osu/osu.Game/Screens/Play/Player.cs

611 lines
21 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Events;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics.Containers;
using osu.Game.Online.API;
using osu.Game.Overlays;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
using osu.Game.Screens.Ranking;
using osu.Game.Skinning;
using osu.Game.Users;
namespace osu.Game.Screens.Play
{
[Cached]
public class Player : ScreenWithBeatmapBackground
{
public override bool AllowBackButton => false; // handled by HoldForMenuButton
protected override UserActivity InitialActivity => new UserActivity.SoloGame(Beatmap.Value.BeatmapInfo, Ruleset.Value);
public override float BackgroundParallaxAmount => 0.1f;
public override bool HideOverlaysOnEnter => true;
public override OverlayActivation InitialOverlayActivationMode => OverlayActivation.UserTriggered;
/// <summary>
/// Whether gameplay should pause when the game window focus is lost.
/// </summary>
protected virtual bool PauseOnFocusLost => true;
public Action RestartRequested;
public bool HasFailed { get; private set; }
private Bindable<bool> mouseWheelDisabled;
private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>();
public int RestartCount;
[Resolved]
private ScoreManager scoreManager { get; set; }
private RulesetInfo rulesetInfo;
private Ruleset ruleset;
private IAPIProvider api;
private SampleChannel sampleRestart;
public BreakOverlay BreakOverlay;
protected ScoreProcessor ScoreProcessor { get; private set; }
protected HealthProcessor HealthProcessor { get; private set; }
protected DrawableRuleset DrawableRuleset { get; private set; }
protected HUDOverlay HUDOverlay { get; private set; }
public bool LoadedBeatmapSuccessfully => DrawableRuleset?.Objects.Any() == true;
protected GameplayClockContainer GameplayClockContainer { get; private set; }
public DimmableStoryboard DimmableStoryboard { get; private set; }
public DimmableVideo DimmableVideo { get; private set; }
[Cached]
[Cached(Type = typeof(IBindable<IReadOnlyList<Mod>>))]
protected new readonly Bindable<IReadOnlyList<Mod>> Mods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
/// <summary>
/// Whether failing should be allowed.
/// By default, this checks whether all selected mods allow failing.
/// </summary>
protected virtual bool AllowFail => Mods.Value.OfType<IApplicableFailOverride>().All(m => m.AllowFail);
private readonly bool allowPause;
private readonly bool showResults;
/// <summary>
/// Create a new player instance.
/// </summary>
/// <param name="allowPause">Whether pausing should be allowed. If not allowed, attempting to pause will quit.</param>
/// <param name="showResults">Whether results screen should be pushed on completion.</param>
public Player(bool allowPause = true, bool showResults = true)
{
this.allowPause = allowPause;
this.showResults = showResults;
}
[BackgroundDependencyLoader]
private void load(AudioManager audio, IAPIProvider api, OsuConfigManager config)
{
this.api = api;
Mods.Value = base.Mods.Value.Select(m => m.CreateCopy()).ToArray();
if (Beatmap.Value is DummyWorkingBeatmap)
return;
IBeatmap playableBeatmap = loadPlayableBeatmap();
if (playableBeatmap == null)
return;
sampleRestart = audio.Samples.Get(@"Gameplay/restart");
mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value);
ScoreProcessor = ruleset.CreateScoreProcessor();
ScoreProcessor.ApplyBeatmap(playableBeatmap);
ScoreProcessor.Mods.BindTo(Mods);
HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap.HitObjects[0].StartTime);
HealthProcessor.ApplyBeatmap(playableBeatmap);
if (!ScoreProcessor.Mode.Disabled)
config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
InternalChild = GameplayClockContainer = new GameplayClockContainer(Beatmap.Value, Mods.Value, DrawableRuleset.GameplayStartTime);
addUnderlayComponents(GameplayClockContainer);
addGameplayComponents(GameplayClockContainer, Beatmap.Value);
addOverlayComponents(GameplayClockContainer, Beatmap.Value);
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
// bind clock into components that require it
DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
DrawableRuleset.OnNewResult += r =>
{
HealthProcessor.ApplyResult(r);
ScoreProcessor.ApplyResult(r);
};
DrawableRuleset.OnRevertResult += r =>
{
HealthProcessor.RevertResult(r);
ScoreProcessor.RevertResult(r);
};
// Bind the judgement processors to ourselves
ScoreProcessor.AllJudged += onCompletion;
HealthProcessor.Failed += onFail;
foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
mod.ApplyToScoreProcessor(ScoreProcessor);
foreach (var mod in Mods.Value.OfType<IApplicableToHealthProcessor>())
mod.ApplyToHealthProcessor(HealthProcessor);
BreakOverlay.IsBreakTime.ValueChanged += _ => updatePauseOnFocusLostState();
}
private void addUnderlayComponents(Container target)
{
target.Add(DimmableVideo = new DimmableVideo(Beatmap.Value.Video) { RelativeSizeAxes = Axes.Both });
target.Add(DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both });
}
private void addGameplayComponents(Container target, WorkingBeatmap working)
{
var beatmapSkinProvider = new BeatmapSkinProvidingContainer(working.Skin);
// the beatmapSkinProvider is used as the fallback source here to allow the ruleset-specific skin implementation
// full access to all skin sources.
var rulesetSkinProvider = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider));
// load the skinning hierarchy first.
// this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources.
target.Add(new ScalingContainer(ScalingMode.Gameplay)
.WithChild(beatmapSkinProvider
.WithChild(target = rulesetSkinProvider)));
target.AddRange(new Drawable[]
{
DrawableRuleset,
new ComboEffects(ScoreProcessor)
});
}
private void addOverlayComponents(Container target, WorkingBeatmap working)
{
target.AddRange(new[]
{
// display the cursor above some HUD elements.
DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
HUDOverlay = new HUDOverlay(ScoreProcessor, HealthProcessor, DrawableRuleset, Mods.Value)
{
HoldToQuit =
{
Action = performUserRequestedExit,
IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
},
PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
KeyCounter = { Visible = { BindTarget = DrawableRuleset.HasReplayLoaded } },
RequestSeek = GameplayClockContainer.Seek,
Anchor = Anchor.Centre,
Origin = Anchor.Centre
},
new SkipOverlay(DrawableRuleset.GameplayStartTime)
{
RequestSkip = GameplayClockContainer.Skip
},
FailOverlay = new FailOverlay
{
OnRetry = Restart,
OnQuit = performUserRequestedExit,
},
PauseOverlay = new PauseOverlay
{
OnResume = Resume,
Retries = RestartCount,
OnRetry = Restart,
OnQuit = performUserRequestedExit,
},
new HotkeyRetryOverlay
{
Action = () =>
{
if (!this.IsCurrentScreen()) return;
fadeOut(true);
Restart();
},
},
new HotkeyExitOverlay
{
Action = () =>
{
if (!this.IsCurrentScreen()) return;
fadeOut(true);
performImmediateExit();
},
},
failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, }
});
DrawableRuleset.Overlays.Add(BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, DrawableRuleset.GameplayStartTime, ScoreProcessor)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Breaks = working.Beatmap.Breaks
});
DrawableRuleset.Overlays.Add(ScoreProcessor);
DrawableRuleset.Overlays.Add(HealthProcessor);
HealthProcessor.IsBreakTime.BindTo(BreakOverlay.IsBreakTime);
}
private void updatePauseOnFocusLostState() =>
HUDOverlay.HoldToQuit.PauseOnFocusLost = PauseOnFocusLost
&& !DrawableRuleset.HasReplayLoaded.Value
&& !BreakOverlay.IsBreakTime.Value;
private IBeatmap loadPlayableBeatmap()
{
IBeatmap playable;
try
{
if (Beatmap.Value.Beatmap == null)
throw new InvalidOperationException("Beatmap was not loaded");
rulesetInfo = Ruleset.Value ?? Beatmap.Value.BeatmapInfo.Ruleset;
ruleset = rulesetInfo.CreateInstance();
try
{
playable = Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo, Mods.Value);
}
catch (BeatmapInvalidForRulesetException)
{
// A playable beatmap may not be creatable with the user's preferred ruleset, so try using the beatmap's default ruleset
rulesetInfo = Beatmap.Value.BeatmapInfo.Ruleset;
ruleset = rulesetInfo.CreateInstance();
playable = Beatmap.Value.GetPlayableBeatmap(rulesetInfo, Mods.Value);
}
if (playable.HitObjects.Count == 0)
{
Logger.Log("Beatmap contains no hit objects!", level: LogLevel.Error);
return null;
}
}
catch (Exception e)
{
Logger.Error(e, "Could not load beatmap sucessfully!");
//couldn't load, hard abort!
return null;
}
return playable;
}
private void performImmediateExit()
{
// if a restart has been requested, cancel any pending completion (user has shown intent to restart).
completionProgressDelegate?.Cancel();
ValidForResume = false;
performUserRequestedExit();
}
private void performUserRequestedExit()
{
if (!this.IsCurrentScreen()) return;
if (ValidForResume && HasFailed && !FailOverlay.IsPresent)
{
failAnimation.FinishTransforms(true);
return;
}
if (canPause)
Pause();
else
this.Exit();
}
/// <summary>
/// Restart gameplay via a parent <see cref="PlayerLoader"/>.
/// <remarks>This can be called from a child screen in order to trigger the restart process.</remarks>
/// </summary>
public void Restart()
{
sampleRestart?.Play();
RestartRequested?.Invoke();
if (this.IsCurrentScreen())
performImmediateExit();
else
this.MakeCurrent();
}
private ScheduledDelegate completionProgressDelegate;
private void onCompletion()
{
// Only show the completion screen if the player hasn't failed
if (HealthProcessor.HasFailed || completionProgressDelegate != null)
return;
ValidForResume = false;
if (!showResults) return;
using (BeginDelayedSequence(1000))
scheduleGotoRanking();
}
protected virtual ScoreInfo CreateScore()
{
var score = DrawableRuleset.ReplayScore?.ScoreInfo ?? new ScoreInfo
{
Beatmap = Beatmap.Value.BeatmapInfo,
Ruleset = rulesetInfo,
Mods = Mods.Value.ToArray(),
User = api.LocalUser.Value,
};
ScoreProcessor.PopulateScore(score);
return score;
}
protected override bool OnScroll(ScrollEvent e) => mouseWheelDisabled.Value && !GameplayClockContainer.IsPaused.Value;
protected virtual Results CreateResults(ScoreInfo score) => new SoloResults(score);
#region Fail Logic
protected FailOverlay FailOverlay { get; private set; }
private FailAnimation failAnimation;
private bool onFail()
{
if (!AllowFail)
return false;
HasFailed = true;
// There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer)
// could process an extra frame after the GameplayClock is stopped.
// In such cases we want the fail state to precede a user triggered pause.
if (PauseOverlay.State.Value == Visibility.Visible)
PauseOverlay.Hide();
failAnimation.Start();
if (Mods.Value.OfType<IApplicableFailOverride>().Any(m => m.RestartOnFail))
Restart();
return true;
}
// Called back when the transform finishes
private void onFailComplete()
{
GameplayClockContainer.Stop();
FailOverlay.Retries = RestartCount;
FailOverlay.Show();
}
#endregion
#region Pause Logic
public bool IsResuming { get; private set; }
/// <summary>
/// The amount of gameplay time after which a second pause is allowed.
/// </summary>
private const double pause_cooldown = 1000;
protected PauseOverlay PauseOverlay { get; private set; }
private double? lastPauseActionTime;
private bool canPause =>
// must pass basic screen conditions (beatmap loaded, instance allows pause)
LoadedBeatmapSuccessfully && allowPause && ValidForResume
// replays cannot be paused and exit immediately
&& !DrawableRuleset.HasReplayLoaded.Value
// cannot pause if we are already in a fail state
&& !HasFailed
// cannot pause if already paused (or in a cooldown state) unless we are in a resuming state.
&& (IsResuming || (GameplayClockContainer.IsPaused.Value == false && !pauseCooldownActive));
private bool pauseCooldownActive =>
lastPauseActionTime.HasValue && GameplayClockContainer.GameplayClock.CurrentTime < lastPauseActionTime + pause_cooldown;
private bool canResume =>
// cannot resume from a non-paused state
GameplayClockContainer.IsPaused.Value
// cannot resume if we are already in a fail state
&& !HasFailed
// already resuming
&& !IsResuming;
public void Pause()
{
if (!canPause) return;
if (IsResuming)
{
DrawableRuleset.CancelResume();
IsResuming = false;
}
GameplayClockContainer.Stop();
PauseOverlay.Show();
lastPauseActionTime = GameplayClockContainer.GameplayClock.CurrentTime;
}
public void Resume()
{
if (!canResume) return;
IsResuming = true;
PauseOverlay.Hide();
// breaks and time-based conditions may allow instant resume.
if (BreakOverlay.IsBreakTime.Value)
completeResume();
else
DrawableRuleset.RequestResume(completeResume);
void completeResume()
{
GameplayClockContainer.Start();
IsResuming = false;
}
}
#endregion
#region Screen Logic
public override void OnEntering(IScreen last)
{
base.OnEntering(last);
if (!LoadedBeatmapSuccessfully)
return;
Alpha = 0;
this
.ScaleTo(0.7f)
.ScaleTo(1, 750, Easing.OutQuint)
.Delay(250)
.FadeIn(250);
Background.EnableUserDim.Value = true;
Background.BlurAmount.Value = 0;
// bind component bindables.
Background.IsBreakTime.BindTo(BreakOverlay.IsBreakTime);
DimmableStoryboard.IsBreakTime.BindTo(BreakOverlay.IsBreakTime);
DimmableVideo.IsBreakTime.BindTo(BreakOverlay.IsBreakTime);
Background.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
DimmableStoryboard.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
storyboardReplacesBackground.Value = Beatmap.Value.Storyboard.ReplacesBackground && Beatmap.Value.Storyboard.HasDrawable;
GameplayClockContainer.Restart();
GameplayClockContainer.FadeInFromZero(750, Easing.OutQuint);
foreach (var mod in Mods.Value.OfType<IApplicableToPlayer>())
mod.ApplyToPlayer(this);
foreach (var mod in Mods.Value.OfType<IApplicableToHUD>())
mod.ApplyToHUD(HUDOverlay);
}
public override void OnSuspending(IScreen next)
{
fadeOut();
base.OnSuspending(next);
}
public override bool OnExiting(IScreen next)
{
if (completionProgressDelegate != null && !completionProgressDelegate.Cancelled && !completionProgressDelegate.Completed)
{
// proceed to result screen if beatmap already finished playing
scheduleGotoRanking();
return true;
}
// ValidForResume is false when restarting
if (ValidForResume)
{
if (pauseCooldownActive && !GameplayClockContainer.IsPaused.Value)
// still want to block if we are within the cooldown period and not already paused.
return true;
}
if (canPause)
{
Pause();
return true;
}
// GameplayClockContainer performs seeks / start / stop operations on the beatmap's track.
// as we are no longer the current screen, we cannot guarantee the track is still usable.
GameplayClockContainer?.StopUsingBeatmapClock();
fadeOut();
return base.OnExiting(next);
}
private void fadeOut(bool instant = false)
{
float fadeOutDuration = instant ? 0 : 250;
this.FadeOut(fadeOutDuration);
Background.EnableUserDim.Value = false;
storyboardReplacesBackground.Value = false;
}
private void scheduleGotoRanking()
{
completionProgressDelegate?.Cancel();
completionProgressDelegate = Schedule(delegate
{
var score = CreateScore();
if (DrawableRuleset.ReplayScore == null)
scoreManager.Import(score).Wait();
this.Push(CreateResults(score));
});
}
#endregion
}
}