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osu-lazer/osu.Game/Screens/Play/Player.cs
Dean Herbert a5081826b7 Handle cancellation at more points during Player initialisation
As discussed in discord, this will help avoid null references during
cancellation which can otherwise be quite confusing to debug.
2022-08-09 23:25:19 +09:00

1131 lines
45 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.
#nullable disable
using System;
using System.IO;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Extensions;
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.Audio;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Extensions;
using osu.Game.Graphics.Containers;
using osu.Game.IO.Archives;
using osu.Game.Online.API;
using osu.Game.Overlays;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
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;
using osuTK.Graphics;
namespace osu.Game.Screens.Play
{
[Cached]
public abstract class Player : ScreenWithBeatmapBackground, ISamplePlaybackDisabler, ILocalUserPlayInfo
{
/// <summary>
/// The delay upon completion of the beatmap before displaying the results screen.
/// </summary>
public const double RESULTS_DISPLAY_DELAY = 1000.0;
/// <summary>
/// Raised after <see cref="StartGameplay"/> is called.
/// </summary>
public event Action OnGameplayStarted;
public override bool AllowBackButton => false; // handled by HoldForMenuButton
protected override bool PlayExitSound => !isRestarting;
protected override UserActivity InitialActivity => new UserActivity.InSoloGame(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? AllowTrackAdjustments => 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;
private bool isRestarting;
private Bindable<bool> mouseWheelDisabled;
private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>();
public IBindable<bool> LocalUserPlaying => localUserPlaying;
private readonly Bindable<bool> localUserPlaying = new Bindable<bool>();
public int RestartCount;
[Resolved]
private ScoreManager scoreManager { get; set; }
[Resolved]
private IAPIProvider api { get; set; }
[Resolved]
private MusicController musicController { get; set; }
public GameplayState GameplayState { get; private set; }
private Ruleset ruleset;
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; }
/// <summary>
/// Whether failing should be allowed.
/// By default, this checks whether all selected mods allow failing.
/// </summary>
protected virtual bool CheckModsAllowFailure() => GameplayState.Mods.OfType<IApplicableFailOverride>().All(m => m.PerformFail());
public readonly PlayerConfiguration Configuration;
/// <summary>
/// The score for the current play session.
/// Available only after the player is loaded.
/// </summary>
public Score Score { get; private set; }
/// <summary>
/// Create a new player instance.
/// </summary>
protected Player(PlayerConfiguration configuration = null)
{
Configuration = configuration ?? new PlayerConfiguration();
}
private ScreenSuspensionHandler screenSuspension;
private DependencyContainer dependencies;
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
=> dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
protected override void LoadComplete()
{
base.LoadComplete();
if (!LoadedBeatmapSuccessfully)
return;
PrepareReplay();
ScoreProcessor.NewJudgement += _ => ScoreProcessor.PopulateScore(Score.ScoreInfo);
ScoreProcessor.OnResetFromReplayFrame += () => ScoreProcessor.PopulateScore(Score.ScoreInfo);
gameActive.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
}
/// <summary>
/// Run any recording / playback setup for replays.
/// </summary>
protected virtual void PrepareReplay()
{
DrawableRuleset.SetRecordTarget(Score);
}
[BackgroundDependencyLoader(true)]
private void load(AudioManager audio, OsuConfigManager config, OsuGameBase game, CancellationToken cancellationToken)
{
var gameplayMods = Mods.Value.Select(m => m.DeepClone()).ToArray();
if (gameplayMods.Any(m => m is UnknownMod))
{
Logger.Log("Gameplay was started with an unknown mod applied.", level: LogLevel.Important);
return;
}
if (Beatmap.Value is DummyWorkingBeatmap)
return;
IBeatmap playableBeatmap = loadPlayableBeatmap(gameplayMods, cancellationToken);
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, gameplayMods);
dependencies.CacheAs(DrawableRuleset);
ScoreProcessor = ruleset.CreateScoreProcessor();
ScoreProcessor.Mods.Value = gameplayMods;
ScoreProcessor.ApplyBeatmap(playableBeatmap);
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(screenSuspension = new ScreenSuspensionHandler(GameplayClockContainer));
Score = CreateScore(playableBeatmap);
// ensure the score is in a consistent state with the current player.
Score.ScoreInfo.BeatmapInfo = Beatmap.Value.BeatmapInfo;
Score.ScoreInfo.Ruleset = ruleset.RulesetInfo;
Score.ScoreInfo.Mods = gameplayMods;
dependencies.CacheAs(GameplayState = new GameplayState(playableBeatmap, ruleset, gameplayMods, Score, ScoreProcessor));
var rulesetSkinProvider = new RulesetSkinProvidingContainer(ruleset, playableBeatmap, Beatmap.Value.Skin);
// 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(rulesetSkinProvider);
if (cancellationToken.IsCancellationRequested)
return;
rulesetSkinProvider.AddRange(new Drawable[]
{
failAnimationLayer = new FailAnimation(DrawableRuleset)
{
OnComplete = onFailComplete,
Children = new[]
{
// underlay and gameplay should have access to the skinning sources.
createUnderlayComponents(),
createGameplayComponents(Beatmap.Value)
}
},
FailOverlay = new FailOverlay
{
SaveReplay = prepareAndImportScore,
OnRetry = Restart,
OnQuit = () => PerformExit(true),
},
new HotkeyExitOverlay
{
Action = () =>
{
if (!this.IsCurrentScreen()) return;
fadeOut(true);
PerformExit(false);
},
},
});
if (cancellationToken.IsCancellationRequested)
return;
if (Configuration.AllowRestart)
{
rulesetSkinProvider.Add(new HotkeyRetryOverlay
{
Action = () =>
{
if (!this.IsCurrentScreen()) return;
fadeOut(true);
Restart();
},
});
}
// add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components.
// also give the overlays the ruleset skin provider 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.
failAnimationLayer.Add(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(_ =>
{
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);
GameplayState.ApplyResult(r);
};
DrawableRuleset.RevertResult += r =>
{
HealthProcessor.RevertResult(r);
ScoreProcessor.RevertResult(r);
};
DimmableStoryboard.HasStoryboardEnded.ValueChanged += storyboardEnded =>
{
if (storyboardEnded.NewValue)
progressToResults(true);
};
// Bind the judgement processors to ourselves
ScoreProcessor.HasCompleted.BindValueChanged(scoreCompletionChanged);
HealthProcessor.Failed += onFail;
// Provide judgement processors to mods after they're loaded so that they're on the gameplay clock,
// this is required for mods that apply transforms to these processors.
ScoreProcessor.OnLoadComplete += _ =>
{
foreach (var mod in gameplayMods.OfType<IApplicableToScoreProcessor>())
mod.ApplyToScoreProcessor(ScoreProcessor);
};
HealthProcessor.OnLoadComplete += _ =>
{
foreach (var mod in gameplayMods.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, GameplayState.Mods) { RelativeSizeAxes = Axes.Both };
private Drawable createGameplayComponents(IWorkingBeatmap working) => 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(IWorkingBeatmap 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(DrawableRuleset, GameplayState.Mods)
{
HoldToQuit =
{
Action = () => PerformExit(true),
IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
},
KeyCounter =
{
AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded },
IsCounting = false
},
Anchor = Anchor.Centre,
Origin = Anchor.Centre
},
skipIntroOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime)
{
RequestSkip = performUserRequestedSkip
},
skipOutroOverlay = new SkipOverlay(Beatmap.Value.Storyboard.LatestEventTime ?? 0)
{
RequestSkip = () => progressToResults(false),
Alpha = 0
},
PauseOverlay = new PauseOverlay
{
OnResume = Resume,
Retries = RestartCount,
OnRetry = Restart,
OnQuit = () => PerformExit(true),
},
},
};
if (!Configuration.AllowSkipping || !DrawableRuleset.AllowGameplayOverlays)
{
skipIntroOverlay.Expire();
skipOutroOverlay.Expire();
}
if (GameplayClockContainer is MasterGameplayClockContainer master)
HUDOverlay.PlayerSettingsOverlay.PlaybackSettings.UserPlaybackRate.BindTarget = master.UserPlaybackRate;
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 && !GameplayState.HasFailed;
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(Mod[] gameplayMods, CancellationToken cancellationToken)
{
IBeatmap playable;
try
{
if (Beatmap.Value.Beatmap == null)
throw new InvalidOperationException("Beatmap was not loaded");
var rulesetInfo = Ruleset.Value ?? Beatmap.Value.BeatmapInfo.Ruleset;
ruleset = rulesetInfo.CreateInstance();
if (ruleset == null)
throw new RulesetLoadException("Instantiation failure");
try
{
playable = Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo, gameplayMods, cancellationToken);
}
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, gameplayMods, cancellationToken);
}
if (playable.HitObjects.Count == 0)
{
Logger.Log("Beatmap contains no hit objects!", level: LogLevel.Error);
return null;
}
}
catch (OperationCanceledException)
{
// Load has been cancelled. No logging is required.
return null;
}
catch (Exception e)
{
Logger.Error(e, "Could not load beatmap successfully!");
//couldn't load, hard abort!
return null;
}
return playable;
}
/// <summary>
/// Attempts to complete a user request to exit gameplay.
/// </summary>
/// <remarks>
/// <list type="bullet">
/// <item>This should only be called in response to a user interaction. Exiting is not guaranteed.</item>
/// <item>This will interrupt any pending progression to the results screen, even if the transition has begun.</item>
/// </list>
/// </remarks>
/// <param name="showDialogFirst">
/// Whether the pause or fail dialog should be shown before performing an exit.
/// If <see langword="true"/> and a dialog is not yet displayed, the exit will be blocked and the relevant dialog will display instead.
/// </param>
protected void PerformExit(bool showDialogFirst)
{
// if an exit has been requested, cancel any pending completion (the user has shown intention to exit).
resultsDisplayDelegate?.Cancel();
// there is a chance that an exit request occurs after the transition to results has already started.
// even in such a case, the user has shown intent, so forcefully return to this screen (to proceed with the upwards exit process).
if (!this.IsCurrentScreen())
{
ValidForResume = false;
// in the potential case that this instance has already been exited, this is required to avoid a crash.
if (this.GetChildScreen() != null)
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 && GameplayState.HasFailed)
{
failAnimationLayer.FinishTransforms(true);
return;
}
// even if this call has requested a dialog, there is a chance the current player mode doesn't support pausing.
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;
}
}
// The actual exit is performed if
// - the pause / fail dialog was not requested
// - the pause / fail dialog was requested but is already displayed (user showing intention to exit).
// - the pause / fail dialog was requested but couldn't be displayed due to the type or state of this Player instance.
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>
/// Seek to a specific time in gameplay.
/// </summary>
/// <param name="time">The destination time to seek to.</param>
public void Seek(double time) => GameplayClockContainer.Seek(time);
private ScheduledDelegate frameStablePlaybackResetDelegate;
/// <summary>
/// Specify and seek to a custom start time from which gameplay should be observed.
/// </summary>
/// <remarks>
/// This performs a non-frame-stable seek. Intermediate hitobject judgements may not be applied or reverted correctly during this seek.
/// </remarks>
/// <param name="time">The destination time to seek to.</param>
protected void SetGameplayStartTime(double time)
{
if (frameStablePlaybackResetDelegate?.Cancelled == false && !frameStablePlaybackResetDelegate.Completed)
frameStablePlaybackResetDelegate.RunTask();
bool wasFrameStable = DrawableRuleset.FrameStablePlayback;
DrawableRuleset.FrameStablePlayback = false;
GameplayClockContainer.StartTime = time;
GameplayClockContainer.Reset();
// Delay resetting frame-stable playback for one frame to give the FrameStabilityContainer a chance to seek.
frameStablePlaybackResetDelegate = ScheduleAfterChildren(() => DrawableRuleset.FrameStablePlayback = wasFrameStable);
}
/// <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;
isRestarting = true;
// 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);
}
/// <summary>
/// This delegate, when set, means the results screen has been queued to appear.
/// The display of the results screen may be delayed by any work being done in <see cref="PrepareScoreForResultsAsync"/>.
/// </summary>
/// <remarks>
/// Once set, this can *only* be cancelled by rewinding, ie. if <see cref="JudgementProcessor.HasCompleted">ScoreProcessor.HasCompleted</see> becomes <see langword="false"/>.
/// Even if the user requests an exit, it will forcefully proceed to the results screen (see special case in <see cref="OnExiting"/>).
/// </remarks>
private ScheduledDelegate resultsDisplayDelegate;
/// <summary>
/// A task which asynchronously prepares a completed score for display at results.
/// This may include performing net requests or importing the score into the database, generally to ensure things are in a sane state for the play session.
/// </summary>
private Task<ScoreInfo> prepareScoreForDisplayTask;
/// <summary>
/// Handles changes in player state which may progress the completion of gameplay / this screen's lifetime.
/// </summary>
/// <exception cref="InvalidOperationException">Thrown if this method is called more than once without changing state.</exception>
private void scoreCompletionChanged(ValueChangedEvent<bool> completed)
{
// If this player instance is in the middle of an exit, don't attempt any kind of state update.
if (!this.IsCurrentScreen())
return;
// Special case to handle rewinding post-completion. This is the only way already queued forward progress can be cancelled.
// TODO: Investigate whether this can be moved to a RewindablePlayer subclass or similar.
// Currently, even if this scenario is hit, prepareScoreForDisplay has already been queued (and potentially run).
// In scenarios where rewinding is possible (replay, spectating) this is a non-issue as no submission/import work is done,
// but it still doesn't feel right that this exists here.
if (!completed.NewValue)
{
resultsDisplayDelegate?.Cancel();
resultsDisplayDelegate = null;
GameplayState.HasPassed = false;
ValidForResume = true;
skipOutroOverlay.Hide();
return;
}
// Only show the completion screen if the player hasn't failed
if (HealthProcessor.HasFailed)
return;
GameplayState.HasPassed = true;
// Setting this early in the process means that even if something were to go wrong in the order of events following, there
// is no chance that a user could return to the (already completed) Player instance from a child screen.
ValidForResume = false;
// Ensure we are not writing to the replay any more, as we are about to consume and store the score.
DrawableRuleset.SetRecordTarget(null);
if (!Configuration.ShowResults)
return;
prepareScoreForDisplayTask ??= Task.Run(prepareAndImportScore);
bool storyboardHasOutro = DimmableStoryboard.ContentDisplayed && !DimmableStoryboard.HasStoryboardEnded.Value;
if (storyboardHasOutro)
{
// if the current beatmap has a storyboard, the progression to results will be handled by the storyboard ending
// or the user pressing the skip outro button.
skipOutroOverlay.Show();
return;
}
progressToResults(true);
}
/// <summary>
/// Asynchronously run score preparation operations (database import, online submission etc.).
/// </summary>
/// <returns>The final score.</returns>
private async Task<ScoreInfo> prepareAndImportScore()
{
var scoreCopy = Score.DeepClone();
try
{
await PrepareScoreForResultsAsync(scoreCopy).ConfigureAwait(false);
}
catch (Exception ex)
{
Logger.Error(ex, @"Score preparation failed!");
}
try
{
await ImportScore(scoreCopy).ConfigureAwait(false);
}
catch (Exception ex)
{
Logger.Error(ex, @"Score import failed!");
}
return scoreCopy.ScoreInfo;
}
/// <summary>
/// Queue the results screen for display.
/// </summary>
/// <remarks>
/// A final display will only occur once all work is completed in <see cref="PrepareScoreForResultsAsync"/>. This means that even after calling this method, the results screen will never be shown until <see cref="JudgementProcessor.HasCompleted">ScoreProcessor.HasCompleted</see> becomes <see langword="true"/>.
///
/// Calling this method multiple times will have no effect.
/// </remarks>
/// <param name="withDelay">Whether a minimum delay (<see cref="RESULTS_DISPLAY_DELAY"/>) should be added before the screen is displayed.</param>
private void progressToResults(bool withDelay)
{
if (resultsDisplayDelegate != null)
// Note that if progressToResults is called one withDelay=true and then withDelay=false, this no-delay timing will not be
// accounted for. shouldn't be a huge concern (a user pressing the skip button after a results progression has already been queued
// may take x00 more milliseconds than expected in the very rare edge case).
//
// If required we can handle this more correctly by rescheduling here.
return;
double delay = withDelay ? RESULTS_DISPLAY_DELAY : 0;
resultsDisplayDelegate = new ScheduledDelegate(() =>
{
if (prepareScoreForDisplayTask?.IsCompleted != true)
// If the asynchronous preparation has not completed, keep repeating this delegate.
return;
resultsDisplayDelegate?.Cancel();
if (!this.IsCurrentScreen())
// This player instance may already be in the process of exiting.
return;
this.Push(CreateResults(prepareScoreForDisplayTask.GetResultSafely()));
}, Time.Current + delay, 50);
Scheduler.Add(resultsDisplayDelegate);
}
protected override bool OnScroll(ScrollEvent e)
{
// During pause, allow global volume adjust regardless of settings.
if (GameplayClockContainer.IsPaused.Value)
return false;
// Block global volume adjust if the user has asked for it (special case when holding "Alt").
return mouseWheelDisabled.Value && !e.AltPressed;
}
#region Fail Logic
protected FailOverlay FailOverlay { get; private set; }
private FailAnimation failAnimationLayer;
private bool onFail()
{
if (!CheckModsAllowFailure())
return false;
GameplayState.HasFailed = true;
updateGameplayState();
// 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();
failAnimationLayer.Start();
if (GameplayState.Mods.OfType<IApplicableFailOverride>().Any(m => m.RestartOnFail))
Restart();
return true;
}
/// <summary>
/// Invoked when the fail animation has finished.
/// </summary>
private void onFailComplete()
{
// fail completion is a good point to mark a score as failed,
// since the last judgement that caused the fail only applies to score processor after onFail.
// todo: this should probably be handled better.
ScoreProcessor.FailScore(Score.ScoreInfo);
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
&& !GameplayState.HasFailed;
private bool canResume =>
// cannot resume from a non-paused state
GameplayClockContainer.IsPaused.Value
// cannot resume if we are already in a fail state
&& !GameplayState.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(ScreenTransitionEvent e)
{
base.OnEntering(e);
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;
b.FadeColour(Color4.White, 250);
// bind component bindables.
b.IsBreakTime.BindTo(breakTracker.IsBreakTime);
b.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
failAnimationLayer.Background = b;
});
HUDOverlay.IsPlaying.BindTo(localUserPlaying);
DimmableStoryboard.IsBreakTime.BindTo(breakTracker.IsBreakTime);
DimmableStoryboard.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
storyboardReplacesBackground.Value = Beatmap.Value.Storyboard.ReplacesBackground && Beatmap.Value.Storyboard.HasDrawable;
foreach (var mod in GameplayState.Mods.OfType<IApplicableToPlayer>())
mod.ApplyToPlayer(this);
foreach (var mod in GameplayState.Mods.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 GameplayState.Mods.OfType<IApplicableToTrack>())
mod.ApplyToTrack(musicController.CurrentTrack);
updateGameplayState();
GameplayClockContainer.FadeInFromZero(750, Easing.OutQuint);
StartGameplay();
OnGameplayStarted?.Invoke();
}
/// <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(true);
}
public override void OnSuspending(ScreenTransitionEvent e)
{
screenSuspension?.RemoveAndDisposeImmediately();
fadeOut();
base.OnSuspending(e);
}
public override bool OnExiting(ScreenExitEvent e)
{
screenSuspension?.RemoveAndDisposeImmediately();
failAnimationLayer?.RemoveFilters();
if (LoadedBeatmapSuccessfully)
{
if (!GameplayState.HasPassed && !GameplayState.HasFailed)
GameplayState.HasQuit = true;
// if arriving here and the results screen preparation task hasn't run, it's safe to say the user has not completed the beatmap.
if (prepareScoreForDisplayTask == null)
ScoreProcessor.FailScore(Score.ScoreInfo);
}
// 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(e);
}
/// <summary>
/// Creates the player's <see cref="Scoring.Score"/>.
/// </summary>
/// <param name="beatmap"></param>
/// <returns>The <see cref="Scoring.Score"/>.</returns>
protected virtual Score CreateScore(IBeatmap beatmap) => new Score
{
ScoreInfo = new ScoreInfo { User = api.LocalUser.Value },
};
/// <summary>
/// Imports the player's <see cref="Scoring.Score"/> to the local database.
/// </summary>
/// <param name="score">The <see cref="Scoring.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 = null;
if (score.ScoreInfo.Ruleset.IsLegacyRuleset())
{
using (var stream = new MemoryStream())
{
new LegacyScoreEncoder(score, GameplayState.Beatmap).Encode(stream);
replayReader = new LegacyByteArrayReader(stream.ToArray(), "replay.osr");
}
}
// the import process will re-attach managed beatmap/rulesets to this score. we don't want this for now, so create a temporary copy to import.
var importableScore = score.ScoreInfo.DeepClone();
// For the time being, online ID responses are not really useful for anything.
// In addition, the IDs provided via new (lazer) endpoints are based on a different autoincrement from legacy (stable) scores.
//
// Until we better define the server-side logic behind this, let's not store the online ID to avoid potential unique constraint
// conflicts across various systems (ie. solo and multiplayer).
importableScore.OnlineID = -1;
var imported = scoreManager.Import(importableScore, replayReader);
imported.PerformRead(s =>
{
// because of the clone above, it's required that we copy back the post-import hash/ID to use for availability matching.
score.ScoreInfo.Hash = s.Hash;
score.ScoreInfo.ID = s.ID;
});
return Task.CompletedTask;
}
/// <summary>
/// Prepare the <see cref="Scoring.Score"/> for display at results.
/// </summary>
/// <param name="score">The <see cref="Scoring.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;
IBindable<bool> ILocalUserPlayInfo.IsPlaying => LocalUserPlaying;
}
}