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f239d03d75
Closes #25663 (again). As it turns out, in some scenarios it can be the case that the current game-global `Beatmap` is not valid for the current game-global `Ruleset`. The validity of one and the other in conjunction is only really validated by the song select screen; elsewhere there is no guarantee that the global beatmap is playable using the global ruleset. However, this only comes up in very specific circumstances, namely one: when trying to autoplay a catch beatmap with osu! ruleset globally active via the skin editor flow. `Player` is responsible for retrieving the beatmap to be played. It does so by invoking the appropriate beatmap converter and asking it if the beatmap can be converted:6d64538d7a/osu.Game/Beatmaps/WorkingBeatmap.cs (L262-L266)
If the code above throws, `Player` actually silently covers for this, by trying the beatmap's default ruleset instead:6d64538d7a/osu.Game/Screens/Play/Player.cs (L529-L536)
However, for the pairing of osu! ruleset and catch beatmap, this fails, as `OsuBeatmapConverter`'s condition necessary for permitting conversion is that the objects have a defined position:6d64538d7a/osu.Game.Rulesets.Osu/Beatmaps/OsuBeatmapConverter.cs (L25)
which they will do, due to the fact that all catch beatmaps are really just osu! beatmaps but with conversion steps applied, and thus `Player` succeeds to load the catch beatmap in osu! ruleset. In the skin editor scenario, this would lead to the secondary failure of the skin editor trying to apply `CatchModAutoplay` on top of all of that, which would fail at the hard-cast of the beatmap to `CatchBeatmap`.
335 lines
10 KiB
C#
335 lines
10 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.Diagnostics;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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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.Graphics.Containers;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets;
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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;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Components;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Select;
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using osu.Game.Users;
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using osu.Game.Utils;
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using osuTK;
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namespace osu.Game.Overlays.SkinEditor
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{
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/// <summary>
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/// A container which handles loading a skin editor on user request for a specified target.
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/// This also handles the scaling / positioning adjustment of the target.
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/// </summary>
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public partial class SkinEditorOverlay : OverlayContainer, IKeyBindingHandler<GlobalAction>
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{
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private readonly ScalingContainer scalingContainer;
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protected override bool BlockNonPositionalInput => true;
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private SkinEditor? skinEditor;
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[Resolved]
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private IPerformFromScreenRunner? performer { get; set; }
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[Cached]
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public readonly EditorClipboard Clipboard = new EditorClipboard();
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[Resolved]
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private OsuGame game { get; set; } = null!;
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[Resolved]
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private MusicController music { get; set; } = null!;
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[Resolved]
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private Bindable<IReadOnlyList<Mod>> mods { get; set; } = null!;
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[Resolved]
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private Bindable<RulesetInfo> ruleset { get; set; } = null!;
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
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private OsuScreen? lastTargetScreen;
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private Vector2 lastDrawSize;
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public SkinEditorOverlay(ScalingContainer scalingContainer)
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{
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this.scalingContainer = scalingContainer;
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RelativeSizeAxes = Axes.Both;
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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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config.BindWith(OsuSetting.BeatmapSkins, beatmapSkins);
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}
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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switch (e.Action)
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{
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case GlobalAction.Back:
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if (skinEditor?.State.Value != Visibility.Visible)
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break;
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Hide();
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return true;
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}
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return false;
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}
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protected override void PopIn()
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{
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globallyDisableBeatmapSkinSetting();
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if (lastTargetScreen is MainMenu)
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PresentGameplay();
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if (skinEditor != null)
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{
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skinEditor.Show();
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return;
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}
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var editor = new SkinEditor();
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editor.State.BindValueChanged(_ => updateComponentVisibility());
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skinEditor = editor;
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LoadComponentAsync(editor, _ =>
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{
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if (editor != skinEditor)
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return;
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AddInternal(editor);
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Debug.Assert(lastTargetScreen != null);
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SetTarget(lastTargetScreen);
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});
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}
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protected override void PopOut()
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{
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skinEditor?.Save(false);
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skinEditor?.Hide();
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globallyReenableBeatmapSkinSetting();
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}
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public void PresentGameplay()
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{
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performer?.PerformFromScreen(screen =>
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{
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if (beatmap.Value is DummyWorkingBeatmap)
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{
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// presume we don't have anything good to play and just bail.
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return;
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}
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// If we're playing the intro, switch away to another beatmap.
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if (beatmap.Value.BeatmapSetInfo.Protected)
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{
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music.NextTrack();
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Schedule(PresentGameplay);
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return;
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}
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if (screen is Player)
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return;
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// the validity of the current game-wide beatmap + ruleset combination is enforced by song select.
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// if we're anywhere else, the state is unknown and may not make sense, so forcibly set something that does.
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if (screen is not PlaySongSelect)
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ruleset.Value = beatmap.Value.BeatmapInfo.Ruleset;
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var replayGeneratingMod = ruleset.Value.CreateInstance().GetAutoplayMod();
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IReadOnlyList<Mod> usableMods = mods.Value;
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if (replayGeneratingMod != null)
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usableMods = usableMods.Append(replayGeneratingMod).ToArray();
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if (!ModUtils.CheckCompatibleSet(usableMods, out var invalid))
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mods.Value = mods.Value.Except(invalid).ToArray();
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if (replayGeneratingMod != null)
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screen.Push(new EndlessPlayer((beatmap, mods) => replayGeneratingMod.CreateScoreFromReplayData(beatmap, mods)));
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}, new[] { typeof(Player), typeof(PlaySongSelect) });
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}
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protected override void Update()
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{
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base.Update();
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if (game.DrawSize != lastDrawSize)
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{
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lastDrawSize = game.DrawSize;
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updateScreenSizing();
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}
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}
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private void updateScreenSizing()
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{
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if (skinEditor?.State.Value != Visibility.Visible) return;
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const float padding = 10;
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float relativeSidebarWidth = (EditorSidebar.WIDTH + padding) / DrawWidth;
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float relativeToolbarHeight = (SkinEditorSceneLibrary.HEIGHT + SkinEditor.MENU_HEIGHT + padding) / DrawHeight;
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var rect = new RectangleF(
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relativeSidebarWidth,
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relativeToolbarHeight,
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1 - relativeSidebarWidth * 2,
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1f - relativeToolbarHeight - padding / DrawHeight);
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scalingContainer.SetCustomRect(rect, true);
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}
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private void updateComponentVisibility()
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{
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Debug.Assert(skinEditor != null);
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if (skinEditor.State.Value == Visibility.Visible)
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{
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Scheduler.AddOnce(updateScreenSizing);
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game.Toolbar.Hide();
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game.CloseAllOverlays();
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}
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else
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{
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scalingContainer.SetCustomRect(null);
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if (lastTargetScreen?.HideOverlaysOnEnter != true)
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game.Toolbar.Show();
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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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/// <summary>
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/// Set a new target screen which will be used to find skinnable components.
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/// </summary>
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public void SetTarget(OsuScreen screen)
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{
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lastTargetScreen = screen;
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if (skinEditor == null) return;
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// ensure the toolbar is re-hidden even if a new screen decides to try and show it.
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updateComponentVisibility();
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// AddOnce with parameter will ensure the newest target is loaded if there is any overlap.
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Scheduler.AddOnce(setTarget, screen);
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}
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private void setTarget(OsuScreen? target)
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{
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if (target == null)
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return;
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Debug.Assert(skinEditor != null);
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if (!target.IsLoaded)
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{
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Scheduler.AddOnce(setTarget, target);
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return;
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}
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if (skinEditor.State.Value == Visibility.Visible)
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{
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skinEditor.Save(false);
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skinEditor.UpdateTargetScreen(target);
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}
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else
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{
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skinEditor.Hide();
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skinEditor.Expire();
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skinEditor = null;
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}
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}
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private readonly Bindable<bool> beatmapSkins = new Bindable<bool>();
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private LeasedBindable<bool>? leasedBeatmapSkins;
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private void globallyDisableBeatmapSkinSetting()
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{
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if (beatmapSkins.Disabled)
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return;
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// The skin editor doesn't work well if beatmap skins are being applied to the player screen.
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// To keep things simple, disable the setting game-wide while using the skin editor.
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//
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// This causes a full reload of the skin, which is pretty ugly.
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// TODO: Investigate if we can avoid this when a beatmap skin is not being applied by the current beatmap.
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leasedBeatmapSkins = beatmapSkins.BeginLease(true);
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leasedBeatmapSkins.Value = false;
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}
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private void globallyReenableBeatmapSkinSetting()
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{
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leasedBeatmapSkins?.Return();
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leasedBeatmapSkins = null;
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}
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private partial class EndlessPlayer : ReplayPlayer
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{
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protected override UserActivity? InitialActivity => null;
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public override bool DisallowExternalBeatmapRulesetChanges => true;
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public override bool? AllowGlobalTrackControl => false;
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public EndlessPlayer(Func<IBeatmap, IReadOnlyList<Mod>, Score> createScore)
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: base(createScore, new PlayerConfiguration
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{
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ShowResults = false,
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AutomaticallySkipIntro = true,
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})
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{
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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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if (!LoadedBeatmapSuccessfully)
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Scheduler.AddDelayed(this.Exit, 3000);
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}
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protected override void Update()
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{
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base.Update();
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if (!LoadedBeatmapSuccessfully)
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return;
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if (GameplayState.HasPassed)
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GameplayClockContainer.Seek(0);
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}
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}
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}
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}
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