mirror of
https://github.com/ppy/osu
synced 2024-12-14 19:06:07 +00:00
0b4f5af52e
Also adjusts exponential scoring to be closer to stable. Log wasn't cutting it.
415 lines
15 KiB
C#
415 lines
15 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Input;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Online.API;
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using osu.Game.Overlays;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Ranking;
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using osu.Game.Skinning;
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using osu.Game.Storyboards.Drawables;
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namespace osu.Game.Screens.Play
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{
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public class Player : ScreenWithBeatmapBackground, IProvideCursor
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{
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protected override float BackgroundParallaxAmount => 0.1f;
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protected override bool HideOverlaysOnEnter => true;
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protected override OverlayActivation InitialOverlayActivationMode => OverlayActivation.UserTriggered;
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public Action RestartRequested;
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public bool HasFailed { get; private set; }
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public bool AllowPause { get; set; } = true;
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public bool AllowLeadIn { get; set; } = true;
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public bool AllowResults { get; set; } = true;
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protected override bool AllowBackButton => false;
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private Bindable<bool> mouseWheelDisabled;
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private Bindable<double> userAudioOffset;
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public int RestartCount;
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public CursorContainer Cursor => RulesetContainer.Cursor;
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public bool ProvidingUserCursor => RulesetContainer?.Cursor != null && !RulesetContainer.HasReplayLoaded.Value;
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private IAdjustableClock sourceClock;
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/// <summary>
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/// The decoupled clock used for gameplay. Should be used for seeks and clock control.
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/// </summary>
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private DecoupleableInterpolatingFramedClock adjustableClock;
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private PauseContainer pauseContainer;
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private RulesetInfo ruleset;
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private APIAccess api;
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private SampleChannel sampleRestart;
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protected ScoreProcessor ScoreProcessor;
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protected RulesetContainer RulesetContainer;
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private HUDOverlay hudOverlay;
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private FailOverlay failOverlay;
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private DrawableStoryboard storyboard;
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private Container storyboardContainer;
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public bool LoadedBeatmapSuccessfully => RulesetContainer?.Objects.Any() == true;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, APIAccess api, OsuConfigManager config)
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{
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this.api = api;
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WorkingBeatmap working = Beatmap.Value;
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if (working is DummyWorkingBeatmap)
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return;
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sampleRestart = audio.Sample.Get(@"Gameplay/restart");
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mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
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userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
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IBeatmap beatmap;
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try
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{
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beatmap = working.Beatmap;
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if (beatmap == null)
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throw new InvalidOperationException("Beatmap was not loaded");
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ruleset = Ruleset.Value ?? beatmap.BeatmapInfo.Ruleset;
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var rulesetInstance = ruleset.CreateInstance();
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try
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{
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RulesetContainer = rulesetInstance.CreateRulesetContainerWith(working);
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}
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catch (BeatmapInvalidForRulesetException)
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{
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// we may fail to create a RulesetContainer if the beatmap cannot be loaded with the user's preferred ruleset
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// let's try again forcing the beatmap's ruleset.
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ruleset = beatmap.BeatmapInfo.Ruleset;
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rulesetInstance = ruleset.CreateInstance();
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RulesetContainer = rulesetInstance.CreateRulesetContainerWith(Beatmap.Value);
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}
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if (!RulesetContainer.Objects.Any())
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{
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Logger.Error(new InvalidOperationException("Beatmap contains no hit objects!"), "Beatmap contains no hit objects!");
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return;
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}
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}
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catch (Exception e)
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{
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Logger.Error(e, "Could not load beatmap sucessfully!");
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//couldn't load, hard abort!
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return;
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}
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sourceClock = (IAdjustableClock)working.Track ?? new StopwatchClock();
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adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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var firstObjectTime = RulesetContainer.Objects.First().StartTime;
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adjustableClock.Seek(AllowLeadIn
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? Math.Min(0, firstObjectTime - Math.Max(beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, beatmap.BeatmapInfo.AudioLeadIn))
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: firstObjectTime);
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adjustableClock.ProcessFrame();
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// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
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// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
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var platformOffsetClock = new FramedOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 22 : 0 };
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// the final usable gameplay clock with user-set offsets applied.
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var offsetClock = new FramedOffsetClock(platformOffsetClock);
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userAudioOffset.ValueChanged += v => offsetClock.Offset = v;
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userAudioOffset.TriggerChange();
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ScoreProcessor = RulesetContainer.CreateScoreProcessor();
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ScoreProcessor.Mode.BindTo(config.GetBindable<ScoringMode>(OsuSetting.ScoreDisplayMode));
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Children = new Drawable[]
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{
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pauseContainer = new PauseContainer(offsetClock, adjustableClock)
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{
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OnRetry = Restart,
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OnQuit = Exit,
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CheckCanPause = () => AllowPause && ValidForResume && !HasFailed && !RulesetContainer.HasReplayLoaded,
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OnPause = () =>
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{
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pauseContainer.Retries = RestartCount;
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hudOverlay.KeyCounter.IsCounting = pauseContainer.IsPaused;
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},
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OnResume = () => hudOverlay.KeyCounter.IsCounting = true,
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Children = new[]
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{
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storyboardContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0,
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},
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new LocalSkinOverrideContainer(working.Skin)
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{
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RelativeSizeAxes = Axes.Both,
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Child = RulesetContainer
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},
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new BreakOverlay(beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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ProcessCustomClock = false,
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Breaks = beatmap.Breaks
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},
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RulesetContainer.Cursor?.CreateProxy() ?? new Container(),
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hudOverlay = new HUDOverlay(ScoreProcessor, RulesetContainer, working, offsetClock, adjustableClock)
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{
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Clock = Clock, // hud overlay doesn't want to use the audio clock directly
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ProcessCustomClock = false,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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},
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new SkipOverlay(firstObjectTime)
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{
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Clock = Clock, // skip button doesn't want to use the audio clock directly
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ProcessCustomClock = false,
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AdjustableClock = adjustableClock,
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FramedClock = offsetClock,
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},
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}
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},
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failOverlay = new FailOverlay
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{
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OnRetry = Restart,
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OnQuit = Exit,
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},
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new HotkeyRetryOverlay
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{
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Action = () =>
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{
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if (!IsCurrentScreen) return;
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//we want to hide the hitrenderer immediately (looks better).
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//we may be able to remove this once the mouse cursor trail is improved.
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RulesetContainer?.Hide();
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Restart();
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},
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}
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};
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hudOverlay.HoldToQuit.Action = Exit;
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if (ShowStoryboard)
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initializeStoryboard(false);
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// Bind ScoreProcessor to ourselves
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ScoreProcessor.AllJudged += onCompletion;
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ScoreProcessor.Failed += onFail;
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foreach (var mod in Beatmap.Value.Mods.Value.OfType<IApplicableToScoreProcessor>())
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mod.ApplyToScoreProcessor(ScoreProcessor);
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}
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private void applyRateFromMods()
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{
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if (sourceClock == null) return;
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sourceClock.Rate = 1;
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foreach (var mod in Beatmap.Value.Mods.Value.OfType<IApplicableToClock>())
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mod.ApplyToClock(sourceClock);
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}
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public void Restart()
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{
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sampleRestart?.Play();
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ValidForResume = false;
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RestartRequested?.Invoke();
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Exit();
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}
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private ScheduledDelegate onCompletionEvent;
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private void onCompletion()
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{
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// Only show the completion screen if the player hasn't failed
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if (ScoreProcessor.HasFailed || onCompletionEvent != null)
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return;
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ValidForResume = false;
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if (!AllowResults) return;
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using (BeginDelayedSequence(1000))
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{
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onCompletionEvent = Schedule(delegate
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{
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if (!IsCurrentScreen) return;
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var score = new Score
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{
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Beatmap = Beatmap.Value.BeatmapInfo,
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Ruleset = ruleset
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};
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ScoreProcessor.PopulateScore(score);
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score.User = RulesetContainer.Replay?.User ?? api.LocalUser.Value;
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Push(new Results(score));
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});
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}
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}
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private bool onFail()
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{
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if (Beatmap.Value.Mods.Value.OfType<IApplicableFailOverride>().Any(m => !m.AllowFail))
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return false;
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adjustableClock.Stop();
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HasFailed = true;
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failOverlay.Retries = RestartCount;
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failOverlay.Show();
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return true;
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}
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protected override void OnEntering(Screen last)
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{
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base.OnEntering(last);
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if (!LoadedBeatmapSuccessfully)
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return;
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Content.Alpha = 0;
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Content
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.ScaleTo(0.7f)
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.ScaleTo(1, 750, Easing.OutQuint)
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.Delay(250)
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.FadeIn(250);
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Task.Run(() =>
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{
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sourceClock.Reset();
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Schedule(() =>
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{
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adjustableClock.ChangeSource(sourceClock);
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applyRateFromMods();
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this.Delay(750).Schedule(() =>
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{
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if (!pauseContainer.IsPaused)
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{
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adjustableClock.Start();
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}
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});
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});
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});
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pauseContainer.Alpha = 0;
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pauseContainer.FadeIn(750, Easing.OutQuint);
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}
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protected override void OnSuspending(Screen next)
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{
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fadeOut();
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base.OnSuspending(next);
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}
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protected override bool OnExiting(Screen next)
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{
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if ((!AllowPause || HasFailed || !ValidForResume || pauseContainer?.IsPaused != false || RulesetContainer?.HasReplayLoaded != false) && (!pauseContainer?.IsResuming ?? true))
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{
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// In the case of replays, we may have changed the playback rate.
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applyRateFromMods();
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fadeOut();
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return base.OnExiting(next);
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}
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if (LoadedBeatmapSuccessfully)
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pauseContainer?.Pause();
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return true;
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}
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private void fadeOut()
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{
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const float fade_out_duration = 250;
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RulesetContainer?.FadeOut(fade_out_duration);
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Content.FadeOut(fade_out_duration);
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hudOverlay?.ScaleTo(0.7f, fade_out_duration * 3, Easing.In);
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Background?.FadeTo(1f, fade_out_duration);
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}
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protected override bool OnScroll(InputState state) => mouseWheelDisabled.Value && !pauseContainer.IsPaused;
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private void initializeStoryboard(bool asyncLoad)
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{
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if (storyboardContainer == null)
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return;
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var beatmap = Beatmap.Value;
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storyboard = beatmap.Storyboard.CreateDrawable();
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storyboard.Masking = true;
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if (asyncLoad)
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LoadComponentAsync(storyboard, storyboardContainer.Add);
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else
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storyboardContainer.Add(storyboard);
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}
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protected override void UpdateBackgroundElements()
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{
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if (!IsCurrentScreen) return;
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base.UpdateBackgroundElements();
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if (ShowStoryboard && storyboard == null)
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initializeStoryboard(true);
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var beatmap = Beatmap.Value;
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var storyboardVisible = ShowStoryboard && beatmap.Storyboard.HasDrawable;
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storyboardContainer?
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.FadeColour(OsuColour.Gray(BackgroundOpacity), BACKGROUND_FADE_DURATION, Easing.OutQuint)
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.FadeTo(storyboardVisible && BackgroundOpacity > 0 ? 1 : 0, BACKGROUND_FADE_DURATION, Easing.OutQuint);
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if (storyboardVisible && beatmap.Storyboard.ReplacesBackground)
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Background?.FadeTo(0, BACKGROUND_FADE_DURATION, Easing.OutQuint);
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}
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}
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}
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