Merge pull request #24762 from bdach/here-it-goes-here-it-goes-here-it-goes-again

Block input to objects lying under already-hit slider heads before slider is fully judged when classic note lock is active
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Dean Herbert 2023-09-11 17:28:20 +09:00 committed by GitHub
commit 3809a6caad
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3 changed files with 116 additions and 3 deletions

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@ -506,7 +506,6 @@ namespace osu.Game.Rulesets.Osu.Tests
}
[Test]
[Ignore("Currently broken, first attempt at fixing broke even harder. See https://github.com/ppy/osu/issues/24743.")]
public void TestInputDoesNotFallThroughOverlappingSliders()
{
const double time_first_slider = 1000;
@ -550,12 +549,103 @@ namespace osu.Game.Rulesets.Osu.Tests
addJudgementOffsetAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, 0);
addJudgementAssert(hitObjects[1], HitResult.Miss);
// the slider head of the first slider prevents the second slider's head from being hit, so the judgement offset should be very late.
// this is not strictly done by the hit policy implementation itself (see `OsuModClassic.blockInputToObjectsUnderSliderHead()`),
// but we're testing this here anyways to just keep everything related to input handling and note lock in one place.
addJudgementOffsetAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, referenceHitWindows.WindowFor(HitResult.Meh));
addClickActionAssert(0, ClickAction.Hit);
}
[Test]
public void TestOverlappingObjectsDontBlockEachOtherWhenFullyFadedOut()
public void TestOverlappingSlidersDontBlockEachOtherWhenFullyJudged()
{
const double time_first_slider = 1000;
const double time_second_slider = 1600;
Vector2 positionFirstSlider = new Vector2(100, 50);
Vector2 positionSecondSlider = new Vector2(100, 80);
var midpoint = (positionFirstSlider + positionSecondSlider) / 2;
var hitObjects = new List<OsuHitObject>
{
new Slider
{
StartTime = time_first_slider,
Position = positionFirstSlider,
Path = new SliderPath(PathType.Linear, new[]
{
Vector2.Zero,
new Vector2(25, 0),
})
},
new Slider
{
StartTime = time_second_slider,
Position = positionSecondSlider,
Path = new SliderPath(PathType.Linear, new[]
{
Vector2.Zero,
new Vector2(25, 0),
})
}
};
performTest(hitObjects, new List<ReplayFrame>
{
new OsuReplayFrame { Time = time_first_slider, Position = midpoint, Actions = { OsuAction.RightButton } },
new OsuReplayFrame { Time = time_first_slider + 25, Position = midpoint },
// this frame doesn't do anything on lazer, but is REQUIRED for correct playback on stable,
// because stable during replay playback only updates game state _when it encounters a replay frame_
new OsuReplayFrame { Time = 1250, Position = midpoint },
new OsuReplayFrame { Time = time_second_slider + 50, Position = midpoint, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_second_slider + 75, Position = midpoint },
});
addJudgementAssert(hitObjects[0], HitResult.Ok);
addJudgementOffsetAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, 0);
addJudgementAssert(hitObjects[1], HitResult.Ok);
addJudgementOffsetAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, 50);
addClickActionAssert(0, ClickAction.Hit);
addClickActionAssert(1, ClickAction.Hit);
}
[Test]
public void TestOverlappingHitCirclesDontBlockEachOtherWhenBothVisible()
{
const double time_first_circle = 1000;
const double time_second_circle = 1200;
Vector2 positionFirstCircle = new Vector2(100);
Vector2 positionSecondCircle = new Vector2(120);
var midpoint = (positionFirstCircle + positionSecondCircle) / 2;
var hitObjects = new List<OsuHitObject>
{
new HitCircle
{
StartTime = time_first_circle,
Position = positionFirstCircle,
},
new HitCircle
{
StartTime = time_second_circle,
Position = positionSecondCircle,
},
};
performTest(hitObjects, new List<ReplayFrame>
{
new OsuReplayFrame { Time = time_first_circle, Position = midpoint, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_first_circle + 25, Position = midpoint },
new OsuReplayFrame { Time = time_first_circle + 50, Position = midpoint, Actions = { OsuAction.RightButton } },
});
addJudgementAssert(hitObjects[0], HitResult.Great);
addJudgementOffsetAssert(hitObjects[0], 0);
addJudgementAssert(hitObjects[1], HitResult.Meh);
addJudgementOffsetAssert(hitObjects[1], -150);
}
[Test]
public void TestOverlappingHitCirclesDontBlockEachOtherWhenFullyFadedOut()
{
const double time_first_circle = 1000;
const double time_second_circle = 1200;
@ -586,8 +676,10 @@ namespace osu.Game.Rulesets.Osu.Tests
{
new OsuReplayFrame { Time = time_first_circle, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_first_circle + 50, Position = positionFirstCircle },
new OsuReplayFrame { Time = time_second_circle - 50, Position = positionSecondCircle },
new OsuReplayFrame { Time = time_second_circle, Position = positionSecondCircle, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_second_circle + 50, Position = positionSecondCircle },
new OsuReplayFrame { Time = time_third_circle - 50, Position = positionFirstCircle },
new OsuReplayFrame { Time = time_third_circle, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_third_circle + 50, Position = positionFirstCircle },
});

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@ -74,6 +74,10 @@ namespace osu.Game.Rulesets.Osu.Mods
head.TrackFollowCircle = !NoSliderHeadMovement.Value;
if (FadeHitCircleEarly.Value && !usingHiddenFading)
applyEarlyFading(head);
if (ClassicNoteLock.Value)
blockInputToObjectsUnderSliderHead(head);
break;
case DrawableSliderTail tail:
@ -83,10 +87,27 @@ namespace osu.Game.Rulesets.Osu.Mods
case DrawableHitCircle circle:
if (FadeHitCircleEarly.Value && !usingHiddenFading)
applyEarlyFading(circle);
break;
}
}
/// <summary>
/// On stable, slider heads that have already been hit block input from reaching objects that may be underneath them
/// until the sliders they're part of have been fully judged.
/// The purpose of this method is to restore that behaviour.
/// In order to avoid introducing yet another confusing config option, this behaviour is roped into the general notion of "note lock".
/// </summary>
private static void blockInputToObjectsUnderSliderHead(DrawableSliderHead slider)
{
var oldHitAction = slider.HitArea.Hit;
slider.HitArea.Hit = () =>
{
oldHitAction?.Invoke();
return !slider.DrawableSlider.AllJudged;
};
}
private void applyEarlyFading(DrawableHitCircle circle)
{
circle.ApplyCustomUpdateState += (dho, state) =>

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@ -261,7 +261,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
case OsuAction.RightButton:
if (IsHovered && (Hit?.Invoke() ?? false))
{
HitAction = e.Action;
HitAction ??= e.Action;
return true;
}