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52f1c2bfdb
The most common case of this seems to be linux users with incorrect or unsupported audio driver configurations. It continues to be brought up in discussions as people are unsure of why their game freezes on startup, and unable to easily recover.
297 lines
9.9 KiB
C#
297 lines
9.9 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.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.IO.Archives;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Screens.Backgrounds;
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using osuTK;
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using osuTK.Graphics;
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using Realms;
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namespace osu.Game.Screens.Menu
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{
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public abstract class IntroScreen : StartupScreen
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{
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/// <summary>
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/// Whether we have loaded the menu previously.
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/// </summary>
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public bool DidLoadMenu { get; private set; }
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/// <summary>
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/// A hash used to find the associated beatmap if already imported.
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/// </summary>
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protected abstract string BeatmapHash { get; }
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/// <summary>
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/// A source file to use as an import source if the intro beatmap is not yet present.
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/// Should be within the "Tracks" namespace of game resources.
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/// </summary>
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protected abstract string BeatmapFile { get; }
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protected IBindable<bool> MenuVoice { get; private set; }
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protected IBindable<bool> MenuMusic { get; private set; }
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private WorkingBeatmap initialBeatmap;
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protected ITrack Track { get; private set; }
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private const int exit_delay = 3000;
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private Sample seeya;
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protected virtual string SeeyaSampleName => "Intro/seeya";
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private LeasedBindable<WorkingBeatmap> beatmap;
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private OsuScreen nextScreen;
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[Resolved]
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private AudioManager audio { get; set; }
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[Resolved]
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private MusicController musicController { get; set; }
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[CanBeNull]
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private readonly Func<OsuScreen> createNextScreen;
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/// <summary>
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/// Whether the <see cref="Track"/> is provided by osu! resources, rather than a user beatmap.
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/// Only valid during or after <see cref="LogoArriving"/>.
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/// </summary>
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protected bool UsingThemedIntro { get; private set; }
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protected IntroScreen([CanBeNull] Func<MainMenu> createNextScreen = null)
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{
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this.createNextScreen = createNextScreen;
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}
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[Resolved]
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private BeatmapManager beatmaps { get; set; }
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, Framework.Game game, RealmAccess realm)
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{
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// prevent user from changing beatmap while the intro is still running.
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beatmap = Beatmap.BeginLease(false);
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MenuVoice = config.GetBindable<bool>(OsuSetting.MenuVoice);
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MenuMusic = config.GetBindable<bool>(OsuSetting.MenuMusic);
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seeya = audio.Samples.Get(SeeyaSampleName);
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// if the user has requested not to play theme music, we should attempt to find a random beatmap from their collection.
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if (!MenuMusic.Value)
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{
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realm.Run(r =>
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{
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var usableBeatmapSets = r.All<BeatmapSetInfo>().Where(s => !s.DeletePending && !s.Protected).AsRealmCollection();
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int setCount = usableBeatmapSets.Count;
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if (setCount > 0)
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{
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var found = usableBeatmapSets[RNG.Next(0, setCount - 1)].Beatmaps.FirstOrDefault();
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if (found != null)
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initialBeatmap = beatmaps.GetWorkingBeatmap(found);
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}
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});
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}
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// we generally want a song to be playing on startup, so use the intro music even if a user has specified not to if no other track is available.
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if (initialBeatmap == null)
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{
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if (!loadThemedIntro())
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{
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// if we detect that the theme track or beatmap is unavailable this is either first startup or things are in a bad state.
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// this could happen if a user has nuked their files store. for now, reimport to repair this.
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var import = beatmaps.Import(new ZipArchiveReader(game.Resources.GetStream($"Tracks/{BeatmapFile}"), BeatmapFile)).GetResultSafely();
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import?.PerformWrite(b => b.Protected = true);
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loadThemedIntro();
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}
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}
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bool loadThemedIntro()
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{
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var setInfo = beatmaps.QueryBeatmapSet(b => b.Hash == BeatmapHash);
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if (setInfo == null)
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return false;
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setInfo.PerformRead(s =>
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{
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if (s.Beatmaps.Count == 0)
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return;
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initialBeatmap = beatmaps.GetWorkingBeatmap(s.Beatmaps.First());
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});
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return UsingThemedIntro = initialBeatmap != null;
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}
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}
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public override void OnEntering(IScreen last)
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{
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base.OnEntering(last);
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ensureEventuallyArrivingAtMenu();
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}
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[Resolved]
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private NotificationOverlay notifications { get; set; }
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private void ensureEventuallyArrivingAtMenu()
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{
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// This intends to handle the case where an intro may get stuck.
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// Historically, this could happen if the host system's audio device is in a state it can't
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// play audio, causing a clock to never elapse time and the intro to never end.
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//
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// This safety measure gives the user a chance to fix the problem from the settings menu.
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Scheduler.AddDelayed(() =>
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{
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if (DidLoadMenu)
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return;
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PrepareMenuLoad();
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LoadMenu();
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notifications.Post(new SimpleErrorNotification
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{
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Text = "osu! doesn't seem to be able to play audio correctly.\n\nPlease try changing your audio device to a working setting."
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});
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}, 5000);
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}
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public override void OnResuming(IScreen last)
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{
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this.FadeIn(300);
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double fadeOutTime = exit_delay;
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var track = musicController.CurrentTrack;
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// ensure the track doesn't change or loop as we are exiting.
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track.Looping = false;
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Beatmap.Disabled = true;
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// we also handle the exit transition.
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if (MenuVoice.Value)
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{
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seeya.Play();
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// if playing the outro voice, we have more time to have fun with the background track.
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// initially fade to almost silent then ramp out over the remaining time.
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const double initial_fade = 200;
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track
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.VolumeTo(0.03f, initial_fade).Then()
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.VolumeTo(0, fadeOutTime - initial_fade, Easing.In);
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}
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else
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{
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fadeOutTime = 500;
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// if outro voice is turned off, just do a simple fade out.
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track.VolumeTo(0, fadeOutTime, Easing.Out);
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}
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//don't want to fade out completely else we will stop running updates.
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Game.FadeTo(0.01f, fadeOutTime).OnComplete(_ => this.Exit());
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base.OnResuming(last);
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}
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public override void OnSuspending(IScreen next)
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{
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base.OnSuspending(next);
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initialBeatmap = null;
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}
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenBlack();
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protected virtual void StartTrack()
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{
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// Only start the current track if it is the menu music. A beatmap's track is started when entering the Main Menu.
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if (UsingThemedIntro)
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Track.Start();
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}
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protected override void LogoArriving(OsuLogo logo, bool resuming)
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{
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base.LogoArriving(logo, resuming);
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logo.Colour = Color4.White;
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logo.Triangles = false;
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logo.Ripple = false;
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if (!resuming)
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{
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// generally this can never be null
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// an exception is running ruleset tests, where the osu! ruleset may not be present (causing importing the intro to fail).
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if (initialBeatmap != null)
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beatmap.Value = initialBeatmap;
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Track = beatmap.Value.Track;
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// ensure the track starts at maximum volume
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musicController.CurrentTrack.FinishTransforms();
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logo.MoveTo(new Vector2(0.5f));
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logo.ScaleTo(Vector2.One);
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logo.Hide();
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}
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else
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{
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const int quick_appear = 350;
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int initialMovementTime = logo.Alpha > 0.2f ? quick_appear : 0;
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logo.MoveTo(new Vector2(0.5f), initialMovementTime, Easing.OutQuint);
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logo
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.ScaleTo(1, initialMovementTime, Easing.OutQuint)
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.FadeIn(quick_appear, Easing.OutQuint)
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.Then()
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.RotateTo(20, exit_delay * 1.5f)
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.FadeOut(exit_delay);
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}
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}
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protected void PrepareMenuLoad()
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{
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if (nextScreen != null)
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return;
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nextScreen = createNextScreen?.Invoke();
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if (nextScreen != null)
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LoadComponentAsync(nextScreen);
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}
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protected void LoadMenu()
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{
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if (DidLoadMenu)
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return;
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beatmap.Return();
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DidLoadMenu = true;
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if (nextScreen != null)
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this.Push(nextScreen);
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}
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}
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}
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