mirror of https://github.com/ppy/osu
Fix another potential crash in bubbles mod
Storing `DrawableHitObject` for later use is not safe – especially when accessing `HitObject` – as it's a pooled class. In the case here, it's important to note that `PrepareForUse` can be called a frame or more later in execution, which made this unsafe. Closes https://github.com/ppy/osu/issues/24444.
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@ -2,11 +2,9 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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@ -22,6 +20,7 @@
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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@ -90,21 +89,18 @@ public void ApplyToDrawableHitObject(DrawableHitObject drawableObject)
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break;
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default:
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addBubble();
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BubbleDrawable bubble = bubblePool.Get();
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bubble.WasHit = drawable.IsHit;
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bubble.Position = getPosition(drawableOsuHitObject);
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bubble.AccentColour = drawable.AccentColour.Value;
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bubble.InitialSize = new Vector2(bubbleSize);
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bubble.FadeTime = bubbleFade;
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bubble.MaxSize = maxSize;
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bubbleContainer.Add(bubble);
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break;
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}
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void addBubble()
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{
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BubbleDrawable bubble = bubblePool.Get();
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bubble.DrawableOsuHitObject = drawableOsuHitObject;
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bubble.InitialSize = new Vector2(bubbleSize);
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bubble.FadeTime = bubbleFade;
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bubble.MaxSize = maxSize;
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bubbleContainer.Add(bubble);
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}
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};
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drawableObject.OnRevertResult += (drawable, _) =>
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@ -118,18 +114,38 @@ void addBubble()
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};
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}
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private Vector2 getPosition(DrawableOsuHitObject drawableObject)
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{
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switch (drawableObject)
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{
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// SliderHeads are derived from HitCircles,
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// so we must handle them before to avoid them using the wrong positioning logic
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case DrawableSliderHead:
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return drawableObject.HitObject.Position;
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// Using hitobject position will cause issues with HitCircle placement due to stack leniency.
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case DrawableHitCircle:
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return drawableObject.Position;
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default:
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return drawableObject.HitObject.Position;
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}
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}
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#region Pooled Bubble drawable
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private partial class BubbleDrawable : PoolableDrawable
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{
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public DrawableOsuHitObject? DrawableOsuHitObject { get; set; }
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public Vector2 InitialSize { get; set; }
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public float MaxSize { get; set; }
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public double FadeTime { get; set; }
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public bool WasHit { get; set; }
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public Color4 AccentColour { get; set; }
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private readonly Box colourBox;
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private readonly CircularContainer content;
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@ -157,15 +173,12 @@ public BubbleDrawable()
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protected override void PrepareForUse()
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{
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Debug.Assert(DrawableOsuHitObject.IsNotNull());
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Colour = DrawableOsuHitObject.IsHit ? Colour4.White : Colour4.Black;
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Colour = WasHit ? Colour4.White : Colour4.Black;
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Scale = new Vector2(1);
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Position = getPosition(DrawableOsuHitObject);
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Size = InitialSize;
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//We want to fade to a darker colour to avoid colours such as white hiding the "ripple" effect.
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ColourInfo colourDarker = DrawableOsuHitObject.AccentColour.Value.Darken(0.1f);
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ColourInfo colourDarker = AccentColour.Darken(0.1f);
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// The absolute length of the bubble's animation, can be used in fractions for animations of partial length
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double duration = 1700 + Math.Pow(FadeTime, 1.07f);
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@ -178,7 +191,7 @@ protected override void PrepareForUse()
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.ScaleTo(MaxSize * 1.5f, duration * 0.2f, Easing.OutQuint)
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.FadeOut(duration * 0.2f, Easing.OutCirc).Expire();
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if (!DrawableOsuHitObject.IsHit) return;
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if (!WasHit) return;
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content.BorderThickness = InitialSize.X / 3.5f;
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content.BorderColour = Colour4.White;
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@ -192,24 +205,6 @@ protected override void PrepareForUse()
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// Avoids transparency overlap issues during the bubble "pop"
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.TransformTo(nameof(BorderThickness), 0f);
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}
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private Vector2 getPosition(DrawableOsuHitObject drawableObject)
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{
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switch (drawableObject)
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{
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// SliderHeads are derived from HitCircles,
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// so we must handle them before to avoid them using the wrong positioning logic
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case DrawableSliderHead:
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return drawableObject.HitObject.Position;
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// Using hitobject position will cause issues with HitCircle placement due to stack leniency.
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case DrawableHitCircle:
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return drawableObject.Position;
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default:
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return drawableObject.HitObject.Position;
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}
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}
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}
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#endregion
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