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osu-lazer/osu.Game/Rulesets/Scoring/JudgementProcessor.cs
ekrctb d0f30b7b42 Delay map completion one frame after the last judgment
This is a workaround of a timing issue.
KeyCounter is disabled while break time (`HasCompleted == true`).
When the last keypress is exactly at the same time the map ends, the last frame was considered in a break time while forward play but considered not in a break time while rewinding. This inconsistency made the last keypress not decremented in the key counter when a replay is rewound.
The situation regularly happens in osu!standard because the map ends right after the player hits the last hit circle. It was caught by `TestSceneGameplayRewinding`.

This commit makes the update of the map completion delayed one frame. The problematic keypress frame is now processed strictly before the map completion, and the map completion status is correctly rewound before the keypress frame.
2021-04-13 14:29:47 +09:00

143 lines
5.5 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 osu.Framework.Bindables;
using osu.Framework.Extensions.TypeExtensions;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Scoring
{
public abstract class JudgementProcessor : Component
{
/// <summary>
/// Invoked when a new judgement has occurred. This occurs after the judgement has been processed by this <see cref="JudgementProcessor"/>.
/// </summary>
public event Action<JudgementResult> NewJudgement;
/// <summary>
/// The maximum number of hits that can be judged.
/// </summary>
protected int MaxHits { get; private set; }
/// <summary>
/// The total number of judged <see cref="HitObject"/>s at the current point in time.
/// </summary>
public int JudgedHits { get; private set; }
private JudgementResult lastAppliedResult;
private readonly BindableBool hasCompleted = new BindableBool();
/// <summary>
/// Whether all <see cref="Judgement"/>s have been processed.
/// </summary>
public IBindable<bool> HasCompleted => hasCompleted;
/// <summary>
/// Applies a <see cref="IBeatmap"/> to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="beatmap">The <see cref="IBeatmap"/> to read properties from.</param>
public virtual void ApplyBeatmap(IBeatmap beatmap)
{
Reset(false);
SimulateAutoplay(beatmap);
Reset(true);
}
/// <summary>
/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="result">The <see cref="JudgementResult"/> to apply.</param>
public void ApplyResult(JudgementResult result)
{
JudgedHits++;
lastAppliedResult = result;
ApplyResultInternal(result);
NewJudgement?.Invoke(result);
}
/// <summary>
/// Reverts the score change of a <see cref="JudgementResult"/> that was applied to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="result">The judgement scoring result.</param>
public void RevertResult(JudgementResult result)
{
JudgedHits--;
RevertResultInternal(result);
}
/// <summary>
/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <remarks>
/// Any changes applied via this method can be reverted via <see cref="RevertResultInternal"/>.
/// </remarks>
/// <param name="result">The <see cref="JudgementResult"/> to apply.</param>
protected abstract void ApplyResultInternal(JudgementResult result);
/// <summary>
/// Reverts the score change of a <see cref="JudgementResult"/> that was applied to this <see cref="ScoreProcessor"/> via <see cref="ApplyResultInternal"/>.
/// </summary>
/// <param name="result">The judgement scoring result.</param>
protected abstract void RevertResultInternal(JudgementResult result);
/// <summary>
/// Resets this <see cref="JudgementProcessor"/> to a default state.
/// </summary>
/// <param name="storeResults">Whether to store the current state of the <see cref="JudgementProcessor"/> for future use.</param>
protected virtual void Reset(bool storeResults)
{
if (storeResults)
MaxHits = JudgedHits;
JudgedHits = 0;
}
/// <summary>
/// Creates the <see cref="JudgementResult"/> that represents the scoring result for a <see cref="HitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> which was judged.</param>
/// <param name="judgement">The <see cref="Judgement"/> that provides the scoring information.</param>
protected virtual JudgementResult CreateResult(HitObject hitObject, Judgement judgement) => new JudgementResult(hitObject, judgement);
/// <summary>
/// Simulates an autoplay of the <see cref="IBeatmap"/> to determine scoring values.
/// </summary>
/// <remarks>This provided temporarily. DO NOT USE.</remarks>
/// <param name="beatmap">The <see cref="IBeatmap"/> to simulate.</param>
protected virtual void SimulateAutoplay(IBeatmap beatmap)
{
foreach (var obj in beatmap.HitObjects)
simulate(obj);
void simulate(HitObject obj)
{
foreach (var nested in obj.NestedHitObjects)
simulate(nested);
var judgement = obj.CreateJudgement();
var result = CreateResult(obj, judgement);
if (result == null)
throw new InvalidOperationException($"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}.");
result.Type = judgement.MaxResult;
ApplyResult(result);
}
}
protected override void Update()
{
base.Update();
hasCompleted.Value = JudgedHits == MaxHits && (JudgedHits == 0 || lastAppliedResult.TimeAbsolute < Clock.CurrentTime);
}
}
}