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osu-lazer/osu.Game/Rulesets/Objects/HitObject.cs
Bartłomiej Dach 7a25fe79b7
Fix sample control point time being calculated before defaults applied
In editor contexts, the `StartTimeBindable` subscription in `HitObject`
was firing before defaults were applied, which in the case of sliders
manifested in an infinite end time. `ApplyDefaults()` also did not
always set the time of the control point to the correct value, which
matters when the beatmap is encoded.

Ensure that the control points receive the correct time values during
default application, and only register the `StartTimeBindable` change
callback after defaults have been successfully applied.
2022-01-11 21:38:59 +01:00

203 lines
8.1 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.Collections.Generic;
using System.Threading;
using JetBrains.Annotations;
using Newtonsoft.Json;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ListExtensions;
using osu.Framework.Lists;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Legacy;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Objects
{
/// <summary>
/// A HitObject describes an object in a Beatmap.
/// <para>
/// HitObjects may contain more properties for which you should be checking through the IHas* types.
/// </para>
/// </summary>
public class HitObject
{
/// <summary>
/// A small adjustment to the start time of control points to account for rounding/precision errors.
/// </summary>
private const double control_point_leniency = 1;
/// <summary>
/// Invoked after <see cref="ApplyDefaults"/> has completed on this <see cref="HitObject"/>.
/// </summary>
public event Action<HitObject> DefaultsApplied;
public readonly Bindable<double> StartTimeBindable = new BindableDouble();
/// <summary>
/// The time at which the HitObject starts.
/// </summary>
public virtual double StartTime
{
get => StartTimeBindable.Value;
set => StartTimeBindable.Value = value;
}
public readonly BindableList<HitSampleInfo> SamplesBindable = new BindableList<HitSampleInfo>();
/// <summary>
/// The samples to be played when this hit object is hit.
/// <para>
/// In the case of <see cref="IHasRepeats"/> types, this is the sample of the curve body
/// and can be treated as the default samples for the hit object.
/// </para>
/// </summary>
public IList<HitSampleInfo> Samples
{
get => SamplesBindable;
set
{
SamplesBindable.Clear();
SamplesBindable.AddRange(value);
}
}
public SampleControlPoint SampleControlPoint = SampleControlPoint.DEFAULT;
public DifficultyControlPoint DifficultyControlPoint = DifficultyControlPoint.DEFAULT;
/// <summary>
/// Whether this <see cref="HitObject"/> is in Kiai time.
/// </summary>
[JsonIgnore]
public bool Kiai { get; private set; }
/// <summary>
/// The hit windows for this <see cref="HitObject"/>.
/// </summary>
[JsonIgnore]
public HitWindows HitWindows { get; set; }
private readonly List<HitObject> nestedHitObjects = new List<HitObject>();
[JsonIgnore]
public SlimReadOnlyListWrapper<HitObject> NestedHitObjects => nestedHitObjects.AsSlimReadOnly();
/// <summary>
/// Applies default values to this HitObject.
/// </summary>
/// <param name="controlPointInfo">The control points.</param>
/// <param name="difficulty">The difficulty settings to use.</param>
/// <param name="cancellationToken">The cancellation token.</param>
public void ApplyDefaults(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty, CancellationToken cancellationToken = default)
{
var legacyInfo = controlPointInfo as LegacyControlPointInfo;
if (legacyInfo != null)
DifficultyControlPoint = (DifficultyControlPoint)legacyInfo.DifficultyPointAt(StartTime).DeepClone();
else if (DifficultyControlPoint == DifficultyControlPoint.DEFAULT)
DifficultyControlPoint = new DifficultyControlPoint();
DifficultyControlPoint.Time = StartTime;
ApplyDefaultsToSelf(controlPointInfo, difficulty);
// This is done here after ApplyDefaultsToSelf as we may require custom defaults to be applied to have an accurate end time.
if (legacyInfo != null)
SampleControlPoint = (SampleControlPoint)legacyInfo.SamplePointAt(this.GetEndTime() + control_point_leniency).DeepClone();
else if (SampleControlPoint == SampleControlPoint.DEFAULT)
SampleControlPoint = new SampleControlPoint();
SampleControlPoint.Time = this.GetEndTime() + control_point_leniency;
nestedHitObjects.Clear();
CreateNestedHitObjects(cancellationToken);
if (this is IHasComboInformation hasCombo)
{
foreach (HitObject hitObject in nestedHitObjects)
{
if (hitObject is IHasComboInformation n)
{
n.ComboIndexBindable.BindTo(hasCombo.ComboIndexBindable);
n.ComboIndexWithOffsetsBindable.BindTo(hasCombo.ComboIndexWithOffsetsBindable);
n.IndexInCurrentComboBindable.BindTo(hasCombo.IndexInCurrentComboBindable);
}
}
}
nestedHitObjects.Sort((h1, h2) => h1.StartTime.CompareTo(h2.StartTime));
foreach (var h in nestedHitObjects)
h.ApplyDefaults(controlPointInfo, difficulty, cancellationToken);
// importantly, this callback is only registered after default application
// to ensure that the read of `this.GetEndTime()` within doesn't return an invalid value
// if `StartTimeBindable` is changed prior to default application.
StartTimeBindable.ValueChanged += time =>
{
double offset = time.NewValue - time.OldValue;
foreach (var nested in nestedHitObjects)
nested.StartTime += offset;
if (DifficultyControlPoint != DifficultyControlPoint.DEFAULT)
DifficultyControlPoint.Time = time.NewValue;
if (SampleControlPoint != SampleControlPoint.DEFAULT)
SampleControlPoint.Time = this.GetEndTime() + control_point_leniency;
};
DefaultsApplied?.Invoke(this);
}
protected virtual void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
{
Kiai = controlPointInfo.EffectPointAt(StartTime + control_point_leniency).KiaiMode;
HitWindows ??= CreateHitWindows();
HitWindows?.SetDifficulty(difficulty.OverallDifficulty);
}
protected virtual void CreateNestedHitObjects(CancellationToken cancellationToken)
{
}
protected void AddNested(HitObject hitObject) => nestedHitObjects.Add(hitObject);
/// <summary>
/// Creates the <see cref="Judgement"/> that represents the scoring information for this <see cref="HitObject"/>.
/// </summary>
[NotNull]
public virtual Judgement CreateJudgement() => new Judgement();
/// <summary>
/// Creates the <see cref="HitWindows"/> for this <see cref="HitObject"/>.
/// This can be null to indicate that the <see cref="HitObject"/> has no <see cref="HitWindows"/> and timing errors should not be displayed to the user.
/// <para>
/// This will only be invoked if <see cref="HitWindows"/> hasn't been set externally (e.g. from a <see cref="BeatmapConverter{T}"/>.
/// </para>
/// </summary>
[NotNull]
protected virtual HitWindows CreateHitWindows() => new HitWindows();
}
public static class HitObjectExtensions
{
/// <summary>
/// Returns the end time of this object.
/// </summary>
/// <remarks>
/// This returns the <see cref="IHasDuration.EndTime"/> where available, falling back to <see cref="HitObject.StartTime"/> otherwise.
/// </remarks>
/// <param name="hitObject">The object.</param>
/// <returns>The end time of this object.</returns>
public static double GetEndTime(this HitObject hitObject) => (hitObject as IHasDuration)?.EndTime ?? hitObject.StartTime;
}
}