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osu-lazer/osu.Game/Screens/Play/PlayerSettings/BeatmapOffsetControl.cs
2023-12-28 14:12:28 +01:00

321 lines
11 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Localisation;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Sprites;
using osu.Game.Input.Bindings;
using osu.Game.Localisation;
using osu.Game.Overlays;
using osu.Game.Overlays.Settings;
using osu.Game.Overlays.Settings.Sections.Audio;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Screens.Ranking.Statistics;
using osuTK;
namespace osu.Game.Screens.Play.PlayerSettings
{
public partial class BeatmapOffsetControl : CompositeDrawable, IKeyBindingHandler<GlobalAction>
{
public Bindable<ScoreInfo?> ReferenceScore { get; } = new Bindable<ScoreInfo?>();
public BindableDouble Current { get; } = new BindableDouble
{
MinValue = -50,
MaxValue = 50,
Precision = 0.1,
};
private readonly FillFlowContainer referenceScoreContainer;
[Resolved]
private RealmAccess realm { get; set; } = null!;
[Resolved]
private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
[Resolved]
private OsuColour colours { get; set; } = null!;
[Resolved]
private Player? player { get; set; }
[Resolved]
private IGameplayClock? gameplayClock { get; set; }
private double lastPlayAverage;
private double lastPlayBeatmapOffset;
private HitEventTimingDistributionGraph? lastPlayGraph;
private SettingsButton? useAverageButton;
private IDisposable? beatmapOffsetSubscription;
private Task? realmWriteTask;
public BeatmapOffsetControl()
{
RelativeSizeAxes = Axes.X;
AutoSizeAxes = Axes.Y;
InternalChild = new FillFlowContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Spacing = new Vector2(10),
Children = new Drawable[]
{
new OffsetSliderBar
{
KeyboardStep = 5,
LabelText = BeatmapOffsetControlStrings.BeatmapOffset,
Current = Current,
},
referenceScoreContainer = new FillFlowContainer
{
Spacing = new Vector2(10),
Direction = FillDirection.Vertical,
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
},
}
};
}
protected override void LoadComplete()
{
base.LoadComplete();
ReferenceScore.BindValueChanged(scoreChanged, true);
beatmapOffsetSubscription = realm.SubscribeToPropertyChanged(
r => r.Find<BeatmapInfo>(beatmap.Value.BeatmapInfo.ID)?.UserSettings,
settings => settings.Offset,
val =>
{
// At the point we reach here, it's not guaranteed that all realm writes have taken place (there may be some in-flight).
// We are only aware of writes that originated from our own flow, so if we do see one that's active we can avoid handling the feedback value arriving.
if (realmWriteTask == null)
Current.Value = val;
if (realmWriteTask?.IsCompleted == true)
{
// we can also mark any in-flight write that is managed locally as "seen" and start handling any incoming changes again.
realmWriteTask = null;
}
});
Current.BindValueChanged(currentChanged);
}
private void currentChanged(ValueChangedEvent<double> offset)
{
Scheduler.AddOnce(updateOffset);
void updateOffset()
{
// the last play graph is relative to the offset at the point of the last play, so we need to factor that out.
double adjustmentSinceLastPlay = lastPlayBeatmapOffset - Current.Value;
// Negative is applied here because the play graph is considering a hit offset, not track (as we currently use for clocks).
lastPlayGraph?.UpdateOffset(-adjustmentSinceLastPlay);
// ensure the previous write has completed. ignoring performance concerns, if we don't do this, the async writes could be out of sequence.
if (realmWriteTask?.IsCompleted == false)
{
Scheduler.AddOnce(updateOffset);
return;
}
if (useAverageButton != null)
{
useAverageButton.Enabled.Value = !Precision.AlmostEquals(lastPlayAverage, adjustmentSinceLastPlay, Current.Precision / 2);
}
realmWriteTask = realm.WriteAsync(r =>
{
var setInfo = r.Find<BeatmapSetInfo>(beatmap.Value.BeatmapSetInfo.ID);
if (setInfo == null) // only the case for tests.
return;
// Apply to all difficulties in a beatmap set for now (they generally always share timing).
foreach (var b in setInfo.Beatmaps)
{
BeatmapUserSettings userSettings = b.UserSettings;
double val = Current.Value;
if (userSettings.Offset != val)
userSettings.Offset = val;
}
});
}
}
private void scoreChanged(ValueChangedEvent<ScoreInfo?> score)
{
referenceScoreContainer.Clear();
if (score.NewValue == null)
return;
if (!score.NewValue.BeatmapInfo.AsNonNull().Equals(beatmap.Value.BeatmapInfo))
return;
if (score.NewValue.Mods.Any(m => !m.UserPlayable || m is IHasNoTimedInputs))
return;
var hitEvents = score.NewValue.HitEvents;
if (!(hitEvents.CalculateAverageHitError() is double average))
return;
referenceScoreContainer.Children = new Drawable[]
{
new OsuSpriteText
{
Text = BeatmapOffsetControlStrings.PreviousPlay
},
};
if (hitEvents.Count < 10)
{
referenceScoreContainer.AddRange(new Drawable[]
{
new OsuTextFlowContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Colour = colours.Red1,
Text = BeatmapOffsetControlStrings.PreviousPlayTooShortToUseForCalibration
},
});
return;
}
lastPlayAverage = average;
lastPlayBeatmapOffset = Current.Value;
LinkFlowContainer globalOffsetText;
referenceScoreContainer.AddRange(new Drawable[]
{
lastPlayGraph = new HitEventTimingDistributionGraph(hitEvents)
{
RelativeSizeAxes = Axes.X,
Height = 50,
},
new AverageHitError(hitEvents),
useAverageButton = new SettingsButton
{
Text = BeatmapOffsetControlStrings.CalibrateUsingLastPlay,
Action = () => Current.Value = lastPlayBeatmapOffset - lastPlayAverage
},
globalOffsetText = new LinkFlowContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
}
});
if (settings != null)
{
globalOffsetText.AddText("You can also ");
globalOffsetText.AddLink("adjust the global offset", () => settings.ShowAtControl<AudioOffsetAdjustControl>());
globalOffsetText.AddText(" based off this play.");
}
}
[Resolved]
private SettingsOverlay? settings { get; set; }
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
beatmapOffsetSubscription?.Dispose();
}
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
// General limitations to ensure players don't do anything too weird.
// These match stable for now.
if (player is SubmittingPlayer)
{
// TODO: the blocking conditions should probably display a message.
if (player?.IsBreakTime.Value == false && gameplayClock?.CurrentTime - gameplayClock?.StartTime > 10000)
return false;
if (gameplayClock?.IsPaused.Value == true)
return false;
}
// To match stable, this should adjust by 5 ms, or 1 ms when holding alt.
// But that is hard to make work with global actions due to the operating mode.
// Let's use the more precise as a default for now.
const double amount = 1;
switch (e.Action)
{
case GlobalAction.IncreaseOffset:
Current.Value += amount;
return true;
case GlobalAction.DecreaseOffset:
Current.Value -= amount;
return true;
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
public static LocalisableString GetOffsetExplanatoryText(double offset)
{
return offset == 0
? LocalisableString.Interpolate($@"{offset:0.0} ms")
: LocalisableString.Interpolate($@"{offset:0.0} ms {getEarlyLateText(offset)}");
LocalisableString getEarlyLateText(double value)
{
Debug.Assert(value != 0);
return value > 0
? BeatmapOffsetControlStrings.HitObjectsAppearEarlier
: BeatmapOffsetControlStrings.HitObjectsAppearLater;
}
}
public partial class OffsetSliderBar : PlayerSliderBar<double>
{
protected override Drawable CreateControl() => new CustomSliderBar();
protected partial class CustomSliderBar : SliderBar
{
public override LocalisableString TooltipText => GetOffsetExplanatoryText(Current.Value);
}
}
}
}