
content.StopTracking();
content.ScaleTo(0.7f, 300, Easing.InQuint);
content.FadeOut(250);
}
private void pushWhenLoaded()
{
if (!this.IsCurrentScreen()) return;
try
{
if (!readyForPush)
{
// as the pushDebounce below has a delay, we need to keep checking and cancel a future debounce
// if we become unready for push during the delay.
cancelLoad();
return;
}
if (scheduledPushPlayer != null)
return;
scheduledPushPlayer = Scheduler.AddDelayed(() =>
{
contentOut();
this.Delay(250).Schedule(() =>
{
if (!this.IsCurrentScreen()) return;
LoadTask = null;
// By default, we want to load the player and never be returned to.
// Note that this may change if the player we load requested a re-run.
ValidForResume = false;
if (player.LoadedBeatmapSuccessfully)
this.Push(player);
else
this.Exit();
});
}, 500);
}
finally
{
Schedule(pushWhenLoaded);
}
}
private void cancelLoad()
{
scheduledPushPlayer?.Cancel();
scheduledPushPlayer = null;
}
#region Disposal
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (isDisposing)
{
// if the player never got pushed, we should explicitly dispose it.
DisposalTask = LoadTask?.ContinueWith(_ => player.Dispose());
}
}
#endregion
#region Mute warning
private Bindable<bool> muteWarningShownOnce;
private void showMuteWarningIfNeeded()
{
if (!muteWarningShownOnce.Value)
{
// Checks if the notification has not been shown yet and also if master volume is muted, track/music volume is muted or if the whole game is muted.
if (volumeOverlay?.IsMuted.Value == true || audioManager.Volume.Value <= audioManager.Volume.MinValue || audioManager.VolumeTrack.Value <= audioManager.VolumeTrack.MinValue)
{
notificationOverlay?.Post(new MutedNotification());
muteWarningShownOnce.Value = true;
}
}
}
private class MutedNotification : SimpleNotification
{
public override bool IsImportant => true;
public MutedNotification()
{
Text = "Your music volume is set to 0%! Click here to restore it.";
}
[BackgroundDependencyLoader]
private void load(OsuColour colours, AudioManager audioManager, NotificationOverlay notificationOverlay, VolumeOverlay volumeOverlay)
{
Icon = FontAwesome.Solid.VolumeMute;
IconBackgound.Colour = colours.RedDark;
Activated = delegate
{
notificationOverlay.Hide();
volumeOverlay.IsMuted.Value = false;
audioManager.Volume.SetDefault();
audioManager.VolumeTrack.SetDefault();
return true;
};
}
}
#endregion
}
}