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6416f59c7b
Closes https://github.com/ppy/osu/issues/33542. For a diff this simple this took much more hemming and hawing because things are a bit annoying here from a few angles: - The only way that is considered idiomatic right now for a skin component to not be applicable to a screen is to require a dependency from DI that is only provided by applicable screens. `DrawableGameplayLeaderboard` has a few of those dependencies, but the scope of all the usages makes it so that the only really viable one to use here is `IGameplayLeaderboardProvider` itself (see: visual tests, and also the usage of multiplayer spectator, where the leaderboard is *not* under a player instance). - The smelly part of this is that the `Player` inheritance hierarchy must ensure that *every* non-abstract class has an `IGameplayLeaderboardProvider` cached. It is not trivial - if not straight up impossible - to force this via some `Player` level abstract method, because such a method would need to somehow accommodate all possible leaderboard providers. That however also means that every possible future `Player` implementor *must inherently know* to also cache a leaderboard provider lest it die at runtime. I don't love that, but I also don't see better alternatives. - Speaking of which, I also noticed that solo spectator and playlists don't have gameplay leaderboards. At all. Which I don't believe to be something that I broke with the leaderboard work - I'm pretty sure that was the pre-existing state - however I don't see any reason why they *couldn't* receive gameplay leaderboards. I'm not doing that here, though, just leaving TODOs for later.
246 lines
9.1 KiB
C#
246 lines
9.1 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 osu.Framework.Allocation;
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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.Input.Bindings;
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using osu.Game.Overlays;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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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.Edit.GameplayTest
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{
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public partial class EditorPlayer : Player, IKeyBindingHandler<GlobalAction>
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{
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private readonly Editor editor;
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private readonly EditorState editorState;
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protected override UserActivity InitialActivity => new UserActivity.TestingBeatmap(Beatmap.Value.BeatmapInfo);
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[Resolved]
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private MusicController musicController { get; set; } = null!;
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[Cached(typeof(IGameplayLeaderboardProvider))]
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private EmptyGameplayLeaderboardProvider leaderboardProvider = new EmptyGameplayLeaderboardProvider();
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public EditorPlayer(Editor editor)
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: base(new PlayerConfiguration { ShowResults = false })
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{
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this.editor = editor;
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editorState = editor.GetState();
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}
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protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
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{
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var masterGameplayClockContainer = new MasterGameplayClockContainer(beatmap, gameplayStart);
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// Only reset the time to the current point if the editor is later than the normal start time (and the first object).
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// This allows more sane test playing from the start of the beatmap (ie. correctly adding lead-in time).
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if (editorState.Time > gameplayStart && editorState.Time > DrawableRuleset.Objects.FirstOrDefault()?.StartTime)
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masterGameplayClockContainer.Reset(editorState.Time);
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return masterGameplayClockContainer;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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markPreviousObjectsHit();
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markVisibleDrawableObjectsHit();
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ScoreProcessor.HasCompleted.BindValueChanged(completed =>
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{
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if (completed.NewValue)
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{
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Scheduler.AddDelayed(() =>
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{
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if (this.IsCurrentScreen())
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this.Exit();
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}, RESULTS_DISPLAY_DELAY);
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}
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});
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}
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private void markPreviousObjectsHit()
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{
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foreach (var hitObject in enumerateHitObjects(DrawableRuleset.Objects, editorState.Time))
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{
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var judgement = hitObject.Judgement;
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// this is very dodgy because there's no guarantee that `JudgementResult` is the correct result type for the object.
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// however, instantiating the correct one is difficult here, because `JudgementResult`s are constructed by DHOs
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// and because of pooling we don't *have* a DHO to use here.
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// this basically mostly attempts to fill holes in `ScoreProcessor` tallies
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// so that gameplay can actually complete at the end of the map when entering gameplay test midway through it, and not much else.
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var result = new JudgementResult(hitObject, judgement)
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{
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Type = judgement.MaxResult,
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GameplayRate = GameplayClockContainer.GetTrueGameplayRate(),
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};
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HealthProcessor.ApplyResult(result);
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ScoreProcessor.ApplyResult(result);
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}
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static IEnumerable<HitObject> enumerateHitObjects(IEnumerable<HitObject> hitObjects, double cutoffTime)
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{
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foreach (var hitObject in hitObjects)
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{
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foreach (var nested in enumerateHitObjects(hitObject.NestedHitObjects, cutoffTime))
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{
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if (nested.GetEndTime() < cutoffTime)
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yield return nested;
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}
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if (hitObject.GetEndTime() < cutoffTime)
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yield return hitObject;
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}
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}
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}
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private void markVisibleDrawableObjectsHit()
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{
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if (!DrawableRuleset.Playfield.IsLoaded)
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{
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Schedule(markVisibleDrawableObjectsHit);
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return;
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}
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foreach (var drawableObject in enumerateDrawableObjects(DrawableRuleset.Playfield.AllHitObjects, editorState.Time))
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{
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if (drawableObject.Entry == null)
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continue;
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var result = drawableObject.CreateResult(drawableObject.HitObject.Judgement);
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result.Type = result.Judgement.MaxResult;
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drawableObject.Entry.Result = result;
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}
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static IEnumerable<DrawableHitObject> enumerateDrawableObjects(IEnumerable<DrawableHitObject> drawableObjects, double cutoffTime)
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{
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foreach (var drawableObject in drawableObjects)
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{
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foreach (var nested in enumerateDrawableObjects(drawableObject.NestedHitObjects, cutoffTime))
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{
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if (nested.HitObject.GetEndTime() < cutoffTime)
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yield return nested;
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}
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if (drawableObject.HitObject.GetEndTime() < cutoffTime)
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yield return drawableObject;
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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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// don't record replays.
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}
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protected override bool CheckModsAllowFailure() => false; // never fail.
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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if (e.Repeat)
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return false;
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switch (e.Action)
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{
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case GlobalAction.EditorTestPlayToggleAutoplay:
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toggleAutoplay();
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return true;
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case GlobalAction.EditorTestPlayToggleQuickPause:
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toggleQuickPause();
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return true;
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case GlobalAction.EditorTestPlayQuickExitToInitialTime:
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quickExit(false);
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return true;
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case GlobalAction.EditorTestPlayQuickExitToCurrentTime:
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quickExit(true);
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return true;
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default:
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return false;
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}
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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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private void toggleAutoplay()
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{
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if (DrawableRuleset.ReplayScore == null)
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{
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var autoplay = Ruleset.Value.CreateInstance().GetAutoplayMod();
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if (autoplay == null)
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return;
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var score = autoplay.CreateScoreFromReplayData(GameplayState.Beatmap, [autoplay]);
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// remove past frames to prevent replay frame handler from seeking back to start in an attempt to play back the entirety of the replay.
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score.Replay.Frames.RemoveAll(f => f.Time <= GameplayClockContainer.CurrentTime);
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DrawableRuleset.SetReplayScore(score);
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// Without this schedule, the `GlobalCursorDisplay.Update()` machinery will fade the gameplay cursor out, but we still want it to show.
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Schedule(() => DrawableRuleset.Cursor?.Show());
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}
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else
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DrawableRuleset.SetReplayScore(null);
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}
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private void toggleQuickPause()
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{
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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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}
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private void quickExit(bool useCurrentTime)
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{
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if (useCurrentTime)
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editorState.Time = GameplayClockContainer.CurrentTime;
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editor.RestoreState(editorState);
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this.Exit();
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}
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public override void OnEntering(ScreenTransitionEvent e)
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{
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base.OnEntering(e);
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// finish alpha transforms on entering to avoid gameplay starting in a half-hidden state.
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// the finish calls are purposefully not propagated to children to avoid messing up their state.
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FinishTransforms();
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GameplayClockContainer.FinishTransforms(false, nameof(Alpha));
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}
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public override bool OnExiting(ScreenExitEvent e)
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{
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musicController.Stop();
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editor.RestoreState(editorState);
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return base.OnExiting(e);
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}
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protected override ResultsScreen CreateResults(ScoreInfo score) => throw new NotSupportedException();
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}
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}
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