mirror of
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cf6bb3b030
Ensure fail animation sequence isn't run after the player exit sequence has started
1143 lines
45 KiB
C#
1143 lines
45 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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#nullable disable
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using System;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Extensions;
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using osu.Game.Graphics.Containers;
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using osu.Game.IO.Archives;
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using osu.Game.Online.API;
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using osu.Game.Overlays;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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using osu.Game.Scoring.Legacy;
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using osu.Game.Screens.Ranking;
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using osu.Game.Skinning;
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using osu.Game.Users;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Play
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{
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[Cached]
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public abstract class Player : ScreenWithBeatmapBackground, ISamplePlaybackDisabler, ILocalUserPlayInfo
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{
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/// <summary>
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/// The delay upon completion of the beatmap before displaying the results screen.
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/// </summary>
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public const double RESULTS_DISPLAY_DELAY = 1000.0;
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/// <summary>
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/// Raised after <see cref="StartGameplay"/> is called.
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/// </summary>
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public event Action OnGameplayStarted;
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public override bool AllowBackButton => false; // handled by HoldForMenuButton
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protected override bool PlayExitSound => !isRestarting;
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protected override UserActivity InitialActivity => new UserActivity.InSoloGame(Beatmap.Value.BeatmapInfo, Ruleset.Value);
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public override float BackgroundParallaxAmount => 0.1f;
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public override bool HideOverlaysOnEnter => true;
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protected override OverlayActivation InitialOverlayActivationMode => OverlayActivation.UserTriggered;
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// We are managing our own adjustments (see OnEntering/OnExiting).
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public override bool? AllowTrackAdjustments => false;
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private readonly IBindable<bool> gameActive = new Bindable<bool>(true);
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private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
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/// <summary>
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/// Whether gameplay should pause when the game window focus is lost.
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/// </summary>
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protected virtual bool PauseOnFocusLost => true;
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public Action<bool> RestartRequested;
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private bool isRestarting;
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private Bindable<bool> mouseWheelDisabled;
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private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>();
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public IBindable<bool> LocalUserPlaying => localUserPlaying;
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private readonly Bindable<bool> localUserPlaying = new Bindable<bool>();
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public int RestartCount;
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[Resolved]
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private ScoreManager scoreManager { get; set; }
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[Resolved]
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private IAPIProvider api { get; set; }
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[Resolved]
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private MusicController musicController { get; set; }
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public GameplayState GameplayState { get; private set; }
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private Ruleset ruleset;
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private Sample sampleRestart;
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public BreakOverlay BreakOverlay;
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/// <summary>
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/// Whether the gameplay is currently in a break.
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/// </summary>
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public readonly IBindable<bool> IsBreakTime = new BindableBool();
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private BreakTracker breakTracker;
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private SkipOverlay skipIntroOverlay;
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private SkipOverlay skipOutroOverlay;
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protected ScoreProcessor ScoreProcessor { get; private set; }
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protected HealthProcessor HealthProcessor { get; private set; }
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protected DrawableRuleset DrawableRuleset { get; private set; }
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protected HUDOverlay HUDOverlay { get; private set; }
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public bool LoadedBeatmapSuccessfully => DrawableRuleset?.Objects.Any() == true;
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protected GameplayClockContainer GameplayClockContainer { get; private set; }
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public DimmableStoryboard DimmableStoryboard { get; private set; }
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/// <summary>
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/// Whether failing should be allowed.
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/// By default, this checks whether all selected mods allow failing.
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/// </summary>
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protected virtual bool CheckModsAllowFailure() => GameplayState.Mods.OfType<IApplicableFailOverride>().All(m => m.PerformFail());
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public readonly PlayerConfiguration Configuration;
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/// <summary>
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/// The score for the current play session.
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/// Available only after the player is loaded.
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/// </summary>
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public Score Score { get; private set; }
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/// <summary>
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/// Create a new player instance.
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/// </summary>
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protected Player(PlayerConfiguration configuration = null)
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{
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Configuration = configuration ?? new PlayerConfiguration();
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}
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private ScreenSuspensionHandler screenSuspension;
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private DependencyContainer dependencies;
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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=> dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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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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return;
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PrepareReplay();
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ScoreProcessor.NewJudgement += _ => ScoreProcessor.PopulateScore(Score.ScoreInfo);
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ScoreProcessor.OnResetFromReplayFrame += () => ScoreProcessor.PopulateScore(Score.ScoreInfo);
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gameActive.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
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}
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/// <summary>
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/// Run any recording / playback setup for replays.
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/// </summary>
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protected virtual void PrepareReplay()
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{
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DrawableRuleset.SetRecordTarget(Score);
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}
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[BackgroundDependencyLoader(true)]
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private void load(AudioManager audio, OsuConfigManager config, OsuGameBase game, CancellationToken cancellationToken)
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{
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var gameplayMods = Mods.Value.Select(m => m.DeepClone()).ToArray();
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if (gameplayMods.Any(m => m is UnknownMod))
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{
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Logger.Log("Gameplay was started with an unknown mod applied.", level: LogLevel.Important);
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return;
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}
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if (Beatmap.Value is DummyWorkingBeatmap)
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return;
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IBeatmap playableBeatmap = loadPlayableBeatmap(gameplayMods, cancellationToken);
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if (playableBeatmap == null)
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return;
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sampleRestart = audio.Samples.Get(@"Gameplay/restart");
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mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
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if (game != null)
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gameActive.BindTo(game.IsActive);
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if (game is OsuGame osuGame)
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LocalUserPlaying.BindTo(osuGame.LocalUserPlaying);
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DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, gameplayMods);
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dependencies.CacheAs(DrawableRuleset);
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ScoreProcessor = ruleset.CreateScoreProcessor();
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ScoreProcessor.Mods.Value = gameplayMods;
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ScoreProcessor.ApplyBeatmap(playableBeatmap);
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dependencies.CacheAs(ScoreProcessor);
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HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap.HitObjects[0].StartTime);
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HealthProcessor.ApplyBeatmap(playableBeatmap);
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dependencies.CacheAs(HealthProcessor);
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if (!ScoreProcessor.Mode.Disabled)
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config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
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InternalChild = GameplayClockContainer = CreateGameplayClockContainer(Beatmap.Value, DrawableRuleset.GameplayStartTime);
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AddInternal(screenSuspension = new ScreenSuspensionHandler(GameplayClockContainer));
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Score = CreateScore(playableBeatmap);
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// ensure the score is in a consistent state with the current player.
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Score.ScoreInfo.BeatmapInfo = Beatmap.Value.BeatmapInfo;
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Score.ScoreInfo.Ruleset = ruleset.RulesetInfo;
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Score.ScoreInfo.Mods = gameplayMods;
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dependencies.CacheAs(GameplayState = new GameplayState(playableBeatmap, ruleset, gameplayMods, Score, ScoreProcessor));
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var rulesetSkinProvider = new RulesetSkinProvidingContainer(ruleset, playableBeatmap, Beatmap.Value.Skin);
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// load the skinning hierarchy first.
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// this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources.
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GameplayClockContainer.Add(rulesetSkinProvider);
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if (cancellationToken.IsCancellationRequested)
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return;
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rulesetSkinProvider.AddRange(new Drawable[]
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{
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failAnimationLayer = new FailAnimation(DrawableRuleset)
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{
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OnComplete = onFailComplete,
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Children = new[]
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{
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// underlay and gameplay should have access to the skinning sources.
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createUnderlayComponents(),
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createGameplayComponents(Beatmap.Value)
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}
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},
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FailOverlay = new FailOverlay
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{
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SaveReplay = prepareAndImportScore,
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OnRetry = () => Restart(),
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OnQuit = () => PerformExit(true),
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},
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new HotkeyExitOverlay
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{
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Action = () =>
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{
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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PerformExit(false);
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},
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},
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});
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if (cancellationToken.IsCancellationRequested)
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return;
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if (Configuration.AllowRestart)
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{
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rulesetSkinProvider.Add(new HotkeyRetryOverlay
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{
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Action = () =>
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{
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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Restart(true);
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},
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});
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}
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// add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components.
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// also give the overlays the ruleset skin provider to allow rulesets to potentially override HUD elements (used to disable combo counters etc.)
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// we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there.
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failAnimationLayer.Add(createOverlayComponents(Beatmap.Value));
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if (!DrawableRuleset.AllowGameplayOverlays)
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{
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HUDOverlay.ShowHud.Value = false;
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HUDOverlay.ShowHud.Disabled = true;
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BreakOverlay.Hide();
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}
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DrawableRuleset.FrameStableClock.WaitingOnFrames.BindValueChanged(waiting =>
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{
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if (waiting.NewValue)
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GameplayClockContainer.Stop();
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else
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GameplayClockContainer.Start();
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});
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DrawableRuleset.IsPaused.BindValueChanged(_ =>
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{
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updateGameplayState();
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updateSampleDisabledState();
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});
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DrawableRuleset.FrameStableClock.IsCatchingUp.BindValueChanged(_ => updateSampleDisabledState());
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DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState());
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// bind clock into components that require it
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((IBindable<bool>)DrawableRuleset.IsPaused).BindTo(GameplayClockContainer.IsPaused);
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DrawableRuleset.NewResult += r =>
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{
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HealthProcessor.ApplyResult(r);
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ScoreProcessor.ApplyResult(r);
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GameplayState.ApplyResult(r);
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};
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DrawableRuleset.RevertResult += r =>
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{
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HealthProcessor.RevertResult(r);
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ScoreProcessor.RevertResult(r);
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};
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DimmableStoryboard.HasStoryboardEnded.ValueChanged += storyboardEnded =>
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{
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if (storyboardEnded.NewValue)
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progressToResults(true);
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};
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// Bind the judgement processors to ourselves
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ScoreProcessor.HasCompleted.BindValueChanged(scoreCompletionChanged);
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HealthProcessor.Failed += onFail;
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// Provide judgement processors to mods after they're loaded so that they're on the gameplay clock,
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// this is required for mods that apply transforms to these processors.
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ScoreProcessor.OnLoadComplete += _ =>
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{
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foreach (var mod in gameplayMods.OfType<IApplicableToScoreProcessor>())
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mod.ApplyToScoreProcessor(ScoreProcessor);
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};
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HealthProcessor.OnLoadComplete += _ =>
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{
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foreach (var mod in gameplayMods.OfType<IApplicableToHealthProcessor>())
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mod.ApplyToHealthProcessor(HealthProcessor);
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};
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IsBreakTime.BindTo(breakTracker.IsBreakTime);
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IsBreakTime.BindValueChanged(onBreakTimeChanged, true);
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if (Configuration.AutomaticallySkipIntro)
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skipIntroOverlay.SkipWhenReady();
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}
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protected virtual GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new MasterGameplayClockContainer(beatmap, gameplayStart);
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private Drawable createUnderlayComponents() =>
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DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard, GameplayState.Mods) { RelativeSizeAxes = Axes.Both };
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private Drawable createGameplayComponents(IWorkingBeatmap working) => new ScalingContainer(ScalingMode.Gameplay)
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{
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Children = new Drawable[]
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{
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DrawableRuleset.With(r =>
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r.FrameStableComponents.Children = new Drawable[]
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{
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ScoreProcessor,
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HealthProcessor,
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new ComboEffects(ScoreProcessor),
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breakTracker = new BreakTracker(DrawableRuleset.GameplayStartTime, ScoreProcessor)
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{
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Breaks = working.Beatmap.Breaks
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}
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}),
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}
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};
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private Drawable createOverlayComponents(IWorkingBeatmap working)
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{
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var container = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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{
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DimmableStoryboard.OverlayLayerContainer.CreateProxy(),
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BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
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{
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Clock = DrawableRuleset.FrameStableClock,
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ProcessCustomClock = false,
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Breaks = working.Beatmap.Breaks
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},
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// display the cursor above some HUD elements.
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DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
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DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
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HUDOverlay = new HUDOverlay(DrawableRuleset, GameplayState.Mods)
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{
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HoldToQuit =
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{
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Action = () => PerformExit(true),
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IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
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},
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KeyCounter =
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{
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AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded },
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IsCounting = false
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},
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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},
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skipIntroOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime)
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{
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RequestSkip = performUserRequestedSkip
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},
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skipOutroOverlay = new SkipOverlay(Beatmap.Value.Storyboard.LatestEventTime ?? 0)
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{
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RequestSkip = () => progressToResults(false),
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Alpha = 0
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},
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PauseOverlay = new PauseOverlay
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{
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OnResume = Resume,
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Retries = RestartCount,
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OnRetry = () => Restart(),
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OnQuit = () => PerformExit(true),
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},
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},
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};
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if (!Configuration.AllowSkipping || !DrawableRuleset.AllowGameplayOverlays)
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{
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skipIntroOverlay.Expire();
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skipOutroOverlay.Expire();
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}
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if (GameplayClockContainer is MasterGameplayClockContainer master)
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HUDOverlay.PlayerSettingsOverlay.PlaybackSettings.UserPlaybackRate.BindTarget = master.UserPlaybackRate;
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return container;
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}
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private void onBreakTimeChanged(ValueChangedEvent<bool> isBreakTime)
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{
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updateGameplayState();
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updatePauseOnFocusLostState();
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HUDOverlay.KeyCounter.IsCounting = !isBreakTime.NewValue;
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}
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private void updateGameplayState()
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{
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bool inGameplay = !DrawableRuleset.HasReplayLoaded.Value && !DrawableRuleset.IsPaused.Value && !breakTracker.IsBreakTime.Value && !GameplayState.HasFailed;
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OverlayActivationMode.Value = inGameplay ? OverlayActivation.Disabled : OverlayActivation.UserTriggered;
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localUserPlaying.Value = inGameplay;
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}
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private void updateSampleDisabledState()
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{
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samplePlaybackDisabled.Value = DrawableRuleset.FrameStableClock.IsCatchingUp.Value || GameplayClockContainer.IsPaused.Value;
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}
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private void updatePauseOnFocusLostState()
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{
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if (!PauseOnFocusLost || !pausingSupportedByCurrentState || breakTracker.IsBreakTime.Value)
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return;
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if (gameActive.Value == false)
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{
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bool paused = Pause();
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// if the initial pause could not be satisfied, the pause cooldown may be active.
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// reschedule the pause attempt until it can be achieved.
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if (!paused)
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Scheduler.AddOnce(updatePauseOnFocusLostState);
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}
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}
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private IBeatmap loadPlayableBeatmap(Mod[] gameplayMods, CancellationToken cancellationToken)
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{
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IBeatmap playable;
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try
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{
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if (Beatmap.Value.Beatmap == null)
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throw new InvalidOperationException("Beatmap was not loaded");
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var rulesetInfo = Ruleset.Value ?? Beatmap.Value.BeatmapInfo.Ruleset;
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ruleset = rulesetInfo.CreateInstance();
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if (ruleset == null)
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throw new RulesetLoadException("Instantiation failure");
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try
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{
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playable = Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo, gameplayMods, cancellationToken);
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}
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catch (BeatmapInvalidForRulesetException)
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{
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// A playable beatmap may not be creatable with the user's preferred ruleset, so try using the beatmap's default ruleset
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rulesetInfo = Beatmap.Value.BeatmapInfo.Ruleset;
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ruleset = rulesetInfo.CreateInstance();
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playable = Beatmap.Value.GetPlayableBeatmap(rulesetInfo, gameplayMods, cancellationToken);
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}
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if (playable.HitObjects.Count == 0)
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{
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Logger.Log("Beatmap contains no hit objects!", level: LogLevel.Error);
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return null;
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}
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}
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catch (OperationCanceledException)
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{
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// Load has been cancelled. No logging is required.
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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.Reset(time);
|
|
|
|
// 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>
|
|
/// <param name="quickRestart">Whether a quick restart was requested (skipping intro etc.).</param>
|
|
public void Restart(bool quickRestart = false)
|
|
{
|
|
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(quickRestart);
|
|
|
|
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()
|
|
{
|
|
// Failing after the quit sequence has started may cause weird side effects with the fail animation / effects.
|
|
if (GameplayState.HasQuit)
|
|
return false;
|
|
|
|
if (!CheckModsAllowFailure())
|
|
return false;
|
|
|
|
Debug.Assert(!GameplayState.HasFailed);
|
|
Debug.Assert(!GameplayState.HasPassed);
|
|
Debug.Assert(!GameplayState.HasQuit);
|
|
|
|
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(true);
|
|
|
|
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.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.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.IsRunning)
|
|
throw new InvalidOperationException($"{nameof(StartGameplay)} should not be called when the gameplay clock is already running");
|
|
|
|
GameplayClockContainer.Reset(startClock: 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 },
|
|
};
|
|
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|
/// <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;
|
|
}
|
|
}
|