1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-15 01:57:51 +08:00
osu-lazer/osu.Game/Rulesets/Objects/HitObjectLifetimeEntry.cs
Dean Herbert 3f8dfc7cb0 Fix fallback for Judged to be more correct
Without this change, when the `Judged` value is checked on an
`HitObjectLifetimeEntry` it would return `true` if a `DrawableHitObject`
has not yet been associated with the entry. Which is completely wrong.

Of note, the usage in `DrawableHitObject` will have never fallen through
to this incorrect value as they always have a result populated:

f26f001e1d/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs (L721-L726)
2023-07-05 18:03:58 +09:00

123 lines
4.9 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.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Performance;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
namespace osu.Game.Rulesets.Objects
{
/// <summary>
/// A <see cref="LifetimeEntry"/> that stores the lifetime for a <see cref="HitObject"/>.
/// </summary>
public class HitObjectLifetimeEntry : LifetimeEntry
{
/// <summary>
/// The <see cref="HitObject"/>.
/// </summary>
public readonly HitObject HitObject;
/// <summary>
/// The list of <see cref="HitObjectLifetimeEntry"/> for the <see cref="HitObject"/>'s nested objects (if any).
/// </summary>
public List<HitObjectLifetimeEntry> NestedEntries { get; internal set; } = new List<HitObjectLifetimeEntry>();
/// <summary>
/// The result that <see cref="HitObject"/> was judged with.
/// This is set by the accompanying <see cref="DrawableHitObject"/>, and reused when required for rewinding.
/// </summary>
internal JudgementResult? Result;
/// <summary>
/// Whether <see cref="HitObject"/> has been judged.
/// Note: This does NOT include nested hitobjects.
/// </summary>
public bool Judged => Result?.HasResult ?? false;
/// <summary>
/// Whether <see cref="HitObject"/> and all of its nested objects have been judged.
/// </summary>
public bool AllJudged => Judged && NestedEntries.All(h => h.AllJudged);
private readonly IBindable<double> startTimeBindable = new BindableDouble();
internal event Action? RevertResult;
/// <summary>
/// Creates a new <see cref="HitObjectLifetimeEntry"/>.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> to store the lifetime of.</param>
public HitObjectLifetimeEntry(HitObject hitObject)
{
HitObject = hitObject;
startTimeBindable.BindTo(HitObject.StartTimeBindable);
startTimeBindable.BindValueChanged(_ => SetInitialLifetime(), true);
// Subscribe to this event before the DrawableHitObject so that the local callback is invoked before the entry is re-applied as a result of DefaultsApplied.
// This way, the DrawableHitObject can use OnApply() to overwrite the LifetimeStart that was set inside setInitialLifetime().
HitObject.DefaultsApplied += _ => SetInitialLifetime();
}
// The lifetime, as set by the hitobject.
private double realLifetimeStart = double.MinValue;
private double realLifetimeEnd = double.MaxValue;
// This method is called even if `start == LifetimeStart` when `KeepAlive` is true (necessary to update `realLifetimeStart`).
protected override void SetLifetimeStart(double start)
{
realLifetimeStart = start;
if (!keepAlive)
base.SetLifetimeStart(start);
}
protected override void SetLifetimeEnd(double end)
{
realLifetimeEnd = end;
if (!keepAlive)
base.SetLifetimeEnd(end);
}
private bool keepAlive;
/// <summary>
/// Whether the <see cref="HitObject"/> should be kept always alive.
/// </summary>
internal bool KeepAlive
{
set
{
if (keepAlive == value)
return;
keepAlive = value;
if (keepAlive)
SetLifetime(double.MinValue, double.MaxValue);
else
SetLifetime(realLifetimeStart, realLifetimeEnd);
}
}
/// <summary>
/// A safe offset prior to the start time of <see cref="HitObject"/> at which it may begin displaying contents.
/// By default, <see cref="HitObject"/>s are assumed to display their contents within 10 seconds prior to their start time.
/// </summary>
/// <remarks>
/// This is only used as an optimisation to delay the initial application of the <see cref="HitObject"/> to a <see cref="DrawableHitObject"/>.
/// A more accurate <see cref="LifetimeEntry.LifetimeStart"/> should be set on the hit object application, for further optimisation.
/// </remarks>
protected virtual double InitialLifetimeOffset => 10000;
/// <summary>
/// Set <see cref="LifetimeEntry.LifetimeStart"/> using <see cref="InitialLifetimeOffset"/>.
/// </summary>
internal void SetInitialLifetime() => LifetimeStart = HitObject.StartTime - InitialLifetimeOffset;
internal void OnRevertResult() => RevertResult?.Invoke();
}
}