mirror of
https://github.com/ppy/osu.git
synced 2024-12-17 01:32:55 +08:00
972 lines
36 KiB
C#
972 lines
36 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.IO;
|
|
using System.Linq;
|
|
using System.Threading.Tasks;
|
|
using JetBrains.Annotations;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Audio;
|
|
using osu.Framework.Audio.Sample;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Input.Events;
|
|
using osu.Framework.Logging;
|
|
using osu.Framework.Screens;
|
|
using osu.Framework.Threading;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Graphics.Containers;
|
|
using osu.Game.IO.Archives;
|
|
using osu.Game.Online.API;
|
|
using osu.Game.Overlays;
|
|
using osu.Game.Replays;
|
|
using osu.Game.Rulesets;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Replays;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osu.Game.Rulesets.UI;
|
|
using osu.Game.Scoring;
|
|
using osu.Game.Scoring.Legacy;
|
|
using osu.Game.Screens.Ranking;
|
|
using osu.Game.Skinning;
|
|
using osu.Game.Users;
|
|
|
|
namespace osu.Game.Screens.Play
|
|
{
|
|
[Cached]
|
|
[Cached(typeof(ISamplePlaybackDisabler))]
|
|
public abstract class Player : ScreenWithBeatmapBackground, ISamplePlaybackDisabler
|
|
{
|
|
/// <summary>
|
|
/// The delay upon completion of the beatmap before displaying the results screen.
|
|
/// </summary>
|
|
public const double RESULTS_DISPLAY_DELAY = 1000.0;
|
|
|
|
public override bool AllowBackButton => false; // handled by HoldForMenuButton
|
|
|
|
protected override UserActivity InitialActivity => new UserActivity.SoloGame(Beatmap.Value.BeatmapInfo, Ruleset.Value);
|
|
|
|
public override float BackgroundParallaxAmount => 0.1f;
|
|
|
|
public override bool HideOverlaysOnEnter => true;
|
|
|
|
protected override OverlayActivation InitialOverlayActivationMode => OverlayActivation.UserTriggered;
|
|
|
|
// We are managing our own adjustments (see OnEntering/OnExiting).
|
|
public override bool AllowRateAdjustments => false;
|
|
|
|
private readonly IBindable<bool> gameActive = new Bindable<bool>(true);
|
|
|
|
private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
|
|
|
|
/// <summary>
|
|
/// Whether gameplay should pause when the game window focus is lost.
|
|
/// </summary>
|
|
protected virtual bool PauseOnFocusLost => true;
|
|
|
|
public Action RestartRequested;
|
|
|
|
public bool HasFailed { get; private set; }
|
|
|
|
private Bindable<bool> mouseWheelDisabled;
|
|
|
|
private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>();
|
|
|
|
protected readonly Bindable<bool> LocalUserPlaying = new Bindable<bool>();
|
|
|
|
public int RestartCount;
|
|
|
|
[Resolved]
|
|
private ScoreManager scoreManager { get; set; }
|
|
|
|
private RulesetInfo rulesetInfo;
|
|
|
|
private Ruleset ruleset;
|
|
|
|
[Resolved]
|
|
private IAPIProvider api { get; set; }
|
|
|
|
[Resolved]
|
|
private MusicController musicController { get; set; }
|
|
|
|
private Sample sampleRestart;
|
|
|
|
public BreakOverlay BreakOverlay;
|
|
|
|
/// <summary>
|
|
/// Whether the gameplay is currently in a break.
|
|
/// </summary>
|
|
public readonly IBindable<bool> IsBreakTime = new BindableBool();
|
|
|
|
private BreakTracker breakTracker;
|
|
|
|
private SkipOverlay skipIntroOverlay;
|
|
private SkipOverlay skipOutroOverlay;
|
|
|
|
protected ScoreProcessor ScoreProcessor { get; private set; }
|
|
|
|
protected HealthProcessor HealthProcessor { get; private set; }
|
|
|
|
protected DrawableRuleset DrawableRuleset { get; private set; }
|
|
|
|
protected HUDOverlay HUDOverlay { get; private set; }
|
|
|
|
public bool LoadedBeatmapSuccessfully => DrawableRuleset?.Objects.Any() == true;
|
|
|
|
protected GameplayClockContainer GameplayClockContainer { get; private set; }
|
|
|
|
public DimmableStoryboard DimmableStoryboard { get; private set; }
|
|
|
|
[Cached]
|
|
[Cached(Type = typeof(IBindable<IReadOnlyList<Mod>>))]
|
|
protected new readonly Bindable<IReadOnlyList<Mod>> Mods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
|
|
|
|
/// <summary>
|
|
/// Whether failing should be allowed.
|
|
/// By default, this checks whether all selected mods allow failing.
|
|
/// </summary>
|
|
protected virtual bool CheckModsAllowFailure() => Mods.Value.OfType<IApplicableFailOverride>().All(m => m.PerformFail());
|
|
|
|
public readonly PlayerConfiguration Configuration;
|
|
|
|
/// <summary>
|
|
/// Create a new player instance.
|
|
/// </summary>
|
|
protected Player(PlayerConfiguration configuration = null)
|
|
{
|
|
Configuration = configuration ?? new PlayerConfiguration();
|
|
}
|
|
|
|
private GameplayBeatmap gameplayBeatmap;
|
|
|
|
private ScreenSuspensionHandler screenSuspension;
|
|
|
|
private DependencyContainer dependencies;
|
|
|
|
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
|
|
=> dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
// replays should never be recorded or played back when autoplay is enabled
|
|
if (!Mods.Value.Any(m => m is ModAutoplay))
|
|
PrepareReplay();
|
|
|
|
gameActive.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
|
|
}
|
|
|
|
[CanBeNull]
|
|
private Score recordingScore;
|
|
|
|
/// <summary>
|
|
/// Run any recording / playback setup for replays.
|
|
/// </summary>
|
|
protected virtual void PrepareReplay()
|
|
{
|
|
DrawableRuleset.SetRecordTarget(recordingScore = new Score());
|
|
|
|
ScoreProcessor.NewJudgement += result => ScoreProcessor.PopulateScore(recordingScore.ScoreInfo);
|
|
}
|
|
|
|
[BackgroundDependencyLoader(true)]
|
|
private void load(AudioManager audio, OsuConfigManager config, OsuGameBase game)
|
|
{
|
|
Mods.Value = base.Mods.Value.Select(m => m.CreateCopy()).ToArray();
|
|
|
|
if (Beatmap.Value is DummyWorkingBeatmap)
|
|
return;
|
|
|
|
IBeatmap playableBeatmap = loadPlayableBeatmap();
|
|
|
|
if (playableBeatmap == null)
|
|
return;
|
|
|
|
sampleRestart = audio.Samples.Get(@"Gameplay/restart");
|
|
|
|
mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
|
|
|
|
if (game != null)
|
|
gameActive.BindTo(game.IsActive);
|
|
|
|
if (game is OsuGame osuGame)
|
|
LocalUserPlaying.BindTo(osuGame.LocalUserPlaying);
|
|
|
|
DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value);
|
|
|
|
ScoreProcessor = ruleset.CreateScoreProcessor();
|
|
ScoreProcessor.ApplyBeatmap(playableBeatmap);
|
|
ScoreProcessor.Mods.BindTo(Mods);
|
|
|
|
dependencies.CacheAs(ScoreProcessor);
|
|
|
|
HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap.HitObjects[0].StartTime);
|
|
HealthProcessor.ApplyBeatmap(playableBeatmap);
|
|
|
|
dependencies.CacheAs(HealthProcessor);
|
|
|
|
if (!ScoreProcessor.Mode.Disabled)
|
|
config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
|
|
|
|
InternalChild = GameplayClockContainer = CreateGameplayClockContainer(Beatmap.Value, DrawableRuleset.GameplayStartTime);
|
|
|
|
AddInternal(gameplayBeatmap = new GameplayBeatmap(playableBeatmap));
|
|
AddInternal(screenSuspension = new ScreenSuspensionHandler(GameplayClockContainer));
|
|
|
|
dependencies.CacheAs(gameplayBeatmap);
|
|
|
|
var beatmapSkinProvider = new BeatmapSkinProvidingContainer(Beatmap.Value.Skin);
|
|
|
|
// the beatmapSkinProvider is used as the fallback source here to allow the ruleset-specific skin implementation
|
|
// full access to all skin sources.
|
|
var rulesetSkinProvider = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider, playableBeatmap));
|
|
|
|
// load the skinning hierarchy first.
|
|
// this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources.
|
|
GameplayClockContainer.Add(beatmapSkinProvider.WithChild(rulesetSkinProvider));
|
|
|
|
rulesetSkinProvider.AddRange(new[]
|
|
{
|
|
// underlay and gameplay should have access the to skinning sources.
|
|
createUnderlayComponents(),
|
|
createGameplayComponents(Beatmap.Value, playableBeatmap)
|
|
});
|
|
|
|
// also give the HUD a ruleset container to allow rulesets to potentially override HUD elements (used to disable combo counters etc.)
|
|
// we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there.
|
|
var hudRulesetContainer = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider, playableBeatmap));
|
|
|
|
// add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components.
|
|
GameplayClockContainer.Add(hudRulesetContainer.WithChild(createOverlayComponents(Beatmap.Value)));
|
|
|
|
if (!DrawableRuleset.AllowGameplayOverlays)
|
|
{
|
|
HUDOverlay.ShowHud.Value = false;
|
|
HUDOverlay.ShowHud.Disabled = true;
|
|
BreakOverlay.Hide();
|
|
}
|
|
|
|
DrawableRuleset.FrameStableClock.WaitingOnFrames.BindValueChanged(waiting =>
|
|
{
|
|
if (waiting.NewValue)
|
|
GameplayClockContainer.Stop();
|
|
else
|
|
GameplayClockContainer.Start();
|
|
});
|
|
|
|
DrawableRuleset.IsPaused.BindValueChanged(paused =>
|
|
{
|
|
updateGameplayState();
|
|
updateSampleDisabledState();
|
|
});
|
|
|
|
DrawableRuleset.FrameStableClock.IsCatchingUp.BindValueChanged(_ => updateSampleDisabledState());
|
|
|
|
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState());
|
|
|
|
// bind clock into components that require it
|
|
DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
|
|
|
|
DrawableRuleset.NewResult += r =>
|
|
{
|
|
HealthProcessor.ApplyResult(r);
|
|
ScoreProcessor.ApplyResult(r);
|
|
gameplayBeatmap.ApplyResult(r);
|
|
};
|
|
|
|
DrawableRuleset.RevertResult += r =>
|
|
{
|
|
HealthProcessor.RevertResult(r);
|
|
ScoreProcessor.RevertResult(r);
|
|
};
|
|
|
|
DimmableStoryboard.HasStoryboardEnded.ValueChanged += storyboardEnded =>
|
|
{
|
|
if (storyboardEnded.NewValue && completionProgressDelegate == null)
|
|
updateCompletionState();
|
|
};
|
|
|
|
// Bind the judgement processors to ourselves
|
|
ScoreProcessor.HasCompleted.BindValueChanged(_ => updateCompletionState());
|
|
HealthProcessor.Failed += onFail;
|
|
|
|
foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
|
|
mod.ApplyToScoreProcessor(ScoreProcessor);
|
|
|
|
foreach (var mod in Mods.Value.OfType<IApplicableToHealthProcessor>())
|
|
mod.ApplyToHealthProcessor(HealthProcessor);
|
|
|
|
IsBreakTime.BindTo(breakTracker.IsBreakTime);
|
|
IsBreakTime.BindValueChanged(onBreakTimeChanged, true);
|
|
}
|
|
|
|
protected virtual GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new MasterGameplayClockContainer(beatmap, gameplayStart);
|
|
|
|
private Drawable createUnderlayComponents() =>
|
|
DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both };
|
|
|
|
private Drawable createGameplayComponents(WorkingBeatmap working, IBeatmap playableBeatmap) => new ScalingContainer(ScalingMode.Gameplay)
|
|
{
|
|
Children = new Drawable[]
|
|
{
|
|
DrawableRuleset.With(r =>
|
|
r.FrameStableComponents.Children = new Drawable[]
|
|
{
|
|
ScoreProcessor,
|
|
HealthProcessor,
|
|
new ComboEffects(ScoreProcessor),
|
|
breakTracker = new BreakTracker(DrawableRuleset.GameplayStartTime, ScoreProcessor)
|
|
{
|
|
Breaks = working.Beatmap.Breaks
|
|
}
|
|
}),
|
|
}
|
|
};
|
|
|
|
private Drawable createOverlayComponents(WorkingBeatmap working)
|
|
{
|
|
var container = new Container
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Children = new[]
|
|
{
|
|
DimmableStoryboard.OverlayLayerContainer.CreateProxy(),
|
|
BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
|
|
{
|
|
Clock = DrawableRuleset.FrameStableClock,
|
|
ProcessCustomClock = false,
|
|
Breaks = working.Beatmap.Breaks
|
|
},
|
|
// display the cursor above some HUD elements.
|
|
DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
|
|
DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
|
|
HUDOverlay = new HUDOverlay(ScoreProcessor, DrawableRuleset, Mods.Value)
|
|
{
|
|
HoldToQuit =
|
|
{
|
|
Action = () => PerformExit(true),
|
|
IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
|
|
},
|
|
KeyCounter =
|
|
{
|
|
AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded },
|
|
IsCounting = false
|
|
},
|
|
RequestSeek = time =>
|
|
{
|
|
GameplayClockContainer.Seek(time);
|
|
GameplayClockContainer.Start();
|
|
},
|
|
Anchor = Anchor.Centre,
|
|
Origin = Anchor.Centre
|
|
},
|
|
skipIntroOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime)
|
|
{
|
|
RequestSkip = performUserRequestedSkip
|
|
},
|
|
skipOutroOverlay = new SkipOverlay(Beatmap.Value.Storyboard.LatestEventTime ?? 0)
|
|
{
|
|
RequestSkip = () => updateCompletionState(true),
|
|
Alpha = 0
|
|
},
|
|
FailOverlay = new FailOverlay
|
|
{
|
|
OnRetry = Restart,
|
|
OnQuit = () => PerformExit(true),
|
|
},
|
|
PauseOverlay = new PauseOverlay
|
|
{
|
|
OnResume = Resume,
|
|
Retries = RestartCount,
|
|
OnRetry = Restart,
|
|
OnQuit = () => PerformExit(true),
|
|
},
|
|
new HotkeyExitOverlay
|
|
{
|
|
Action = () =>
|
|
{
|
|
if (!this.IsCurrentScreen()) return;
|
|
|
|
fadeOut(true);
|
|
PerformExit(false);
|
|
},
|
|
},
|
|
failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, },
|
|
}
|
|
};
|
|
|
|
if (!Configuration.AllowSkipping || !DrawableRuleset.AllowGameplayOverlays)
|
|
{
|
|
skipIntroOverlay.Expire();
|
|
skipOutroOverlay.Expire();
|
|
}
|
|
|
|
if (GameplayClockContainer is MasterGameplayClockContainer master)
|
|
HUDOverlay.PlayerSettingsOverlay.PlaybackSettings.UserPlaybackRate.BindTarget = master.UserPlaybackRate;
|
|
|
|
if (Configuration.AllowRestart)
|
|
{
|
|
container.Add(new HotkeyRetryOverlay
|
|
{
|
|
Action = () =>
|
|
{
|
|
if (!this.IsCurrentScreen()) return;
|
|
|
|
fadeOut(true);
|
|
Restart();
|
|
},
|
|
});
|
|
}
|
|
|
|
return container;
|
|
}
|
|
|
|
private void onBreakTimeChanged(ValueChangedEvent<bool> isBreakTime)
|
|
{
|
|
updateGameplayState();
|
|
updatePauseOnFocusLostState();
|
|
HUDOverlay.KeyCounter.IsCounting = !isBreakTime.NewValue;
|
|
}
|
|
|
|
private void updateGameplayState()
|
|
{
|
|
bool inGameplay = !DrawableRuleset.HasReplayLoaded.Value && !DrawableRuleset.IsPaused.Value && !breakTracker.IsBreakTime.Value;
|
|
OverlayActivationMode.Value = inGameplay ? OverlayActivation.Disabled : OverlayActivation.UserTriggered;
|
|
LocalUserPlaying.Value = inGameplay;
|
|
}
|
|
|
|
private void updateSampleDisabledState()
|
|
{
|
|
samplePlaybackDisabled.Value = DrawableRuleset.FrameStableClock.IsCatchingUp.Value || GameplayClockContainer.GameplayClock.IsPaused.Value;
|
|
}
|
|
|
|
private void updatePauseOnFocusLostState()
|
|
{
|
|
if (!PauseOnFocusLost || !pausingSupportedByCurrentState || breakTracker.IsBreakTime.Value)
|
|
return;
|
|
|
|
if (gameActive.Value == false)
|
|
{
|
|
bool paused = Pause();
|
|
|
|
// if the initial pause could not be satisfied, the pause cooldown may be active.
|
|
// reschedule the pause attempt until it can be achieved.
|
|
if (!paused)
|
|
Scheduler.AddOnce(updatePauseOnFocusLostState);
|
|
}
|
|
}
|
|
|
|
private IBeatmap loadPlayableBeatmap()
|
|
{
|
|
IBeatmap playable;
|
|
|
|
try
|
|
{
|
|
if (Beatmap.Value.Beatmap == null)
|
|
throw new InvalidOperationException("Beatmap was not loaded");
|
|
|
|
rulesetInfo = Ruleset.Value ?? Beatmap.Value.BeatmapInfo.Ruleset;
|
|
ruleset = rulesetInfo.CreateInstance();
|
|
|
|
try
|
|
{
|
|
playable = Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo, Mods.Value);
|
|
}
|
|
catch (BeatmapInvalidForRulesetException)
|
|
{
|
|
// A playable beatmap may not be creatable with the user's preferred ruleset, so try using the beatmap's default ruleset
|
|
rulesetInfo = Beatmap.Value.BeatmapInfo.Ruleset;
|
|
ruleset = rulesetInfo.CreateInstance();
|
|
|
|
playable = Beatmap.Value.GetPlayableBeatmap(rulesetInfo, Mods.Value);
|
|
}
|
|
|
|
if (playable.HitObjects.Count == 0)
|
|
{
|
|
Logger.Log("Beatmap contains no hit objects!", level: LogLevel.Error);
|
|
return null;
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Logger.Error(e, "Could not load beatmap successfully!");
|
|
//couldn't load, hard abort!
|
|
return null;
|
|
}
|
|
|
|
return playable;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Exits the <see cref="Player"/>.
|
|
/// </summary>
|
|
/// <param name="showDialogFirst">
|
|
/// Whether the pause or fail dialog should be shown before performing an exit.
|
|
/// If true and a dialog is not yet displayed, the exit will be blocked the the relevant dialog will display instead.
|
|
/// </param>
|
|
protected void PerformExit(bool showDialogFirst)
|
|
{
|
|
// if a restart has been requested, cancel any pending completion (user has shown intent to restart).
|
|
completionProgressDelegate?.Cancel();
|
|
|
|
// there is a chance that the exit was performed after the transition to results has started.
|
|
// we want to give the user what they want, so forcefully return to this screen (to proceed with the upwards exit process).
|
|
if (!this.IsCurrentScreen())
|
|
{
|
|
ValidForResume = false;
|
|
this.MakeCurrent();
|
|
return;
|
|
}
|
|
|
|
bool pauseOrFailDialogVisible =
|
|
PauseOverlay.State.Value == Visibility.Visible || FailOverlay.State.Value == Visibility.Visible;
|
|
|
|
if (showDialogFirst && !pauseOrFailDialogVisible)
|
|
{
|
|
// if the fail animation is currently in progress, accelerate it (it will show the pause dialog on completion).
|
|
if (ValidForResume && HasFailed)
|
|
{
|
|
failAnimation.FinishTransforms(true);
|
|
return;
|
|
}
|
|
|
|
// there's a chance the pausing is not supported in the current state, at which point immediate exit should be preferred.
|
|
if (pausingSupportedByCurrentState)
|
|
{
|
|
// in the case a dialog needs to be shown, attempt to pause and show it.
|
|
// this may fail (see internal checks in Pause()) but the fail cases are temporary, so don't fall through to Exit().
|
|
Pause();
|
|
return;
|
|
}
|
|
|
|
// if the score is ready for display but results screen has not been pushed yet (e.g. storyboard is still playing beyond gameplay), then transition to results screen instead of exiting.
|
|
if (prepareScoreForDisplayTask != null && completionProgressDelegate == null)
|
|
{
|
|
updateCompletionState(true);
|
|
}
|
|
}
|
|
|
|
this.Exit();
|
|
}
|
|
|
|
private void performUserRequestedSkip()
|
|
{
|
|
// user requested skip
|
|
// disable sample playback to stop currently playing samples and perform skip
|
|
samplePlaybackDisabled.Value = true;
|
|
|
|
(GameplayClockContainer as MasterGameplayClockContainer)?.Skip();
|
|
|
|
// return samplePlaybackDisabled.Value to what is defined by the beatmap's current state
|
|
updateSampleDisabledState();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Restart gameplay via a parent <see cref="PlayerLoader"/>.
|
|
/// <remarks>This can be called from a child screen in order to trigger the restart process.</remarks>
|
|
/// </summary>
|
|
public void Restart()
|
|
{
|
|
if (!Configuration.AllowRestart)
|
|
return;
|
|
|
|
// at the point of restarting the track should either already be paused or the volume should be zero.
|
|
// stopping here is to ensure music doesn't become audible after exiting back to PlayerLoader.
|
|
musicController.Stop();
|
|
|
|
sampleRestart?.Play();
|
|
RestartRequested?.Invoke();
|
|
|
|
PerformExit(false);
|
|
}
|
|
|
|
private ScheduledDelegate completionProgressDelegate;
|
|
private Task<ScoreInfo> prepareScoreForDisplayTask;
|
|
|
|
/// <summary>
|
|
/// Handles changes in player state which may progress the completion of gameplay / this screen's lifetime.
|
|
/// </summary>
|
|
/// <param name="skipStoryboardOutro">If in a state where a storyboard outro is to be played, offers the choice of skipping beyond it.</param>
|
|
/// <exception cref="InvalidOperationException">Thrown if this method is called more than once without changing state.</exception>
|
|
private void updateCompletionState(bool skipStoryboardOutro = false)
|
|
{
|
|
// screen may be in the exiting transition phase.
|
|
if (!this.IsCurrentScreen())
|
|
return;
|
|
|
|
if (!ScoreProcessor.HasCompleted.Value)
|
|
{
|
|
completionProgressDelegate?.Cancel();
|
|
completionProgressDelegate = null;
|
|
ValidForResume = true;
|
|
skipOutroOverlay.Hide();
|
|
return;
|
|
}
|
|
|
|
if (completionProgressDelegate != null)
|
|
throw new InvalidOperationException($"{nameof(updateCompletionState)} was fired more than once");
|
|
|
|
// Only show the completion screen if the player hasn't failed
|
|
if (HealthProcessor.HasFailed)
|
|
return;
|
|
|
|
ValidForResume = false;
|
|
|
|
if (!Configuration.ShowResults) return;
|
|
|
|
prepareScoreForDisplayTask ??= Task.Run(async () =>
|
|
{
|
|
var score = CreateScore();
|
|
|
|
try
|
|
{
|
|
await PrepareScoreForResultsAsync(score).ConfigureAwait(false);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Logger.Error(ex, "Score preparation failed!");
|
|
}
|
|
|
|
try
|
|
{
|
|
await ImportScore(score).ConfigureAwait(false);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
Logger.Error(ex, "Score import failed!");
|
|
}
|
|
|
|
return score.ScoreInfo;
|
|
});
|
|
|
|
if (skipStoryboardOutro)
|
|
{
|
|
scheduleCompletion();
|
|
return;
|
|
}
|
|
|
|
bool storyboardHasOutro = DimmableStoryboard.ContentDisplayed && !DimmableStoryboard.HasStoryboardEnded.Value;
|
|
|
|
if (storyboardHasOutro)
|
|
{
|
|
skipOutroOverlay.Show();
|
|
return;
|
|
}
|
|
|
|
using (BeginDelayedSequence(RESULTS_DISPLAY_DELAY))
|
|
scheduleCompletion();
|
|
}
|
|
|
|
private void scheduleCompletion() => completionProgressDelegate = Schedule(() =>
|
|
{
|
|
if (!prepareScoreForDisplayTask.IsCompleted)
|
|
{
|
|
scheduleCompletion();
|
|
return;
|
|
}
|
|
|
|
// screen may be in the exiting transition phase.
|
|
if (this.IsCurrentScreen())
|
|
this.Push(CreateResults(prepareScoreForDisplayTask.Result));
|
|
});
|
|
|
|
protected override bool OnScroll(ScrollEvent e) => mouseWheelDisabled.Value && !GameplayClockContainer.IsPaused.Value;
|
|
|
|
#region Fail Logic
|
|
|
|
protected FailOverlay FailOverlay { get; private set; }
|
|
|
|
private FailAnimation failAnimation;
|
|
|
|
private bool onFail()
|
|
{
|
|
if (!CheckModsAllowFailure())
|
|
return false;
|
|
|
|
HasFailed = true;
|
|
|
|
// There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer)
|
|
// could process an extra frame after the GameplayClock is stopped.
|
|
// In such cases we want the fail state to precede a user triggered pause.
|
|
if (PauseOverlay.State.Value == Visibility.Visible)
|
|
PauseOverlay.Hide();
|
|
|
|
failAnimation.Start();
|
|
|
|
if (Mods.Value.OfType<IApplicableFailOverride>().Any(m => m.RestartOnFail))
|
|
Restart();
|
|
|
|
return true;
|
|
}
|
|
|
|
// Called back when the transform finishes
|
|
private void onFailComplete()
|
|
{
|
|
GameplayClockContainer.Stop();
|
|
|
|
FailOverlay.Retries = RestartCount;
|
|
FailOverlay.Show();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Pause Logic
|
|
|
|
public bool IsResuming { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The amount of gameplay time after which a second pause is allowed.
|
|
/// </summary>
|
|
private const double pause_cooldown = 1000;
|
|
|
|
protected PauseOverlay PauseOverlay { get; private set; }
|
|
|
|
private double? lastPauseActionTime;
|
|
|
|
protected bool PauseCooldownActive =>
|
|
lastPauseActionTime.HasValue && GameplayClockContainer.GameplayClock.CurrentTime < lastPauseActionTime + pause_cooldown;
|
|
|
|
/// <summary>
|
|
/// A set of conditionals which defines whether the current game state and configuration allows for
|
|
/// pausing to be attempted via <see cref="Pause"/>. If false, the game should generally exit if a user pause
|
|
/// is attempted.
|
|
/// </summary>
|
|
private bool pausingSupportedByCurrentState =>
|
|
// must pass basic screen conditions (beatmap loaded, instance allows pause)
|
|
LoadedBeatmapSuccessfully && Configuration.AllowPause && ValidForResume
|
|
// replays cannot be paused and exit immediately
|
|
&& !DrawableRuleset.HasReplayLoaded.Value
|
|
// cannot pause if we are already in a fail state
|
|
&& !HasFailed;
|
|
|
|
private bool canResume =>
|
|
// cannot resume from a non-paused state
|
|
GameplayClockContainer.IsPaused.Value
|
|
// cannot resume if we are already in a fail state
|
|
&& !HasFailed
|
|
// already resuming
|
|
&& !IsResuming;
|
|
|
|
public bool Pause()
|
|
{
|
|
if (!pausingSupportedByCurrentState) return false;
|
|
|
|
if (!IsResuming && PauseCooldownActive)
|
|
return false;
|
|
|
|
if (IsResuming)
|
|
{
|
|
DrawableRuleset.CancelResume();
|
|
IsResuming = false;
|
|
}
|
|
|
|
GameplayClockContainer.Stop();
|
|
PauseOverlay.Show();
|
|
lastPauseActionTime = GameplayClockContainer.GameplayClock.CurrentTime;
|
|
return true;
|
|
}
|
|
|
|
public void Resume()
|
|
{
|
|
if (!canResume) return;
|
|
|
|
IsResuming = true;
|
|
PauseOverlay.Hide();
|
|
|
|
// breaks and time-based conditions may allow instant resume.
|
|
if (breakTracker.IsBreakTime.Value)
|
|
completeResume();
|
|
else
|
|
DrawableRuleset.RequestResume(completeResume);
|
|
|
|
void completeResume()
|
|
{
|
|
GameplayClockContainer.Start();
|
|
IsResuming = false;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Screen Logic
|
|
|
|
public override void OnEntering(IScreen last)
|
|
{
|
|
base.OnEntering(last);
|
|
|
|
if (!LoadedBeatmapSuccessfully)
|
|
return;
|
|
|
|
Alpha = 0;
|
|
this
|
|
.ScaleTo(0.7f)
|
|
.ScaleTo(1, 750, Easing.OutQuint)
|
|
.Delay(250)
|
|
.FadeIn(250);
|
|
|
|
ApplyToBackground(b =>
|
|
{
|
|
b.IgnoreUserSettings.Value = false;
|
|
b.BlurAmount.Value = 0;
|
|
|
|
// bind component bindables.
|
|
b.IsBreakTime.BindTo(breakTracker.IsBreakTime);
|
|
|
|
b.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
|
|
});
|
|
|
|
HUDOverlay.IsBreakTime.BindTo(breakTracker.IsBreakTime);
|
|
DimmableStoryboard.IsBreakTime.BindTo(breakTracker.IsBreakTime);
|
|
|
|
DimmableStoryboard.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
|
|
|
|
storyboardReplacesBackground.Value = Beatmap.Value.Storyboard.ReplacesBackground && Beatmap.Value.Storyboard.HasDrawable;
|
|
|
|
foreach (var mod in Mods.Value.OfType<IApplicableToPlayer>())
|
|
mod.ApplyToPlayer(this);
|
|
|
|
foreach (var mod in Mods.Value.OfType<IApplicableToHUD>())
|
|
mod.ApplyToHUD(HUDOverlay);
|
|
|
|
// Our mods are local copies of the global mods so they need to be re-applied to the track.
|
|
// This is done through the music controller (for now), because resetting speed adjustments on the beatmap track also removes adjustments provided by DrawableTrack.
|
|
// Todo: In the future, player will receive in a track and will probably not have to worry about this...
|
|
musicController.ResetTrackAdjustments();
|
|
foreach (var mod in Mods.Value.OfType<IApplicableToTrack>())
|
|
mod.ApplyToTrack(musicController.CurrentTrack);
|
|
|
|
updateGameplayState();
|
|
|
|
GameplayClockContainer.FadeInFromZero(750, Easing.OutQuint);
|
|
StartGameplay();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called to trigger the starting of the gameplay clock and underlying gameplay.
|
|
/// This will be called on entering the player screen once. A derived class may block the first call to this to delay the start of gameplay.
|
|
/// </summary>
|
|
protected virtual void StartGameplay()
|
|
{
|
|
if (GameplayClockContainer.GameplayClock.IsRunning)
|
|
throw new InvalidOperationException($"{nameof(StartGameplay)} should not be called when the gameplay clock is already running");
|
|
|
|
GameplayClockContainer.Reset();
|
|
}
|
|
|
|
public override void OnSuspending(IScreen next)
|
|
{
|
|
screenSuspension?.Expire();
|
|
|
|
fadeOut();
|
|
base.OnSuspending(next);
|
|
}
|
|
|
|
public override bool OnExiting(IScreen next)
|
|
{
|
|
screenSuspension?.Expire();
|
|
|
|
if (completionProgressDelegate != null && !completionProgressDelegate.Cancelled && !completionProgressDelegate.Completed)
|
|
{
|
|
// proceed to result screen if beatmap already finished playing
|
|
completionProgressDelegate.RunTask();
|
|
return true;
|
|
}
|
|
|
|
// GameplayClockContainer performs seeks / start / stop operations on the beatmap's track.
|
|
// as we are no longer the current screen, we cannot guarantee the track is still usable.
|
|
(GameplayClockContainer as MasterGameplayClockContainer)?.StopUsingBeatmapClock();
|
|
|
|
musicController.ResetTrackAdjustments();
|
|
|
|
fadeOut();
|
|
return base.OnExiting(next);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates the player's <see cref="Score"/>.
|
|
/// </summary>
|
|
/// <returns>The <see cref="Score"/>.</returns>
|
|
protected virtual Score CreateScore()
|
|
{
|
|
var score = new Score
|
|
{
|
|
ScoreInfo = new ScoreInfo
|
|
{
|
|
Beatmap = Beatmap.Value.BeatmapInfo,
|
|
Ruleset = rulesetInfo,
|
|
Mods = Mods.Value.ToArray(),
|
|
}
|
|
};
|
|
|
|
if (DrawableRuleset.ReplayScore != null)
|
|
{
|
|
score.ScoreInfo.User = DrawableRuleset.ReplayScore.ScoreInfo?.User ?? new GuestUser();
|
|
score.Replay = DrawableRuleset.ReplayScore.Replay;
|
|
}
|
|
else
|
|
{
|
|
score.ScoreInfo.User = api.LocalUser.Value;
|
|
score.Replay = new Replay { Frames = recordingScore?.Replay.Frames.ToList() ?? new List<ReplayFrame>() };
|
|
}
|
|
|
|
ScoreProcessor.PopulateScore(score.ScoreInfo);
|
|
|
|
return score;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Imports the player's <see cref="Score"/> to the local database.
|
|
/// </summary>
|
|
/// <param name="score">The <see cref="Score"/> to import.</param>
|
|
/// <returns>The imported score.</returns>
|
|
protected virtual Task ImportScore(Score score)
|
|
{
|
|
// Replays are already populated and present in the game's database, so should not be re-imported.
|
|
if (DrawableRuleset.ReplayScore != null)
|
|
return Task.CompletedTask;
|
|
|
|
LegacyByteArrayReader replayReader;
|
|
|
|
using (var stream = new MemoryStream())
|
|
{
|
|
new LegacyScoreEncoder(score, gameplayBeatmap.PlayableBeatmap).Encode(stream);
|
|
replayReader = new LegacyByteArrayReader(stream.ToArray(), "replay.osr");
|
|
}
|
|
|
|
return scoreManager.Import(score.ScoreInfo, replayReader);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Prepare the <see cref="Score"/> for display at results.
|
|
/// </summary>
|
|
/// <param name="score">The <see cref="Score"/> to prepare.</param>
|
|
/// <returns>A task that prepares the provided score. On completion, the score is assumed to be ready for display.</returns>
|
|
protected virtual Task PrepareScoreForResultsAsync(Score score) => Task.CompletedTask;
|
|
|
|
/// <summary>
|
|
/// Creates the <see cref="ResultsScreen"/> for a <see cref="ScoreInfo"/>.
|
|
/// </summary>
|
|
/// <param name="score">The <see cref="ScoreInfo"/> to be displayed in the results screen.</param>
|
|
/// <returns>The <see cref="ResultsScreen"/>.</returns>
|
|
protected virtual ResultsScreen CreateResults(ScoreInfo score) => new SoloResultsScreen(score, true);
|
|
|
|
private void fadeOut(bool instant = false)
|
|
{
|
|
float fadeOutDuration = instant ? 0 : 250;
|
|
this.FadeOut(fadeOutDuration);
|
|
|
|
ApplyToBackground(b => b.IgnoreUserSettings.Value = true);
|
|
storyboardReplacesBackground.Value = false;
|
|
}
|
|
|
|
#endregion
|
|
|
|
IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
|
|
}
|
|
}
|