diff --git a/osu.Desktop/app.manifest b/osu.Desktop/app.manifest new file mode 100644 index 0000000000..2e9127bf44 --- /dev/null +++ b/osu.Desktop/app.manifest @@ -0,0 +1,20 @@ + + + + + + + + + + + + + + + + + true + + + \ No newline at end of file diff --git a/osu.Desktop/osu.Desktop.csproj b/osu.Desktop/osu.Desktop.csproj index 453cf6f94d..01e4ada2f1 100644 --- a/osu.Desktop/osu.Desktop.csproj +++ b/osu.Desktop/osu.Desktop.csproj @@ -8,6 +8,7 @@ osu!lazer osu!lazer lazer.ico + app.manifest 0.0.0 0.0.0 diff --git a/osu.Game.Rulesets.Osu/Skinning/OsuLegacySkinTransformer.cs b/osu.Game.Rulesets.Osu/Skinning/OsuLegacySkinTransformer.cs index 479c250eab..f5b7d9166f 100644 --- a/osu.Game.Rulesets.Osu/Skinning/OsuLegacySkinTransformer.cs +++ b/osu.Game.Rulesets.Osu/Skinning/OsuLegacySkinTransformer.cs @@ -49,7 +49,11 @@ namespace osu.Game.Rulesets.Osu.Skinning return this.GetAnimation(component.LookupName, true, false); case OsuSkinComponents.SliderFollowCircle: - return this.GetAnimation("sliderfollowcircle", true, true); + var followCircle = this.GetAnimation("sliderfollowcircle", true, true); + if (followCircle != null) + // follow circles are 2x the hitcircle resolution in legacy skins (since they are scaled down from >1x + followCircle.Scale *= 0.5f; + return followCircle; case OsuSkinComponents.SliderBall: var sliderBallContent = this.GetAnimation("sliderb", true, true, ""); diff --git a/osu.Game.Tests/Visual/Gameplay/TestScenePlayerLoader.cs b/osu.Game.Tests/Visual/Gameplay/TestScenePlayerLoader.cs index 74ae641bfe..dbea8d28a6 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestScenePlayerLoader.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestScenePlayerLoader.cs @@ -5,6 +5,7 @@ using System; using System.Collections.Generic; using System.Linq; using System.Threading; +using System.Threading.Tasks; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Audio; @@ -19,6 +20,7 @@ using osu.Game.Overlays; using osu.Game.Overlays.Notifications; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Osu; +using osu.Game.Rulesets.Osu.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Scoring; using osu.Game.Screens; @@ -55,6 +57,9 @@ namespace osu.Game.Tests.Visual.Gameplay beforeLoadAction?.Invoke(); Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo); + foreach (var mod in Mods.Value.OfType()) + mod.ApplyToClock(Beatmap.Value.Track); + InputManager.Child = container = new TestPlayerLoaderContainer( loader = new TestPlayerLoader(() => { @@ -63,6 +68,24 @@ namespace osu.Game.Tests.Visual.Gameplay })); } + /// + /// When exits early, it has to wait for the player load task + /// to complete before running disposal on player. This previously caused an issue where mod + /// speed adjustments were undone too late, causing cross-screen pollution. + /// + [Test] + public void TestEarlyExit() + { + AddStep("load dummy beatmap", () => ResetPlayer(false, () => Mods.Value = new[] { new OsuModNightcore() })); + AddUntilStep("wait for current", () => loader.IsCurrentScreen()); + AddAssert("mod rate applied", () => Beatmap.Value.Track.Rate != 1); + AddStep("exit loader", () => loader.Exit()); + AddUntilStep("wait for not current", () => !loader.IsCurrentScreen()); + AddAssert("player did not load", () => !player.IsLoaded); + AddUntilStep("player disposed", () => loader.DisposalTask?.IsCompleted == true); + AddAssert("mod rate still applied", () => Beatmap.Value.Track.Rate != 1); + } + [Test] public void TestBlockLoadViaMouseMovement() { @@ -196,6 +219,8 @@ namespace osu.Game.Tests.Visual.Gameplay { public new VisualSettings VisualSettings => base.VisualSettings; + public new Task DisposalTask => base.DisposalTask; + public TestPlayerLoader(Func createPlayer) : base(createPlayer) { diff --git a/osu.Game/Screens/Play/GameplayClockContainer.cs b/osu.Game/Screens/Play/GameplayClockContainer.cs index ff78d85bf0..58c9a6a784 100644 --- a/osu.Game/Screens/Play/GameplayClockContainer.cs +++ b/osu.Game/Screens/Play/GameplayClockContainer.cs @@ -214,10 +214,13 @@ namespace osu.Game.Screens.Play base.Update(); } + private bool speedAdjustmentsApplied; + private void updateRate() { if (sourceClock == null) return; + speedAdjustmentsApplied = true; sourceClock.ResetSpeedAdjustments(); if (sourceClock is IHasTempoAdjust tempo) @@ -239,7 +242,12 @@ namespace osu.Game.Screens.Play private void removeSourceClockAdjustments() { - sourceClock.ResetSpeedAdjustments(); + if (speedAdjustmentsApplied) + { + sourceClock.ResetSpeedAdjustments(); + speedAdjustmentsApplied = false; + } + (sourceClock as IAdjustableAudioComponent)?.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust); } } diff --git a/osu.Game/Screens/Play/PlayerLoader.cs b/osu.Game/Screens/Play/PlayerLoader.cs index 87d902b547..57021dfc68 100644 --- a/osu.Game/Screens/Play/PlayerLoader.cs +++ b/osu.Game/Screens/Play/PlayerLoader.cs @@ -55,7 +55,9 @@ namespace osu.Game.Screens.Play protected override bool PlayResumeSound => false; - private Task loadTask; + protected Task LoadTask { get; private set; } + + protected Task DisposalTask { get; private set; } private InputManager inputManager; private IdleTracker idleTracker; @@ -159,7 +161,7 @@ namespace osu.Game.Screens.Play player.RestartCount = restartCount; player.RestartRequested = restartRequested; - loadTask = LoadComponentAsync(player, _ => info.Loading = false); + LoadTask = LoadComponentAsync(player, _ => info.Loading = false); } private void contentIn() @@ -250,7 +252,7 @@ namespace osu.Game.Screens.Play { if (!this.IsCurrentScreen()) return; - loadTask = null; + LoadTask = null; //By default, we want to load the player and never be returned to. //Note that this may change if the player we load requested a re-run. @@ -301,7 +303,7 @@ namespace osu.Game.Screens.Play if (isDisposing) { // if the player never got pushed, we should explicitly dispose it. - loadTask?.ContinueWith(_ => player.Dispose()); + DisposalTask = LoadTask?.ContinueWith(_ => player.Dispose()); } } diff --git a/osu.Game/Skinning/SkinnableDrawable.cs b/osu.Game/Skinning/SkinnableDrawable.cs index 9ca5d60cb0..fda031e6cb 100644 --- a/osu.Game/Skinning/SkinnableDrawable.cs +++ b/osu.Game/Skinning/SkinnableDrawable.cs @@ -29,13 +29,13 @@ namespace osu.Game.Skinning /// A function to create the default skin implementation of this element. /// A conditional to decide whether to allow fallback to the default implementation if a skinned element is not present. /// How (if at all) the should be resize to fit within our own bounds. - public SkinnableDrawable(ISkinComponent component, Func defaultImplementation, Func allowFallback = null, ConfineMode confineMode = ConfineMode.ScaleDownToFit) + public SkinnableDrawable(ISkinComponent component, Func defaultImplementation, Func allowFallback = null, ConfineMode confineMode = ConfineMode.NoScaling) : this(component, allowFallback, confineMode) { createDefault = defaultImplementation; } - protected SkinnableDrawable(ISkinComponent component, Func allowFallback = null, ConfineMode confineMode = ConfineMode.ScaleDownToFit) + protected SkinnableDrawable(ISkinComponent component, Func allowFallback = null, ConfineMode confineMode = ConfineMode.NoScaling) : base(allowFallback) { this.component = component; diff --git a/osu.Game/Skinning/SkinnableSprite.cs b/osu.Game/Skinning/SkinnableSprite.cs index e225bfc490..5352928ec6 100644 --- a/osu.Game/Skinning/SkinnableSprite.cs +++ b/osu.Game/Skinning/SkinnableSprite.cs @@ -19,7 +19,7 @@ namespace osu.Game.Skinning [Resolved] private TextureStore textures { get; set; } - public SkinnableSprite(string textureName, Func allowFallback = null, ConfineMode confineMode = ConfineMode.ScaleDownToFit) + public SkinnableSprite(string textureName, Func allowFallback = null, ConfineMode confineMode = ConfineMode.NoScaling) : base(new SpriteComponent(textureName), allowFallback, confineMode) { } diff --git a/osu.Game/Skinning/SkinnableSpriteText.cs b/osu.Game/Skinning/SkinnableSpriteText.cs index e72f9c9811..567dd348e1 100644 --- a/osu.Game/Skinning/SkinnableSpriteText.cs +++ b/osu.Game/Skinning/SkinnableSpriteText.cs @@ -8,7 +8,7 @@ namespace osu.Game.Skinning { public class SkinnableSpriteText : SkinnableDrawable, IHasText { - public SkinnableSpriteText(ISkinComponent component, Func defaultImplementation, Func allowFallback = null, ConfineMode confineMode = ConfineMode.ScaleDownToFit) + public SkinnableSpriteText(ISkinComponent component, Func defaultImplementation, Func allowFallback = null, ConfineMode confineMode = ConfineMode.NoScaling) : base(component, defaultImplementation, allowFallback, confineMode) { }