diff --git a/osu.Game/Beatmaps/WorkingBeatmap.cs b/osu.Game/Beatmaps/WorkingBeatmap.cs
index 301610ee58..eb914e61d4 100644
--- a/osu.Game/Beatmaps/WorkingBeatmap.cs
+++ b/osu.Game/Beatmaps/WorkingBeatmap.cs
@@ -146,6 +146,7 @@ public virtual bool TryTransferTrack([NotNull] WorkingBeatmap target)
/// Get the loaded audio track instance. must have first been called.
/// This generally happens via MusicController when changing the global beatmap.
///
+ [NotNull]
public Track Track
{
get
diff --git a/osu.Game/Screens/Play/FailAnimation.cs b/osu.Game/Screens/Play/FailAnimation.cs
index c1223d7262..7275b369c3 100644
--- a/osu.Game/Screens/Play/FailAnimation.cs
+++ b/osu.Game/Screens/Play/FailAnimation.cs
@@ -1,14 +1,11 @@
// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
-#nullable disable
-
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Game.Rulesets.UI;
using System;
using System.Collections.Generic;
-using JetBrains.Annotations;
using ManagedBass.Fx;
using osu.Framework.Allocation;
using osu.Framework.Audio.Sample;
@@ -34,27 +31,27 @@ namespace osu.Game.Screens.Play
///
public class FailAnimation : Container
{
- public Action OnComplete;
+ public Action? OnComplete;
private readonly DrawableRuleset drawableRuleset;
private readonly BindableDouble trackFreq = new BindableDouble(1);
private readonly BindableDouble volumeAdjustment = new BindableDouble(0.5);
- private Container filters;
+ private Container filters = null!;
- private Box redFlashLayer;
+ private Box redFlashLayer = null!;
- private Track track;
+ private Track track = null!;
- private AudioFilter failLowPassFilter;
- private AudioFilter failHighPassFilter;
+ private AudioFilter failLowPassFilter = null!;
+ private AudioFilter failHighPassFilter = null!;
private const float duration = 2500;
- private Sample failSample;
+ private Sample? failSample;
[Resolved]
- private OsuConfigManager config { get; set; }
+ private OsuConfigManager config { get; set; } = null!;
protected override Container Content { get; } = new Container
{
@@ -66,8 +63,7 @@ public class FailAnimation : Container
///
/// The player screen background, used to adjust appearance on failing.
///
- [CanBeNull]
- public BackgroundScreen Background { private get; set; }
+ public BackgroundScreen? Background { private get; set; }
public FailAnimation(DrawableRuleset drawableRuleset)
{
@@ -105,6 +101,7 @@ private void load(AudioManager audio, IBindable beatmap)
}
private bool started;
+ private bool filtersRemoved;
///
/// Start the fail animation playing.
@@ -113,6 +110,7 @@ private void load(AudioManager audio, IBindable beatmap)
public void Start()
{
if (started) throw new InvalidOperationException("Animation cannot be started more than once.");
+ if (filtersRemoved) throw new InvalidOperationException("Animation cannot be started after filters have been removed.");
started = true;
@@ -125,7 +123,7 @@ public void Start()
failHighPassFilter.CutoffTo(300);
failLowPassFilter.CutoffTo(300, duration, Easing.OutCubic);
- failSample.Play();
+ failSample?.Play();
track.AddAdjustment(AdjustableProperty.Frequency, trackFreq);
track.AddAdjustment(AdjustableProperty.Volume, volumeAdjustment);
@@ -155,10 +153,15 @@ public void Start()
public void RemoveFilters(bool resetTrackFrequency = true)
{
- if (resetTrackFrequency)
- track?.RemoveAdjustment(AdjustableProperty.Frequency, trackFreq);
+ filtersRemoved = true;
- track?.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment);
+ if (!started)
+ return;
+
+ if (resetTrackFrequency)
+ track.RemoveAdjustment(AdjustableProperty.Frequency, trackFreq);
+
+ track.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment);
if (filters.Parent == null)
return;
diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs
index d8db41c833..4afd04c335 100644
--- a/osu.Game/Screens/Play/Player.cs
+++ b/osu.Game/Screens/Play/Player.cs
@@ -4,6 +4,7 @@
#nullable disable
using System;
+using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Threading;
@@ -827,9 +828,17 @@ protected override bool OnScroll(ScrollEvent e)
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();