diff --git a/osu.Android.props b/osu.Android.props
index 3324af7c51..721e13a759 100644
--- a/osu.Android.props
+++ b/osu.Android.props
@@ -51,7 +51,7 @@
-
-
+
+
diff --git a/osu.Game.Rulesets.Catch.Tests/TestSceneCatcher.cs b/osu.Game.Rulesets.Catch.Tests/TestSceneCatcher.cs
index 48efd73222..517027a9fc 100644
--- a/osu.Game.Rulesets.Catch.Tests/TestSceneCatcher.cs
+++ b/osu.Game.Rulesets.Catch.Tests/TestSceneCatcher.cs
@@ -10,6 +10,7 @@ using osu.Game.Rulesets.Catch.UI;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
+using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Configuration;
@@ -20,6 +21,7 @@ using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
using osu.Game.Tests.Visual;
+using osuTK;
namespace osu.Game.Rulesets.Catch.Tests
{
@@ -170,16 +172,25 @@ namespace osu.Game.Rulesets.Catch.Tests
}
[Test]
- public void TestCatcherStacking()
+ public void TestCatcherRandomStacking()
+ {
+ AddStep("catch more fruits", () => attemptCatch(() => new Fruit
+ {
+ X = (RNG.NextSingle() - 0.5f) * Catcher.CalculateCatchWidth(Vector2.One)
+ }, 50));
+ }
+
+ [Test]
+ public void TestCatcherStackingSameCaughtPosition()
{
AddStep("catch fruit", () => attemptCatch(new Fruit()));
checkPlate(1);
- AddStep("catch more fruits", () => attemptCatch(new Fruit(), 9));
+ AddStep("catch more fruits", () => attemptCatch(() => new Fruit(), 9));
checkPlate(10);
AddAssert("caught objects are stacked", () =>
- catcher.CaughtObjects.All(obj => obj.Y <= 0) &&
- catcher.CaughtObjects.Any(obj => obj.Y == 0) &&
- catcher.CaughtObjects.Any(obj => obj.Y < -20));
+ catcher.CaughtObjects.All(obj => obj.Y <= Catcher.CAUGHT_FRUIT_VERTICAL_OFFSET) &&
+ catcher.CaughtObjects.Any(obj => obj.Y == Catcher.CAUGHT_FRUIT_VERTICAL_OFFSET) &&
+ catcher.CaughtObjects.Any(obj => obj.Y < -25));
}
[Test]
@@ -189,11 +200,11 @@ namespace osu.Game.Rulesets.Catch.Tests
AddStep("catch tiny droplet", () => attemptCatch(new TinyDroplet()));
AddAssert("tiny droplet is exploded", () => catcher.CaughtObjects.Count() == 1 && droppedObjectContainer.Count == 1);
AddUntilStep("wait explosion", () => !droppedObjectContainer.Any());
- AddStep("catch more fruits", () => attemptCatch(new Fruit(), 9));
+ AddStep("catch more fruits", () => attemptCatch(() => new Fruit(), 9));
AddStep("explode", () => catcher.Explode());
AddAssert("fruits are exploded", () => !catcher.CaughtObjects.Any() && droppedObjectContainer.Count == 10);
AddUntilStep("wait explosion", () => !droppedObjectContainer.Any());
- AddStep("catch fruits", () => attemptCatch(new Fruit(), 10));
+ AddStep("catch fruits", () => attemptCatch(() => new Fruit(), 10));
AddStep("drop", () => catcher.Drop());
AddAssert("fruits are dropped", () => !catcher.CaughtObjects.Any() && droppedObjectContainer.Count == 10);
}
@@ -222,10 +233,15 @@ namespace osu.Game.Rulesets.Catch.Tests
private void checkHyperDash(bool state) => AddAssert($"catcher is {(state ? "" : "not ")}hyper dashing", () => catcher.HyperDashing == state);
- private void attemptCatch(CatchHitObject hitObject, int count = 1)
+ private void attemptCatch(CatchHitObject hitObject)
+ {
+ attemptCatch(() => hitObject, 1);
+ }
+
+ private void attemptCatch(Func hitObject, int count)
{
for (var i = 0; i < count; i++)
- attemptCatch(hitObject, out _, out _);
+ attemptCatch(hitObject(), out _, out _);
}
private void attemptCatch(CatchHitObject hitObject, out DrawableCatchHitObject drawableObject, out JudgementResult result)
diff --git a/osu.Game.Rulesets.Catch.Tests/TestSceneCatcherArea.cs b/osu.Game.Rulesets.Catch.Tests/TestSceneCatcherArea.cs
index 1cbfa6338e..ad404e1f63 100644
--- a/osu.Game.Rulesets.Catch.Tests/TestSceneCatcherArea.cs
+++ b/osu.Game.Rulesets.Catch.Tests/TestSceneCatcherArea.cs
@@ -8,6 +8,8 @@ using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
+using osu.Framework.Threading;
+using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Configuration;
@@ -31,12 +33,32 @@ namespace osu.Game.Rulesets.Catch.Tests
private float circleSize;
+ private ScheduledDelegate addManyFruit;
+
+ private BeatmapDifficulty beatmapDifficulty;
+
public TestSceneCatcherArea()
{
AddSliderStep("circle size", 0, 8, 5, createCatcher);
AddToggleStep("hyper dash", t => this.ChildrenOfType().ForEach(area => area.ToggleHyperDash(t)));
- AddStep("catch fruit", () => attemptCatch(new Fruit()));
+ AddStep("catch centered fruit", () => attemptCatch(new Fruit()));
+ AddStep("catch many random fruit", () =>
+ {
+ int count = 50;
+
+ addManyFruit?.Cancel();
+ addManyFruit = Scheduler.AddDelayed(() =>
+ {
+ attemptCatch(new Fruit
+ {
+ X = (RNG.NextSingle() - 0.5f) * Catcher.CalculateCatchWidth(beatmapDifficulty) * 0.6f,
+ });
+
+ if (count-- == 0)
+ addManyFruit?.Cancel();
+ }, 50, true);
+ });
AddStep("catch fruit last in combo", () => attemptCatch(new Fruit { LastInCombo = true }));
AddStep("catch kiai fruit", () => attemptCatch(new TestSceneCatcher.TestKiaiFruit()));
AddStep("miss last in combo", () => attemptCatch(new Fruit { X = 100, LastInCombo = true }));
@@ -45,10 +67,7 @@ namespace osu.Game.Rulesets.Catch.Tests
private void attemptCatch(Fruit fruit)
{
fruit.X = fruit.OriginalX + catcher.X;
- fruit.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty
- {
- CircleSize = circleSize
- });
+ fruit.ApplyDefaults(new ControlPointInfo(), beatmapDifficulty);
foreach (var area in this.ChildrenOfType())
{
@@ -71,6 +90,11 @@ namespace osu.Game.Rulesets.Catch.Tests
{
circleSize = size;
+ beatmapDifficulty = new BeatmapDifficulty
+ {
+ CircleSize = circleSize
+ };
+
SetContents(() =>
{
var droppedObjectContainer = new Container
@@ -84,7 +108,7 @@ namespace osu.Game.Rulesets.Catch.Tests
Children = new Drawable[]
{
droppedObjectContainer,
- new TestCatcherArea(droppedObjectContainer, new BeatmapDifficulty { CircleSize = size })
+ new TestCatcherArea(droppedObjectContainer, beatmapDifficulty)
{
Anchor = Anchor.Centre,
Origin = Anchor.TopCentre,
diff --git a/osu.Game.Rulesets.Catch/CatchRuleset.cs b/osu.Game.Rulesets.Catch/CatchRuleset.cs
index f4ddbd3021..ab877c21c1 100644
--- a/osu.Game.Rulesets.Catch/CatchRuleset.cs
+++ b/osu.Game.Rulesets.Catch/CatchRuleset.cs
@@ -114,6 +114,7 @@ namespace osu.Game.Rulesets.Catch
return new Mod[]
{
new CatchModDifficultyAdjust(),
+ new CatchModClassic(),
};
case ModType.Automation:
diff --git a/osu.Game.Rulesets.Catch/Mods/CatchModClassic.cs b/osu.Game.Rulesets.Catch/Mods/CatchModClassic.cs
new file mode 100644
index 0000000000..9624e84018
--- /dev/null
+++ b/osu.Game.Rulesets.Catch/Mods/CatchModClassic.cs
@@ -0,0 +1,11 @@
+// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
+// See the LICENCE file in the repository root for full licence text.
+
+using osu.Game.Rulesets.Mods;
+
+namespace osu.Game.Rulesets.Catch.Mods
+{
+ public class CatchModClassic : ModClassic
+ {
+ }
+}
diff --git a/osu.Game.Rulesets.Catch/UI/Catcher.cs b/osu.Game.Rulesets.Catch/UI/Catcher.cs
index d045dcf16a..0d6a577d1e 100644
--- a/osu.Game.Rulesets.Catch/UI/Catcher.cs
+++ b/osu.Game.Rulesets.Catch/UI/Catcher.cs
@@ -53,6 +53,16 @@ namespace osu.Game.Rulesets.Catch.UI
///
public const double BASE_SPEED = 1.0;
+ ///
+ /// The amount by which caught fruit should be offset from the plate surface to make them look visually "caught".
+ ///
+ public const float CAUGHT_FRUIT_VERTICAL_OFFSET = -5;
+
+ ///
+ /// The amount by which caught fruit should be scaled down to fit on the plate.
+ ///
+ private const float caught_fruit_scale_adjust = 0.5f;
+
[NotNull]
private readonly Container trailsTarget;
@@ -202,13 +212,13 @@ namespace osu.Game.Rulesets.Catch.UI
/// Calculates the width of the area used for attempting catches in gameplay.
///
/// The scale of the catcher.
- internal static float CalculateCatchWidth(Vector2 scale) => CatcherArea.CATCHER_SIZE * Math.Abs(scale.X) * ALLOWED_CATCH_RANGE;
+ public static float CalculateCatchWidth(Vector2 scale) => CatcherArea.CATCHER_SIZE * Math.Abs(scale.X) * ALLOWED_CATCH_RANGE;
///
/// Calculates the width of the area used for attempting catches in gameplay.
///
/// The beatmap difficulty.
- internal static float CalculateCatchWidth(BeatmapDifficulty difficulty) => CalculateCatchWidth(calculateScale(difficulty));
+ public static float CalculateCatchWidth(BeatmapDifficulty difficulty) => CalculateCatchWidth(calculateScale(difficulty));
///
/// Determine if this catcher can catch a in the current position.
@@ -240,7 +250,7 @@ namespace osu.Game.Rulesets.Catch.UI
if (result.IsHit)
{
- var positionInStack = computePositionInStack(new Vector2(palpableObject.X - X, 0), palpableObject.DisplaySize.X / 2);
+ var positionInStack = computePositionInStack(new Vector2(palpableObject.X - X, 0), palpableObject.DisplaySize.X);
if (CatchFruitOnPlate)
placeCaughtObject(palpableObject, positionInStack);
@@ -470,7 +480,7 @@ namespace osu.Game.Rulesets.Catch.UI
caughtObject.CopyStateFrom(drawableObject);
caughtObject.Anchor = Anchor.TopCentre;
caughtObject.Position = position;
- caughtObject.Scale /= 2;
+ caughtObject.Scale *= caught_fruit_scale_adjust;
caughtObjectContainer.Add(caughtObject);
@@ -480,19 +490,21 @@ namespace osu.Game.Rulesets.Catch.UI
private Vector2 computePositionInStack(Vector2 position, float displayRadius)
{
- const float radius_div_2 = CatchHitObject.OBJECT_RADIUS / 2;
- const float allowance = 10;
+ // this is taken from osu-stable (lenience should be 10 * 10 at standard scale).
+ const float lenience_adjust = 10 / CatchHitObject.OBJECT_RADIUS;
- while (caughtObjectContainer.Any(f => Vector2Extensions.Distance(f.Position, position) < (displayRadius + radius_div_2) / (allowance / 2)))
+ float adjustedRadius = displayRadius * lenience_adjust;
+ float checkDistance = MathF.Pow(adjustedRadius, 2);
+
+ // offset fruit vertically to better place "above" the plate.
+ position.Y += CAUGHT_FRUIT_VERTICAL_OFFSET;
+
+ while (caughtObjectContainer.Any(f => Vector2Extensions.DistanceSquared(f.Position, position) < checkDistance))
{
- float diff = (displayRadius + radius_div_2) / allowance;
-
- position.X += (RNG.NextSingle() - 0.5f) * diff * 2;
- position.Y -= RNG.NextSingle() * diff;
+ position.X += RNG.NextSingle(-adjustedRadius, adjustedRadius);
+ position.Y -= RNG.NextSingle(0, 5);
}
- position.X = Math.Clamp(position.X, -CatcherArea.CATCHER_SIZE / 2, CatcherArea.CATCHER_SIZE / 2);
-
return position;
}
diff --git a/osu.Game.Rulesets.Mania.Tests/TestSceneHoldNoteInput.cs b/osu.Game.Rulesets.Mania.Tests/TestSceneHoldNoteInput.cs
index 42ea12214f..668487f673 100644
--- a/osu.Game.Rulesets.Mania.Tests/TestSceneHoldNoteInput.cs
+++ b/osu.Game.Rulesets.Mania.Tests/TestSceneHoldNoteInput.cs
@@ -324,6 +324,33 @@ namespace osu.Game.Rulesets.Mania.Tests
assertTailJudgement(HitResult.Ok);
}
+ [Test]
+ public void TestZeroLength()
+ {
+ var beatmap = new Beatmap
+ {
+ HitObjects =
+ {
+ new HoldNote
+ {
+ StartTime = 1000,
+ Duration = 0,
+ Column = 0,
+ },
+ },
+ BeatmapInfo = { Ruleset = new ManiaRuleset().RulesetInfo },
+ };
+
+ performTest(new List
+ {
+ new ManiaReplayFrame(beatmap.HitObjects[0].StartTime, ManiaAction.Key1),
+ new ManiaReplayFrame(beatmap.HitObjects[0].GetEndTime() + 1),
+ }, beatmap);
+
+ AddAssert("hold note hit", () => judgementResults.Where(j => beatmap.HitObjects[0].NestedHitObjects.Contains(j.HitObject))
+ .All(j => j.Type.IsHit()));
+ }
+
private void assertHeadJudgement(HitResult result)
=> AddAssert($"head judged as {result}", () => judgementResults.First(j => j.HitObject is Note).Type == result);
diff --git a/osu.Game.Rulesets.Mania/Edit/Blueprints/HoldNotePlacementBlueprint.cs b/osu.Game.Rulesets.Mania/Edit/Blueprints/HoldNotePlacementBlueprint.cs
index a13afdfffe..093a8da24f 100644
--- a/osu.Game.Rulesets.Mania/Edit/Blueprints/HoldNotePlacementBlueprint.cs
+++ b/osu.Game.Rulesets.Mania/Edit/Blueprints/HoldNotePlacementBlueprint.cs
@@ -73,7 +73,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
return;
base.OnMouseUp(e);
- EndPlacement(true);
+ EndPlacement(HitObject.Duration > 0);
}
private double originalStartTime;
diff --git a/osu.Game.Rulesets.Mania/ManiaRuleset.cs b/osu.Game.Rulesets.Mania/ManiaRuleset.cs
index 88b63606b9..b3889bc7d3 100644
--- a/osu.Game.Rulesets.Mania/ManiaRuleset.cs
+++ b/osu.Game.Rulesets.Mania/ManiaRuleset.cs
@@ -239,6 +239,7 @@ namespace osu.Game.Rulesets.Mania
new ManiaModDualStages(),
new ManiaModMirror(),
new ManiaModDifficultyAdjust(),
+ new ManiaModClassic(),
new ManiaModInvert(),
new ManiaModConstantSpeed()
};
diff --git a/osu.Game.Rulesets.Mania/Mods/ManiaModClassic.cs b/osu.Game.Rulesets.Mania/Mods/ManiaModClassic.cs
new file mode 100644
index 0000000000..073dda9de8
--- /dev/null
+++ b/osu.Game.Rulesets.Mania/Mods/ManiaModClassic.cs
@@ -0,0 +1,11 @@
+// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
+// See the LICENCE file in the repository root for full licence text.
+
+using osu.Game.Rulesets.Mods;
+
+namespace osu.Game.Rulesets.Mania.Mods
+{
+ public class ManiaModClassic : ModClassic
+ {
+ }
+}
diff --git a/osu.Game.Rulesets.Mania/Objects/Drawables/DrawableHoldNote.cs b/osu.Game.Rulesets.Mania/Objects/Drawables/DrawableHoldNote.cs
index 828ee7b03e..02829d87bd 100644
--- a/osu.Game.Rulesets.Mania/Objects/Drawables/DrawableHoldNote.cs
+++ b/osu.Game.Rulesets.Mania/Objects/Drawables/DrawableHoldNote.cs
@@ -221,7 +221,7 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
// As the note is being held, adjust the size of the sizing container. This has two effects:
// 1. The contained masking container will mask the body and ticks.
// 2. The head note will move along with the new "head position" in the container.
- if (Head.IsHit && releaseTime == null)
+ if (Head.IsHit && releaseTime == null && DrawHeight > 0)
{
// How far past the hit target this hold note is. Always a positive value.
float yOffset = Math.Max(0, Direction.Value == ScrollingDirection.Up ? -Y : Y);
diff --git a/osu.Game.Rulesets.Osu.Tests/TestSceneSpinnerRotation.cs b/osu.Game.Rulesets.Osu.Tests/TestSceneSpinnerRotation.cs
index 14c709cae1..8ff21057b5 100644
--- a/osu.Game.Rulesets.Osu.Tests/TestSceneSpinnerRotation.cs
+++ b/osu.Game.Rulesets.Osu.Tests/TestSceneSpinnerRotation.cs
@@ -21,6 +21,7 @@ using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
+using osu.Game.Screens.Play;
using osu.Game.Storyboards;
using osu.Game.Tests.Visual;
using osuTK;
@@ -193,7 +194,7 @@ namespace osu.Game.Rulesets.Osu.Tests
addSeekStep(0);
- AddStep("adjust track rate", () => Player.GameplayClockContainer.UserPlaybackRate.Value = rate);
+ AddStep("adjust track rate", () => ((MasterGameplayClockContainer)Player.GameplayClockContainer).UserPlaybackRate.Value = rate);
addSeekStep(1000);
AddAssert("progress almost same", () => Precision.AlmostEquals(expectedProgress, drawableSpinner.Progress, 0.05));
diff --git a/osu.Game.Rulesets.Osu/Edit/DrawableOsuEditRuleset.cs b/osu.Game.Rulesets.Osu/Edit/DrawableOsuEditRuleset.cs
index 5fdb79cbbd..b8d0637e90 100644
--- a/osu.Game.Rulesets.Osu/Edit/DrawableOsuEditRuleset.cs
+++ b/osu.Game.Rulesets.Osu/Edit/DrawableOsuEditRuleset.cs
@@ -3,8 +3,11 @@
using System.Collections.Generic;
using System.Linq;
+using osu.Framework.Allocation;
+using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
+using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
@@ -27,8 +30,16 @@ namespace osu.Game.Rulesets.Osu.Edit
private class OsuEditPlayfield : OsuPlayfield
{
+ private Bindable hitAnimations;
+
protected override GameplayCursorContainer CreateCursor() => null;
+ [BackgroundDependencyLoader]
+ private void load(OsuConfigManager config)
+ {
+ hitAnimations = config.GetBindable(OsuSetting.EditorHitAnimations);
+ }
+
protected override void OnNewDrawableHitObject(DrawableHitObject d)
{
d.ApplyCustomUpdateState += updateState;
@@ -42,7 +53,7 @@ namespace osu.Game.Rulesets.Osu.Edit
private void updateState(DrawableHitObject hitObject, ArmedState state)
{
- if (state == ArmedState.Idle)
+ if (state == ArmedState.Idle || hitAnimations.Value)
return;
// adjust the visuals of certain object types to make them stay on screen for longer than usual.
@@ -58,8 +69,17 @@ namespace osu.Game.Rulesets.Osu.Edit
case DrawableHitCircle circle: // also handles slider heads
circle.ApproachCircle
- .FadeOutFromOne(editor_hit_object_fade_out_extension)
+ .FadeOutFromOne(editor_hit_object_fade_out_extension * 4)
.Expire();
+
+ circle.ApproachCircle.ScaleTo(1.1f, 300, Easing.OutQuint);
+
+ var circlePieceDrawable = circle.CirclePiece.Drawable;
+
+ // clear any explode animation logic.
+ circlePieceDrawable.ApplyTransformsAt(circle.HitStateUpdateTime, true);
+ circlePieceDrawable.ClearTransformsAfter(circle.HitStateUpdateTime, true);
+
break;
}
@@ -71,7 +91,7 @@ namespace osu.Game.Rulesets.Osu.Edit
hitObject.RemoveTransform(existing);
- using (hitObject.BeginAbsoluteSequence(existing.StartTime))
+ using (hitObject.BeginAbsoluteSequence(hitObject.HitStateUpdateTime))
hitObject.FadeOut(editor_hit_object_fade_out_extension).Expire();
}
}
diff --git a/osu.Game.Rulesets.Osu/Mods/OsuModClassic.cs b/osu.Game.Rulesets.Osu/Mods/OsuModClassic.cs
index 882f848190..77dea5b0dc 100644
--- a/osu.Game.Rulesets.Osu/Mods/OsuModClassic.cs
+++ b/osu.Game.Rulesets.Osu/Mods/OsuModClassic.cs
@@ -4,7 +4,6 @@
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
-using osu.Framework.Graphics.Sprites;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
@@ -16,22 +15,8 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Osu.Mods
{
- public class OsuModClassic : Mod, IApplicableToHitObject, IApplicableToDrawableHitObjects, IApplicableToDrawableRuleset
+ public class OsuModClassic : ModClassic, IApplicableToHitObject, IApplicableToDrawableHitObjects, IApplicableToDrawableRuleset
{
- public override string Name => "Classic";
-
- public override string Acronym => "CL";
-
- public override double ScoreMultiplier => 1;
-
- public override IconUsage? Icon => FontAwesome.Solid.History;
-
- public override string Description => "Feeling nostalgic?";
-
- public override bool Ranked => false;
-
- public override ModType Type => ModType.Conversion;
-
[SettingSource("No slider head accuracy requirement", "Scores sliders proportionally to the number of ticks hit.")]
public Bindable NoSliderHeadAccuracy { get; } = new BindableBool(true);
diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs
index df77ec2693..fb6c110b3c 100644
--- a/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs
+++ b/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs
@@ -182,6 +182,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
// todo: temporary / arbitrary, used for lifetime optimisation.
this.Delay(800).FadeOut();
+ (CirclePiece.Drawable as IMainCirclePiece)?.Animate(state);
+
switch (state)
{
case ArmedState.Idle:
diff --git a/osu.Game.Rulesets.Osu/Skinning/Default/IMainCirclePiece.cs b/osu.Game.Rulesets.Osu/Skinning/Default/IMainCirclePiece.cs
new file mode 100644
index 0000000000..17a1e29094
--- /dev/null
+++ b/osu.Game.Rulesets.Osu/Skinning/Default/IMainCirclePiece.cs
@@ -0,0 +1,17 @@
+// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
+// See the LICENCE file in the repository root for full licence text.
+
+using osu.Game.Rulesets.Objects.Drawables;
+using osu.Game.Rulesets.Osu.Objects.Drawables;
+
+namespace osu.Game.Rulesets.Osu.Skinning.Default
+{
+ public interface IMainCirclePiece
+ {
+ ///
+ /// Begins animating this .
+ ///
+ /// The of the related .
+ void Animate(ArmedState state);
+ }
+}
diff --git a/osu.Game.Rulesets.Osu/Skinning/Default/MainCirclePiece.cs b/osu.Game.Rulesets.Osu/Skinning/Default/MainCirclePiece.cs
index 46aeadc59b..b46baa00ba 100644
--- a/osu.Game.Rulesets.Osu/Skinning/Default/MainCirclePiece.cs
+++ b/osu.Game.Rulesets.Osu/Skinning/Default/MainCirclePiece.cs
@@ -13,7 +13,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Skinning.Default
{
- public class MainCirclePiece : CompositeDrawable
+ public class MainCirclePiece : CompositeDrawable, IMainCirclePiece
{
private readonly CirclePiece circle;
private readonly RingPiece ring;
@@ -67,12 +67,9 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
}, true);
indexInCurrentCombo.BindValueChanged(index => number.Text = (index.NewValue + 1).ToString(), true);
-
- drawableObject.ApplyCustomUpdateState += updateState;
- updateState(drawableObject, drawableObject.State.Value);
}
- private void updateState(DrawableHitObject drawableObject, ArmedState state)
+ public void Animate(ArmedState state)
{
using (BeginAbsoluteSequence(drawableObject.StateUpdateTime))
glow.FadeOut(400);
diff --git a/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacyMainCirclePiece.cs b/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacyMainCirclePiece.cs
index 545e80a709..cf62165929 100644
--- a/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacyMainCirclePiece.cs
+++ b/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacyMainCirclePiece.cs
@@ -12,6 +12,7 @@ using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
+using osu.Game.Rulesets.Osu.Skinning.Default;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
@@ -19,7 +20,7 @@ using static osu.Game.Skinning.LegacySkinConfiguration;
namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{
- public class LegacyMainCirclePiece : CompositeDrawable
+ public class LegacyMainCirclePiece : CompositeDrawable, IMainCirclePiece
{
private readonly string priorityLookup;
private readonly bool hasNumber;
@@ -138,12 +139,9 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
accentColour.BindValueChanged(colour => hitCircleSprite.Colour = LegacyColourCompatibility.DisallowZeroAlpha(colour.NewValue), true);
if (hasNumber)
indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
-
- drawableObject.ApplyCustomUpdateState += updateState;
- updateState(drawableObject, drawableObject.State.Value);
}
- private void updateState(DrawableHitObject drawableObject, ArmedState state)
+ public void Animate(ArmedState state)
{
const double legacy_fade_duration = 240;
diff --git a/osu.Game.Rulesets.Taiko/Mods/TaikoModClassic.cs b/osu.Game.Rulesets.Taiko/Mods/TaikoModClassic.cs
new file mode 100644
index 0000000000..5a4d18be98
--- /dev/null
+++ b/osu.Game.Rulesets.Taiko/Mods/TaikoModClassic.cs
@@ -0,0 +1,11 @@
+// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
+// See the LICENCE file in the repository root for full licence text.
+
+using osu.Game.Rulesets.Mods;
+
+namespace osu.Game.Rulesets.Taiko.Mods
+{
+ public class TaikoModClassic : ModClassic
+ {
+ }
+}
diff --git a/osu.Game.Rulesets.Taiko/TaikoRuleset.cs b/osu.Game.Rulesets.Taiko/TaikoRuleset.cs
index 56f58f404b..f4e158ec32 100644
--- a/osu.Game.Rulesets.Taiko/TaikoRuleset.cs
+++ b/osu.Game.Rulesets.Taiko/TaikoRuleset.cs
@@ -135,6 +135,7 @@ namespace osu.Game.Rulesets.Taiko
{
new TaikoModRandom(),
new TaikoModDifficultyAdjust(),
+ new TaikoModClassic(),
};
case ModType.Automation:
diff --git a/osu.Game.Tests/Gameplay/TestSceneGameplayClockContainer.cs b/osu.Game.Tests/Gameplay/TestSceneGameplayClockContainer.cs
deleted file mode 100644
index 891537c4ad..0000000000
--- a/osu.Game.Tests/Gameplay/TestSceneGameplayClockContainer.cs
+++ /dev/null
@@ -1,32 +0,0 @@
-// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
-// See the LICENCE file in the repository root for full licence text.
-
-using NUnit.Framework;
-using osu.Framework.Testing;
-using osu.Game.Rulesets.Osu;
-using osu.Game.Screens.Play;
-using osu.Game.Tests.Visual;
-
-namespace osu.Game.Tests.Gameplay
-{
- [HeadlessTest]
- public class TestSceneGameplayClockContainer : OsuTestScene
- {
- [Test]
- public void TestStartThenElapsedTime()
- {
- GameplayClockContainer gcc = null;
-
- AddStep("create container", () =>
- {
- var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
- working.LoadTrack();
-
- Add(gcc = new GameplayClockContainer(working, 0));
- });
-
- AddStep("start track", () => gcc.Start());
- AddUntilStep("elapsed greater than zero", () => gcc.GameplayClock.ElapsedFrameTime > 0);
- }
- }
-}
diff --git a/osu.Game.Tests/Gameplay/TestSceneMasterGameplayClockContainer.cs b/osu.Game.Tests/Gameplay/TestSceneMasterGameplayClockContainer.cs
new file mode 100644
index 0000000000..935bc07733
--- /dev/null
+++ b/osu.Game.Tests/Gameplay/TestSceneMasterGameplayClockContainer.cs
@@ -0,0 +1,58 @@
+// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
+// See the LICENCE file in the repository root for full licence text.
+
+using NUnit.Framework;
+using osu.Framework.Testing;
+using osu.Game.Rulesets.Osu;
+using osu.Game.Screens.Play;
+using osu.Game.Tests.Visual;
+
+namespace osu.Game.Tests.Gameplay
+{
+ [HeadlessTest]
+ public class TestSceneMasterGameplayClockContainer : OsuTestScene
+ {
+ [Test]
+ public void TestStartThenElapsedTime()
+ {
+ GameplayClockContainer gcc = null;
+
+ AddStep("create container", () =>
+ {
+ var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
+ working.LoadTrack();
+
+ Add(gcc = new MasterGameplayClockContainer(working, 0));
+ });
+
+ AddStep("start clock", () => gcc.Start());
+ AddUntilStep("elapsed greater than zero", () => gcc.GameplayClock.ElapsedFrameTime > 0);
+ }
+
+ [Test]
+ public void TestElapseThenReset()
+ {
+ GameplayClockContainer gcc = null;
+
+ AddStep("create container", () =>
+ {
+ var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
+ working.LoadTrack();
+
+ Add(gcc = new MasterGameplayClockContainer(working, 0));
+ });
+
+ AddStep("start clock", () => gcc.Start());
+ AddUntilStep("current time greater 2000", () => gcc.GameplayClock.CurrentTime > 2000);
+
+ double timeAtReset = 0;
+ AddStep("reset clock", () =>
+ {
+ timeAtReset = gcc.GameplayClock.CurrentTime;
+ gcc.Reset();
+ });
+
+ AddAssert("current time < time at reset", () => gcc.GameplayClock.CurrentTime < timeAtReset);
+ }
+ }
+}
diff --git a/osu.Game.Tests/Gameplay/TestSceneStoryboardSamples.cs b/osu.Game.Tests/Gameplay/TestSceneStoryboardSamples.cs
index f2cb5f75d8..bbab9ae94d 100644
--- a/osu.Game.Tests/Gameplay/TestSceneStoryboardSamples.cs
+++ b/osu.Game.Tests/Gameplay/TestSceneStoryboardSamples.cs
@@ -20,6 +20,7 @@ using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Mods;
+using osu.Game.Rulesets.UI;
using osu.Game.Screens.Play;
using osu.Game.Skinning;
using osu.Game.Storyboards;
@@ -67,15 +68,17 @@ namespace osu.Game.Tests.Gameplay
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
working.LoadTrack();
- Add(gameplayContainer = new GameplayClockContainer(working, 0));
-
- gameplayContainer.Add(sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
+ Add(gameplayContainer = new MasterGameplayClockContainer(working, 0)
{
- Clock = gameplayContainer.GameplayClock
+ IsPaused = { Value = true },
+ Child = new FrameStabilityContainer
+ {
+ Child = sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
+ }
});
});
- AddStep("start time", () => gameplayContainer.Start());
+ AddStep("reset clock", () => gameplayContainer.Start());
AddUntilStep("sample played", () => sample.RequestedPlaying);
AddUntilStep("sample has lifetime end", () => sample.LifetimeEnd < double.MaxValue);
@@ -92,11 +95,13 @@ namespace osu.Game.Tests.Gameplay
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
working.LoadTrack();
- Add(gameplayContainer = new GameplayClockContainer(working, 1000, true));
-
- gameplayContainer.Add(sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
+ Add(gameplayContainer = new MasterGameplayClockContainer(working, 1000, true)
{
- Clock = gameplayContainer.GameplayClock
+ IsPaused = { Value = true },
+ Child = new FrameStabilityContainer
+ {
+ Child = sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
+ }
});
});
@@ -140,7 +145,7 @@ namespace osu.Game.Tests.Gameplay
var beatmapSkinSourceContainer = new BeatmapSkinProvidingContainer(Beatmap.Value.Skin);
- Add(gameplayContainer = new GameplayClockContainer(Beatmap.Value, 0)
+ Add(gameplayContainer = new MasterGameplayClockContainer(Beatmap.Value, 0)
{
Child = beatmapSkinSourceContainer
});
diff --git a/osu.Game.Tests/NonVisual/Multiplayer/StatefulMultiplayerClientTest.cs b/osu.Game.Tests/NonVisual/Multiplayer/StatefulMultiplayerClientTest.cs
index a2ad37cf4a..377a33b527 100644
--- a/osu.Game.Tests/NonVisual/Multiplayer/StatefulMultiplayerClientTest.cs
+++ b/osu.Game.Tests/NonVisual/Multiplayer/StatefulMultiplayerClientTest.cs
@@ -41,6 +41,32 @@ namespace osu.Game.Tests.NonVisual.Multiplayer
checkPlayingUserCount(0);
}
+ [Test]
+ public void TestPlayingUsersUpdatedOnJoin()
+ {
+ AddStep("leave room", () => Client.LeaveRoom());
+ AddUntilStep("wait for room part", () => Client.Room == null);
+
+ AddStep("create room initially in gameplay", () =>
+ {
+ Room.RoomID.Value = null;
+ Client.RoomSetupAction = room =>
+ {
+ room.State = MultiplayerRoomState.Playing;
+ room.Users.Add(new MultiplayerRoomUser(55)
+ {
+ User = new User { Id = 55 },
+ State = MultiplayerUserState.Playing
+ });
+ };
+
+ RoomManager.CreateRoom(Room);
+ });
+
+ AddUntilStep("wait for room join", () => Client.Room != null);
+ checkPlayingUserCount(1);
+ }
+
private void checkPlayingUserCount(int expectedCount)
=> AddAssert($"{"user".ToQuantity(expectedCount)} playing", () => Client.CurrentMatchPlayingUserIds.Count == expectedCount);
diff --git a/osu.Game.Tests/Visual/Editing/TestSceneEditorSelection.cs b/osu.Game.Tests/Visual/Editing/TestSceneEditorSelection.cs
index 99f31b0c2a..b82842e30d 100644
--- a/osu.Game.Tests/Visual/Editing/TestSceneEditorSelection.cs
+++ b/osu.Game.Tests/Visual/Editing/TestSceneEditorSelection.cs
@@ -12,6 +12,7 @@ using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components;
+using osu.Game.Rulesets.Osu.UI;
using osu.Game.Tests.Beatmaps;
using osu.Game.Screens.Edit.Compose.Components;
using osuTK;
@@ -41,6 +42,28 @@ namespace osu.Game.Tests.Visual.Editing
});
}
+ [Test]
+ public void TestNudgeSelection()
+ {
+ HitCircle[] addedObjects = null;
+
+ AddStep("add hitobjects", () => EditorBeatmap.AddRange(addedObjects = new[]
+ {
+ new HitCircle { StartTime = 100 },
+ new HitCircle { StartTime = 200, Position = new Vector2(50) },
+ new HitCircle { StartTime = 300, Position = new Vector2(100) },
+ new HitCircle { StartTime = 400, Position = new Vector2(150) },
+ }));
+
+ AddStep("select objects", () => EditorBeatmap.SelectedHitObjects.AddRange(addedObjects));
+
+ AddStep("nudge forwards", () => InputManager.Key(Key.K));
+ AddAssert("objects moved forwards in time", () => addedObjects[0].StartTime > 100);
+
+ AddStep("nudge backwards", () => InputManager.Key(Key.J));
+ AddAssert("objects reverted to original position", () => addedObjects[0].StartTime == 100);
+ }
+
[Test]
public void TestBasicSelect()
{
@@ -156,9 +179,35 @@ namespace osu.Game.Tests.Visual.Editing
}
[Test]
- public void TestQuickDeleteRemovesObject()
+ public void TestQuickDeleteRemovesObjectInPlacement()
{
- var addedObject = new HitCircle { StartTime = 1000 };
+ var addedObject = new HitCircle
+ {
+ StartTime = 0,
+ Position = OsuPlayfield.BASE_SIZE * 0.5f
+ };
+
+ AddStep("add hitobject", () => EditorBeatmap.Add(addedObject));
+
+ AddStep("enter placement mode", () => InputManager.PressKey(Key.Number2));
+
+ moveMouseToObject(() => addedObject);
+
+ AddStep("hold shift", () => InputManager.PressKey(Key.ShiftLeft));
+ AddStep("right click", () => InputManager.Click(MouseButton.Right));
+ AddStep("release shift", () => InputManager.ReleaseKey(Key.ShiftLeft));
+
+ AddAssert("no hitobjects in beatmap", () => EditorBeatmap.HitObjects.Count == 0);
+ }
+
+ [Test]
+ public void TestQuickDeleteRemovesObjectInSelection()
+ {
+ var addedObject = new HitCircle
+ {
+ StartTime = 0,
+ Position = OsuPlayfield.BASE_SIZE * 0.5f
+ };
AddStep("add hitobject", () => EditorBeatmap.Add(addedObject));
diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneLeadIn.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneLeadIn.cs
index dccde366c2..f5f17a0bc1 100644
--- a/osu.Game.Tests/Visual/Gameplay/TestSceneLeadIn.cs
+++ b/osu.Game.Tests/Visual/Gameplay/TestSceneLeadIn.cs
@@ -130,9 +130,9 @@ namespace osu.Game.Tests.Visual.Gameplay
public double GameplayClockTime => GameplayClockContainer.GameplayClock.CurrentTime;
- protected override void UpdateAfterChildren()
+ protected override void Update()
{
- base.UpdateAfterChildren();
+ base.Update();
if (!FirstFrameClockTime.HasValue)
{
diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneSkipOverlay.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneSkipOverlay.cs
index 841722a8f1..e08e03b789 100644
--- a/osu.Game.Tests/Visual/Gameplay/TestSceneSkipOverlay.cs
+++ b/osu.Game.Tests/Visual/Gameplay/TestSceneSkipOverlay.cs
@@ -33,7 +33,7 @@ namespace osu.Game.Tests.Visual.Gameplay
var working = CreateWorkingBeatmap(CreateBeatmap(new OsuRuleset().RulesetInfo));
working.LoadTrack();
- Child = gameplayClockContainer = new GameplayClockContainer(working, 0)
+ Child = gameplayClockContainer = new MasterGameplayClockContainer(working, 0)
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
@@ -80,7 +80,7 @@ namespace osu.Game.Tests.Visual.Gameplay
AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
AddStep("click", () =>
{
- increment = skip_time - gameplayClock.CurrentTime - GameplayClockContainer.MINIMUM_SKIP_TIME / 2;
+ increment = skip_time - gameplayClock.CurrentTime - MasterGameplayClockContainer.MINIMUM_SKIP_TIME / 2;
InputManager.Click(MouseButton.Left);
});
AddStep("click", () => InputManager.Click(MouseButton.Left));
diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneSpectator.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneSpectator.cs
index 397b37718d..74ce66096e 100644
--- a/osu.Game.Tests/Visual/Gameplay/TestSceneSpectator.cs
+++ b/osu.Game.Tests/Visual/Gameplay/TestSceneSpectator.cs
@@ -288,7 +288,7 @@ namespace osu.Game.Tests.Visual.Gameplay
public override void WatchUser(int userId)
{
- if (sentState)
+ if (!PlayingUsers.Contains(userId) && sentState)
{
// usually the server would do this.
sendState(beatmapId);
diff --git a/osu.Game.Tests/Visual/Online/TestSceneStandAloneChatDisplay.cs b/osu.Game.Tests/Visual/Online/TestSceneStandAloneChatDisplay.cs
index 01e67b1681..165fff99dd 100644
--- a/osu.Game.Tests/Visual/Online/TestSceneStandAloneChatDisplay.cs
+++ b/osu.Game.Tests/Visual/Online/TestSceneStandAloneChatDisplay.cs
@@ -83,6 +83,28 @@ namespace osu.Game.Tests.Visual.Online
};
});
+ [Test]
+ public void TestSystemMessageOrdering()
+ {
+ var standardMessage = new Message(messageIdSequence++)
+ {
+ Sender = admin,
+ Content = "I am a wang!"
+ };
+
+ var infoMessage1 = new InfoMessage($"the system is calling {messageIdSequence++}");
+ var infoMessage2 = new InfoMessage($"the system is calling {messageIdSequence++}");
+
+ AddStep("message from admin", () => testChannel.AddNewMessages(standardMessage));
+ AddStep("message from system", () => testChannel.AddNewMessages(infoMessage1));
+ AddStep("message from system", () => testChannel.AddNewMessages(infoMessage2));
+
+ AddAssert("message order is correct", () => testChannel.Messages.Count == 3
+ && testChannel.Messages[0] == standardMessage
+ && testChannel.Messages[1] == infoMessage1
+ && testChannel.Messages[2] == infoMessage2);
+ }
+
[Test]
public void TestManyMessages()
{
diff --git a/osu.Game/Configuration/OsuConfigManager.cs b/osu.Game/Configuration/OsuConfigManager.cs
index f9b1c9618b..09412b1f1b 100644
--- a/osu.Game/Configuration/OsuConfigManager.cs
+++ b/osu.Game/Configuration/OsuConfigManager.cs
@@ -143,6 +143,7 @@ namespace osu.Game.Configuration
SetDefault(OsuSetting.DiscordRichPresence, DiscordRichPresenceMode.Full);
SetDefault(OsuSetting.EditorWaveformOpacity, 0.25f);
+ SetDefault(OsuSetting.EditorHitAnimations, false);
}
public OsuConfigManager(Storage storage)
@@ -266,6 +267,7 @@ namespace osu.Game.Configuration
GameplayDisableWinKey,
SeasonalBackgroundMode,
EditorWaveformOpacity,
+ EditorHitAnimations,
DiscordRichPresence,
AutomaticallyDownloadWhenSpectating,
ShowOnlineExplicitContent,
diff --git a/osu.Game/Input/Bindings/GlobalActionContainer.cs b/osu.Game/Input/Bindings/GlobalActionContainer.cs
index e414e12dd1..6717de5658 100644
--- a/osu.Game/Input/Bindings/GlobalActionContainer.cs
+++ b/osu.Game/Input/Bindings/GlobalActionContainer.cs
@@ -71,6 +71,8 @@ namespace osu.Game.Input.Bindings
new KeyBinding(new[] { InputKey.F3 }, GlobalAction.EditorTimingMode),
new KeyBinding(new[] { InputKey.F4 }, GlobalAction.EditorSetupMode),
new KeyBinding(new[] { InputKey.Control, InputKey.Shift, InputKey.A }, GlobalAction.EditorVerifyMode),
+ new KeyBinding(new[] { InputKey.J }, GlobalAction.EditorNudgeLeft),
+ new KeyBinding(new[] { InputKey.K }, GlobalAction.EditorNudgeRight),
};
public IEnumerable InGameKeyBindings => new[]
@@ -251,5 +253,11 @@ namespace osu.Game.Input.Bindings
[Description("Verify mode")]
EditorVerifyMode,
+
+ [Description("Nudge selection left")]
+ EditorNudgeLeft,
+
+ [Description("Nudge selection right")]
+ EditorNudgeRight
}
}
diff --git a/osu.Game/Online/Chat/InfoMessage.cs b/osu.Game/Online/Chat/InfoMessage.cs
index 8dce188804..cea336aae2 100644
--- a/osu.Game/Online/Chat/InfoMessage.cs
+++ b/osu.Game/Online/Chat/InfoMessage.cs
@@ -8,10 +8,8 @@ namespace osu.Game.Online.Chat
{
public class InfoMessage : LocalMessage
{
- private static int infoID = -1;
-
public InfoMessage(string message)
- : base(infoID--)
+ : base(null)
{
Timestamp = DateTimeOffset.Now;
Content = message;
diff --git a/osu.Game/Online/Chat/Message.cs b/osu.Game/Online/Chat/Message.cs
index 2e41038a59..30753b3920 100644
--- a/osu.Game/Online/Chat/Message.cs
+++ b/osu.Game/Online/Chat/Message.cs
@@ -59,7 +59,7 @@ namespace osu.Game.Online.Chat
return Id.Value.CompareTo(other.Id.Value);
}
- public virtual bool Equals(Message other) => Id == other?.Id;
+ public virtual bool Equals(Message other) => Id.HasValue && Id == other?.Id;
// ReSharper disable once ImpureMethodCallOnReadonlyValueField
public override int GetHashCode() => Id.GetHashCode();
diff --git a/osu.Game/Online/Multiplayer/StatefulMultiplayerClient.cs b/osu.Game/Online/Multiplayer/StatefulMultiplayerClient.cs
index 2ddc10db0f..c0706b082d 100644
--- a/osu.Game/Online/Multiplayer/StatefulMultiplayerClient.cs
+++ b/osu.Game/Online/Multiplayer/StatefulMultiplayerClient.cs
@@ -144,6 +144,8 @@ namespace osu.Game.Online.Multiplayer
Room = joinedRoom;
apiRoom = room;
defaultPlaylistItemId = apiRoom.Playlist.FirstOrDefault()?.ID ?? 0;
+ foreach (var user in joinedRoom.Users)
+ updateUserPlayingState(user.UserID, user.State);
}, cancellationSource.Token).ConfigureAwait(false);
// Update room settings.
diff --git a/osu.Game/Online/Spectator/SpectatorStreamingClient.cs b/osu.Game/Online/Spectator/SpectatorStreamingClient.cs
index 3a586874fe..378096c7fb 100644
--- a/osu.Game/Online/Spectator/SpectatorStreamingClient.cs
+++ b/osu.Game/Online/Spectator/SpectatorStreamingClient.cs
@@ -47,6 +47,8 @@ namespace osu.Game.Online.Spectator
private readonly BindableList playingUsers = new BindableList();
+ private readonly Dictionary playingUserStates = new Dictionary();
+
[CanBeNull]
private IBeatmap currentBeatmap;
@@ -69,7 +71,7 @@ namespace osu.Game.Online.Spectator
public event Action OnNewFrames;
///
- /// Called whenever a user starts a play session.
+ /// Called whenever a user starts a play session, or immediately if the user is being watched and currently in a play session.
///
public event Action OnUserBeganPlaying;
@@ -123,7 +125,11 @@ namespace osu.Game.Online.Spectator
}
else
{
- playingUsers.Clear();
+ lock (userLock)
+ {
+ playingUsers.Clear();
+ playingUserStates.Clear();
+ }
}
}, true);
}
@@ -131,8 +137,13 @@ namespace osu.Game.Online.Spectator
Task ISpectatorClient.UserBeganPlaying(int userId, SpectatorState state)
{
- if (!playingUsers.Contains(userId))
- playingUsers.Add(userId);
+ lock (userLock)
+ {
+ if (!playingUsers.Contains(userId))
+ playingUsers.Add(userId);
+
+ playingUserStates[userId] = state;
+ }
OnUserBeganPlaying?.Invoke(userId, state);
@@ -141,7 +152,11 @@ namespace osu.Game.Online.Spectator
Task ISpectatorClient.UserFinishedPlaying(int userId, SpectatorState state)
{
- playingUsers.Remove(userId);
+ lock (userLock)
+ {
+ playingUsers.Remove(userId);
+ playingUserStates.Remove(userId);
+ }
OnUserFinishedPlaying?.Invoke(userId, state);
@@ -268,5 +283,37 @@ namespace osu.Game.Online.Spectator
lastSendTime = Time.Current;
}
+
+ ///
+ /// Attempts to retrieve the for a currently-playing user.
+ ///
+ /// The user.
+ /// The current for the user, if they're playing. null if the user is not playing.
+ /// true if successful (the user is playing), false otherwise.
+ public bool TryGetPlayingUserState(int userId, out SpectatorState state)
+ {
+ lock (userLock)
+ return playingUserStates.TryGetValue(userId, out state);
+ }
+
+ ///
+ /// Bind an action to with the option of running the bound action once immediately.
+ ///
+ /// The action to perform when a user begins playing.
+ /// Whether the action provided in should be run once immediately for all users currently playing.
+ public void BindUserBeganPlaying(Action callback, bool runOnceImmediately = false)
+ {
+ // The lock is taken before the event is subscribed to to prevent doubling of events.
+ lock (userLock)
+ {
+ OnUserBeganPlaying += callback;
+
+ if (!runOnceImmediately)
+ return;
+
+ foreach (var (userId, state) in playingUserStates)
+ callback(userId, state);
+ }
+ }
}
}
diff --git a/osu.Game/Overlays/Toolbar/ToolbarRulesetSelector.cs b/osu.Game/Overlays/Toolbar/ToolbarRulesetSelector.cs
index 905d5b44c6..eb235632e8 100644
--- a/osu.Game/Overlays/Toolbar/ToolbarRulesetSelector.cs
+++ b/osu.Game/Overlays/Toolbar/ToolbarRulesetSelector.cs
@@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
+using System.Collections.Generic;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Effects;
@@ -13,6 +14,8 @@ using osu.Framework.Input.Events;
using osuTK.Input;
using System.Linq;
using osu.Framework.Allocation;
+using osu.Framework.Audio;
+using osu.Framework.Audio.Sample;
namespace osu.Game.Overlays.Toolbar
{
@@ -20,6 +23,8 @@ namespace osu.Game.Overlays.Toolbar
{
protected Drawable ModeButtonLine { get; private set; }
+ private readonly Dictionary selectionSamples = new Dictionary();
+
public ToolbarRulesetSelector()
{
RelativeSizeAxes = Axes.Y;
@@ -27,7 +32,7 @@ namespace osu.Game.Overlays.Toolbar
}
[BackgroundDependencyLoader]
- private void load()
+ private void load(AudioManager audio)
{
AddRangeInternal(new[]
{
@@ -54,6 +59,9 @@ namespace osu.Game.Overlays.Toolbar
}
}
});
+
+ foreach (var ruleset in Rulesets.AvailableRulesets)
+ selectionSamples[ruleset.ShortName] = audio.Samples.Get($"UI/ruleset-select-{ruleset.ShortName}");
}
protected override void LoadComplete()
@@ -72,6 +80,10 @@ namespace osu.Game.Overlays.Toolbar
if (SelectedTab != null)
{
ModeButtonLine.MoveToX(SelectedTab.DrawPosition.X, !hasInitialPosition ? 0 : 200, Easing.OutQuint);
+
+ if (hasInitialPosition)
+ selectionSamples[SelectedTab.Value.ShortName]?.Play();
+
hasInitialPosition = true;
}
});
diff --git a/osu.Game/Rulesets/Edit/PlacementBlueprint.cs b/osu.Game/Rulesets/Edit/PlacementBlueprint.cs
index 6c1cd01796..4ad8c815fe 100644
--- a/osu.Game/Rulesets/Edit/PlacementBlueprint.cs
+++ b/osu.Game/Rulesets/Edit/PlacementBlueprint.cs
@@ -14,6 +14,7 @@ using osu.Game.Rulesets.Objects;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Compose;
using osuTK;
+using osuTK.Input;
namespace osu.Game.Rulesets.Edit
{
@@ -128,8 +129,11 @@ namespace osu.Game.Rulesets.Edit
case DoubleClickEvent _:
return false;
- case MouseButtonEvent _:
- return true;
+ case MouseButtonEvent mouse:
+ // placement blueprints should generally block mouse from reaching underlying components (ie. performing clicks on interface buttons).
+ // for now, the one exception we want to allow is when using a non-main mouse button when shift is pressed, which is used to trigger object deletion
+ // while in placement mode.
+ return mouse.Button == MouseButton.Left || !mouse.ShiftPressed;
default:
return false;
diff --git a/osu.Game/Rulesets/Mods/ModClassic.cs b/osu.Game/Rulesets/Mods/ModClassic.cs
new file mode 100644
index 0000000000..f1207ec188
--- /dev/null
+++ b/osu.Game/Rulesets/Mods/ModClassic.cs
@@ -0,0 +1,24 @@
+// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
+// See the LICENCE file in the repository root for full licence text.
+
+using osu.Framework.Graphics.Sprites;
+
+namespace osu.Game.Rulesets.Mods
+{
+ public abstract class ModClassic : Mod
+ {
+ public override string Name => "Classic";
+
+ public override string Acronym => "CL";
+
+ public override double ScoreMultiplier => 1;
+
+ public override IconUsage? Icon => FontAwesome.Solid.History;
+
+ public override string Description => "Feeling nostalgic?";
+
+ public override bool Ranked => false;
+
+ public override ModType Type => ModType.Conversion;
+ }
+}
diff --git a/osu.Game/Scoring/ScoreInfo.cs b/osu.Game/Scoring/ScoreInfo.cs
index 222f69b025..a6faaf6379 100644
--- a/osu.Game/Scoring/ScoreInfo.cs
+++ b/osu.Game/Scoring/ScoreInfo.cs
@@ -65,14 +65,21 @@ namespace osu.Game.Scoring
{
get
{
+ var rulesetInstance = Ruleset?.CreateInstance();
+ if (rulesetInstance == null)
+ return mods ?? Array.Empty();
+
+ Mod[] scoreMods = Array.Empty();
+
if (mods != null)
- return mods;
+ scoreMods = mods;
+ else if (localAPIMods != null)
+ scoreMods = apiMods.Select(m => m.ToMod(rulesetInstance)).ToArray();
- if (localAPIMods == null)
- return Array.Empty();
+ if (IsLegacyScore)
+ scoreMods = scoreMods.Append(rulesetInstance.GetAllMods().OfType().Single()).ToArray();
- var rulesetInstance = Ruleset.CreateInstance();
- return apiMods.Select(m => m.ToMod(rulesetInstance)).ToArray();
+ return scoreMods;
}
set
{
diff --git a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs
index b1afbe0d61..f70e063ba9 100644
--- a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs
+++ b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs
@@ -519,7 +519,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
// Apply the start time at the newly snapped-to position
double offset = result.Time.Value - movementBlueprints.First().HitObject.StartTime;
- Beatmap.PerformOnSelection(obj => obj.StartTime += offset);
+ if (offset != 0)
+ Beatmap.PerformOnSelection(obj => obj.StartTime += offset);
}
return true;
diff --git a/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineBlueprintContainer.cs b/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineBlueprintContainer.cs
index 7a3781a981..3555bc2800 100644
--- a/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineBlueprintContainer.cs
+++ b/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineBlueprintContainer.cs
@@ -12,9 +12,11 @@ using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Shapes;
+using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Utils;
using osu.Game.Graphics;
+using osu.Game.Input.Bindings;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Screens.Edit.Components.Timelines.Summary.Parts;
@@ -237,10 +239,48 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
}
}
- internal class TimelineSelectionHandler : SelectionHandler
+ internal class TimelineSelectionHandler : SelectionHandler, IKeyBindingHandler
{
// for now we always allow movement. snapping is provided by the Timeline's "distance" snap implementation
public override bool HandleMovement(MoveSelectionEvent moveEvent) => true;
+
+ public bool OnPressed(GlobalAction action)
+ {
+ switch (action)
+ {
+ case GlobalAction.EditorNudgeLeft:
+ nudgeSelection(-1);
+ return true;
+
+ case GlobalAction.EditorNudgeRight:
+ nudgeSelection(1);
+ return true;
+ }
+
+ return false;
+ }
+
+ public void OnReleased(GlobalAction action)
+ {
+ }
+
+ ///
+ /// Nudge the current selection by the specified multiple of beat divisor lengths,
+ /// based on the timing at the first object in the selection.
+ ///
+ /// The direction and count of beat divisor lengths to adjust.
+ private void nudgeSelection(int amount)
+ {
+ var selected = EditorBeatmap.SelectedHitObjects;
+
+ if (selected.Count == 0)
+ return;
+
+ var timingPoint = EditorBeatmap.ControlPointInfo.TimingPointAt(selected.First().StartTime);
+ double adjustment = timingPoint.BeatLength / EditorBeatmap.BeatDivisor * amount;
+
+ EditorBeatmap.PerformOnSelection(h => h.StartTime += adjustment);
+ }
}
private class TimelineDragBox : DragBox
diff --git a/osu.Game/Screens/Edit/Editor.cs b/osu.Game/Screens/Edit/Editor.cs
index fffea65456..da0e9ebbaf 100644
--- a/osu.Game/Screens/Edit/Editor.cs
+++ b/osu.Game/Screens/Edit/Editor.cs
@@ -224,9 +224,10 @@ namespace osu.Game.Screens.Edit
},
new MenuItem("View")
{
- Items = new[]
+ Items = new MenuItem[]
{
- new WaveformOpacityMenu(config)
+ new WaveformOpacityMenuItem(config.GetBindable(OsuSetting.EditorWaveformOpacity)),
+ new HitAnimationsMenuItem(config.GetBindable(OsuSetting.EditorHitAnimations))
}
}
}
diff --git a/osu.Game/Screens/Edit/HitAnimationsMenuItem.cs b/osu.Game/Screens/Edit/HitAnimationsMenuItem.cs
new file mode 100644
index 0000000000..fb7ab39f7a
--- /dev/null
+++ b/osu.Game/Screens/Edit/HitAnimationsMenuItem.cs
@@ -0,0 +1,21 @@
+// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence.
+// See the LICENCE file in the repository root for full licence text.
+
+using JetBrains.Annotations;
+using osu.Framework.Bindables;
+using osu.Game.Graphics.UserInterface;
+
+namespace osu.Game.Screens.Edit
+{
+ internal class HitAnimationsMenuItem : ToggleMenuItem
+ {
+ [UsedImplicitly]
+ private readonly Bindable hitAnimations;
+
+ public HitAnimationsMenuItem(Bindable hitAnimations)
+ : base("Hit animations")
+ {
+ State.BindTo(this.hitAnimations = hitAnimations);
+ }
+ }
+}
diff --git a/osu.Game/Screens/Edit/WaveformOpacityMenu.cs b/osu.Game/Screens/Edit/WaveformOpacityMenuItem.cs
similarity index 85%
rename from osu.Game/Screens/Edit/WaveformOpacityMenu.cs
rename to osu.Game/Screens/Edit/WaveformOpacityMenuItem.cs
index 5d209ae141..053c2fa4b0 100644
--- a/osu.Game/Screens/Edit/WaveformOpacityMenu.cs
+++ b/osu.Game/Screens/Edit/WaveformOpacityMenuItem.cs
@@ -4,18 +4,17 @@
using System.Collections.Generic;
using osu.Framework.Bindables;
using osu.Framework.Graphics.UserInterface;
-using osu.Game.Configuration;
using osu.Game.Graphics.UserInterface;
namespace osu.Game.Screens.Edit
{
- internal class WaveformOpacityMenu : MenuItem
+ internal class WaveformOpacityMenuItem : MenuItem
{
private readonly Bindable waveformOpacity;
private readonly Dictionary menuItemLookup = new Dictionary();
- public WaveformOpacityMenu(OsuConfigManager config)
+ public WaveformOpacityMenuItem(Bindable waveformOpacity)
: base("Waveform opacity")
{
Items = new[]
@@ -26,7 +25,7 @@ namespace osu.Game.Screens.Edit
createMenuItem(1f),
};
- waveformOpacity = config.GetBindable(OsuSetting.EditorWaveformOpacity);
+ this.waveformOpacity = waveformOpacity;
waveformOpacity.BindValueChanged(opacity =>
{
foreach (var kvp in menuItemLookup)
diff --git a/osu.Game/Screens/Play/GameplayClock.cs b/osu.Game/Screens/Play/GameplayClock.cs
index db4b5d300b..54aa395f5f 100644
--- a/osu.Game/Screens/Play/GameplayClock.cs
+++ b/osu.Game/Screens/Play/GameplayClock.cs
@@ -19,7 +19,7 @@ namespace osu.Game.Screens.Play
///
public class GameplayClock : IFrameBasedClock
{
- private readonly IFrameBasedClock underlyingClock;
+ internal readonly IFrameBasedClock UnderlyingClock;
public readonly BindableBool IsPaused = new BindableBool();
@@ -30,12 +30,12 @@ namespace osu.Game.Screens.Play
public GameplayClock(IFrameBasedClock underlyingClock)
{
- this.underlyingClock = underlyingClock;
+ UnderlyingClock = underlyingClock;
}
- public double CurrentTime => underlyingClock.CurrentTime;
+ public double CurrentTime => UnderlyingClock.CurrentTime;
- public double Rate => underlyingClock.Rate;
+ public double Rate => UnderlyingClock.Rate;
///
/// The rate of gameplay when playback is at 100%.
@@ -59,19 +59,19 @@ namespace osu.Game.Screens.Play
}
}
- public bool IsRunning => underlyingClock.IsRunning;
+ public bool IsRunning => UnderlyingClock.IsRunning;
public void ProcessFrame()
{
// intentionally not updating the underlying clock (handled externally).
}
- public double ElapsedFrameTime => underlyingClock.ElapsedFrameTime;
+ public double ElapsedFrameTime => UnderlyingClock.ElapsedFrameTime;
- public double FramesPerSecond => underlyingClock.FramesPerSecond;
+ public double FramesPerSecond => UnderlyingClock.FramesPerSecond;
- public FrameTimeInfo TimeInfo => underlyingClock.TimeInfo;
+ public FrameTimeInfo TimeInfo => UnderlyingClock.TimeInfo;
- public IClock Source => underlyingClock;
+ public IClock Source => UnderlyingClock;
}
}
diff --git a/osu.Game/Screens/Play/GameplayClockContainer.cs b/osu.Game/Screens/Play/GameplayClockContainer.cs
index ddbb087962..5cd17d92c4 100644
--- a/osu.Game/Screens/Play/GameplayClockContainer.cs
+++ b/osu.Game/Screens/Play/GameplayClockContainer.cs
@@ -1,300 +1,148 @@
// Copyright (c) ppy Pty Ltd . 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.Diagnostics.CodeAnalysis;
-using System.Linq;
-using System.Threading.Tasks;
-using osu.Framework;
using osu.Framework.Allocation;
-using osu.Framework.Audio;
-using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
-using osu.Game.Beatmaps;
-using osu.Game.Configuration;
namespace osu.Game.Screens.Play
{
///
- /// Encapsulates gameplay timing logic and provides a for children.
+ /// Encapsulates gameplay timing logic and provides a via DI for gameplay components to use.
///
- public class GameplayClockContainer : Container
+ public abstract class GameplayClockContainer : Container
{
- private readonly WorkingBeatmap beatmap;
-
- [NotNull]
- private ITrack track;
+ ///
+ /// The final clock which is exposed to gameplay components.
+ ///
+ public GameplayClock GameplayClock { get; private set; }
+ ///
+ /// Whether gameplay is paused.
+ ///
public readonly BindableBool IsPaused = new BindableBool();
///
- /// The decoupled clock used for gameplay. Should be used for seeks and clock control.
+ /// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
///
- private readonly DecoupleableInterpolatingFramedClock adjustableClock;
-
- private readonly double gameplayStartTime;
- private readonly bool startAtGameplayStart;
-
- private readonly double firstHitObjectTime;
-
- public readonly BindableNumber UserPlaybackRate = new BindableDouble(1)
- {
- Default = 1,
- MinValue = 0.5,
- MaxValue = 2,
- Precision = 0.1,
- };
+ protected readonly DecoupleableInterpolatingFramedClock AdjustableSource;
///
- /// The final clock which is exposed to underlying components.
+ /// The source clock.
///
- public GameplayClock GameplayClock => localGameplayClock;
-
- [Cached(typeof(GameplayClock))]
- private readonly LocalGameplayClock localGameplayClock;
-
- private Bindable userAudioOffset;
-
- private readonly FramedOffsetClock userOffsetClock;
-
- private readonly FramedOffsetClock platformOffsetClock;
+ protected IClock SourceClock { get; private set; }
///
/// Creates a new .
///
- /// The beatmap being played.
- /// The suggested time to start gameplay at.
- ///
- /// Whether should be used regardless of when storyboard events and hitobjects are supposed to start.
- ///
- public GameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime, bool startAtGameplayStart = false)
+ /// The source used for timing.
+ protected GameplayClockContainer(IClock sourceClock)
{
- this.beatmap = beatmap;
- this.gameplayStartTime = gameplayStartTime;
- this.startAtGameplayStart = startAtGameplayStart;
- track = beatmap.Track;
-
- firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
+ SourceClock = sourceClock;
RelativeSizeAxes = Axes.Both;
- adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
+ AdjustableSource = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
+ IsPaused.BindValueChanged(OnIsPausedChanged);
+ }
- // Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
- // This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
- platformOffsetClock = new HardwareCorrectionOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
-
- // the final usable gameplay clock with user-set offsets applied.
- userOffsetClock = new HardwareCorrectionOffsetClock(platformOffsetClock);
-
- // the clock to be exposed via DI to children.
- localGameplayClock = new LocalGameplayClock(userOffsetClock);
+ protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
+ {
+ var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
+ dependencies.CacheAs(GameplayClock = CreateGameplayClock(AdjustableSource));
GameplayClock.IsPaused.BindTo(IsPaused);
- IsPaused.BindValueChanged(onPauseChanged);
+ return dependencies;
}
- private void onPauseChanged(ValueChangedEvent isPaused)
- {
- if (isPaused.NewValue)
- this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => adjustableClock.Stop());
- else
- this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
- }
-
- private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
-
///
- /// Duration before gameplay start time required before skip button displays.
+ /// Starts gameplay.
///
- public const double MINIMUM_SKIP_TIME = 1000;
-
- private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1);
-
- [BackgroundDependencyLoader]
- private void load(OsuConfigManager config)
+ public virtual void Start()
{
- userAudioOffset = config.GetBindable(OsuSetting.AudioOffset);
- userAudioOffset.BindValueChanged(offset => userOffsetClock.Offset = offset.NewValue, true);
+ // Ensure that the source clock is set.
+ ChangeSource(SourceClock);
- // sane default provided by ruleset.
- double startTime = gameplayStartTime;
-
- if (!startAtGameplayStart)
- {
- startTime = Math.Min(0, startTime);
-
- // if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
- // this is commonly used to display an intro before the audio track start.
- double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
- if (firstStoryboardEvent != null)
- startTime = Math.Min(startTime, firstStoryboardEvent.Value);
-
- // some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
- // this is not available as an option in the live editor but can still be applied via .osu editing.
- if (beatmap.BeatmapInfo.AudioLeadIn > 0)
- startTime = Math.Min(startTime, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
- }
-
- Seek(startTime);
-
- adjustableClock.ProcessFrame();
- }
-
- public void Restart()
- {
- Task.Run(() =>
- {
- track.Seek(0);
- track.Stop();
-
- Schedule(() =>
- {
- adjustableClock.ChangeSource(track);
- updateRate();
-
- if (!IsPaused.Value)
- Start();
- });
- });
- }
-
- public void Start()
- {
- if (!adjustableClock.IsRunning)
+ if (!AdjustableSource.IsRunning)
{
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
- // This accounts for the audio clock source potentially taking time to enter a completely stopped state
+ // This accounts for the clock source potentially taking time to enter a completely stopped state
Seek(GameplayClock.CurrentTime);
- adjustableClock.Start();
+ AdjustableSource.Start();
}
IsPaused.Value = false;
}
- ///
- /// Skip forward to the next valid skip point.
- ///
- public void Skip()
- {
- if (GameplayClock.CurrentTime > gameplayStartTime - MINIMUM_SKIP_TIME)
- return;
-
- double skipTarget = gameplayStartTime - MINIMUM_SKIP_TIME;
-
- if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
- // double skip exception for storyboards with very long intros
- skipTarget = 0;
-
- Seek(skipTarget);
- }
-
///
/// Seek to a specific time in gameplay.
- ///
- /// Adjusts for any offsets which have been applied (so the seek may not be the expected point in time on the underlying audio track).
- ///
///
/// The destination time to seek to.
- public void Seek(double time)
+ public virtual void Seek(double time)
{
- // remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
- // we may want to consider reversing the application of offsets in the future as it may feel more correct.
- adjustableClock.Seek(time - totalOffset);
+ AdjustableSource.Seek(time);
- // manually process frame to ensure GameplayClock is correctly updated after a seek.
- userOffsetClock.ProcessFrame();
- }
-
- public void Stop()
- {
- IsPaused.Value = true;
+ // Manually process to make sure the gameplay clock is correctly updated after a seek.
+ GameplayClock.UnderlyingClock.ProcessFrame();
}
///
- /// Changes the backing clock to avoid using the originally provided track.
+ /// Stops gameplay.
///
- public void StopUsingBeatmapClock()
- {
- removeSourceClockAdjustments();
+ public virtual void Stop() => IsPaused.Value = true;
- track = new TrackVirtual(track.Length);
- adjustableClock.ChangeSource(track);
+ ///
+ /// Resets this and the source to an initial state ready for gameplay.
+ ///
+ public virtual void Reset()
+ {
+ Seek(0);
+
+ // Manually stop the source in order to not affect the IsPaused state.
+ AdjustableSource.Stop();
+
+ if (!IsPaused.Value)
+ Start();
}
+ ///
+ /// Changes the source clock.
+ ///
+ /// The new source.
+ protected void ChangeSource(IClock sourceClock) => AdjustableSource.ChangeSource(SourceClock = sourceClock);
+
protected override void Update()
{
if (!IsPaused.Value)
- {
- userOffsetClock.ProcessFrame();
- }
+ GameplayClock.UnderlyingClock.ProcessFrame();
base.Update();
}
- private bool speedAdjustmentsApplied;
-
- private void updateRate()
+ ///
+ /// Invoked when the value of is changed to start or stop the clock.
+ ///
+ /// Whether the clock should now be paused.
+ protected virtual void OnIsPausedChanged(ValueChangedEvent isPaused)
{
- if (speedAdjustmentsApplied)
- return;
-
- track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
- track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
-
- localGameplayClock.MutableNonGameplayAdjustments.Add(pauseFreqAdjust);
- localGameplayClock.MutableNonGameplayAdjustments.Add(UserPlaybackRate);
-
- speedAdjustmentsApplied = true;
+ if (isPaused.NewValue)
+ AdjustableSource.Stop();
+ else
+ AdjustableSource.Start();
}
- protected override void Dispose(bool isDisposing)
- {
- base.Dispose(isDisposing);
- removeSourceClockAdjustments();
- }
-
- private void removeSourceClockAdjustments()
- {
- if (!speedAdjustmentsApplied) return;
-
- track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
- track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
-
- localGameplayClock.MutableNonGameplayAdjustments.Remove(pauseFreqAdjust);
- localGameplayClock.MutableNonGameplayAdjustments.Remove(UserPlaybackRate);
-
- speedAdjustmentsApplied = false;
- }
-
- private class LocalGameplayClock : GameplayClock
- {
- public readonly List> MutableNonGameplayAdjustments = new List>();
-
- public override IEnumerable> NonGameplayAdjustments => MutableNonGameplayAdjustments;
-
- public LocalGameplayClock(FramedOffsetClock underlyingClock)
- : base(underlyingClock)
- {
- }
- }
-
- private class HardwareCorrectionOffsetClock : FramedOffsetClock
- {
- // we always want to apply the same real-time offset, so it should be adjusted by the difference in playback rate (from realtime) to achieve this.
- // base implementation already adds offset at 1.0 rate, so we only add the difference from that here.
- public override double CurrentTime => base.CurrentTime + Offset * (Rate - 1);
-
- public HardwareCorrectionOffsetClock(IClock source, bool processSource = true)
- : base(source, processSource)
- {
- }
- }
+ ///
+ /// Creates the final which is exposed via DI to be used by gameplay components.
+ ///
+ ///
+ /// Any intermediate clocks such as platform offsets should be applied here.
+ ///
+ /// The providing the source time.
+ /// The final .
+ protected abstract GameplayClock CreateGameplayClock(IFrameBasedClock source);
}
}
diff --git a/osu.Game/Screens/Play/MasterGameplayClockContainer.cs b/osu.Game/Screens/Play/MasterGameplayClockContainer.cs
new file mode 100644
index 0000000000..fcbc6fae15
--- /dev/null
+++ b/osu.Game/Screens/Play/MasterGameplayClockContainer.cs
@@ -0,0 +1,233 @@
+// Copyright (c) ppy Pty Ltd . 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;
+using osu.Framework.Allocation;
+using osu.Framework.Audio;
+using osu.Framework.Audio.Track;
+using osu.Framework.Bindables;
+using osu.Framework.Graphics;
+using osu.Framework.Timing;
+using osu.Game.Beatmaps;
+using osu.Game.Configuration;
+
+namespace osu.Game.Screens.Play
+{
+ ///
+ /// A which uses a as a source.
+ ///
+ /// This is the most complete which takes into account all user and platform offsets,
+ /// and provides implementations for user actions such as skipping or adjusting playback rates that may occur during gameplay.
+ ///
+ ///
+ ///
+ /// This is intended to be used as a single controller for gameplay, or as a reference source for other s.
+ ///
+ public class MasterGameplayClockContainer : GameplayClockContainer
+ {
+ ///
+ /// Duration before gameplay start time required before skip button displays.
+ ///
+ public const double MINIMUM_SKIP_TIME = 1000;
+
+ protected Track Track => (Track)SourceClock;
+
+ public readonly BindableNumber UserPlaybackRate = new BindableDouble(1)
+ {
+ Default = 1,
+ MinValue = 0.5,
+ MaxValue = 2,
+ Precision = 0.1,
+ };
+
+ private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
+
+ private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1);
+
+ private readonly WorkingBeatmap beatmap;
+ private readonly double gameplayStartTime;
+ private readonly bool startAtGameplayStart;
+ private readonly double firstHitObjectTime;
+
+ private FramedOffsetClock userOffsetClock;
+ private FramedOffsetClock platformOffsetClock;
+ private MasterGameplayClock masterGameplayClock;
+ private Bindable userAudioOffset;
+ private double startOffset;
+
+ public MasterGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime, bool startAtGameplayStart = false)
+ : base(beatmap.Track)
+ {
+ this.beatmap = beatmap;
+ this.gameplayStartTime = gameplayStartTime;
+ this.startAtGameplayStart = startAtGameplayStart;
+
+ firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
+ }
+
+ [BackgroundDependencyLoader]
+ private void load(OsuConfigManager config)
+ {
+ userAudioOffset = config.GetBindable(OsuSetting.AudioOffset);
+ userAudioOffset.BindValueChanged(offset => userOffsetClock.Offset = offset.NewValue, true);
+
+ // sane default provided by ruleset.
+ startOffset = gameplayStartTime;
+
+ if (!startAtGameplayStart)
+ {
+ startOffset = Math.Min(0, startOffset);
+
+ // if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
+ // this is commonly used to display an intro before the audio track start.
+ double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
+ if (firstStoryboardEvent != null)
+ startOffset = Math.Min(startOffset, firstStoryboardEvent.Value);
+
+ // some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
+ // this is not available as an option in the live editor but can still be applied via .osu editing.
+ if (beatmap.BeatmapInfo.AudioLeadIn > 0)
+ startOffset = Math.Min(startOffset, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
+ }
+
+ Seek(startOffset);
+ }
+
+ protected override void OnIsPausedChanged(ValueChangedEvent isPaused)
+ {
+ // The source is stopped by a frequency fade first.
+ if (isPaused.NewValue)
+ this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => AdjustableSource.Stop());
+ else
+ this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
+ }
+
+ public override void Start()
+ {
+ addSourceClockAdjustments();
+ base.Start();
+ }
+
+ ///
+ /// Seek to a specific time in gameplay.
+ ///
+ ///
+ /// Adjusts for any offsets which have been applied (so the seek may not be the expected point in time on the underlying audio track).
+ ///
+ /// The destination time to seek to.
+ public override void Seek(double time)
+ {
+ // remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
+ // we may want to consider reversing the application of offsets in the future as it may feel more correct.
+ base.Seek(time - totalOffset);
+ }
+
+ ///
+ /// Skip forward to the next valid skip point.
+ ///
+ public void Skip()
+ {
+ if (GameplayClock.CurrentTime > gameplayStartTime - MINIMUM_SKIP_TIME)
+ return;
+
+ double skipTarget = gameplayStartTime - MINIMUM_SKIP_TIME;
+
+ if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
+ // double skip exception for storyboards with very long intros
+ skipTarget = 0;
+
+ Seek(skipTarget);
+ }
+
+ public override void Reset()
+ {
+ base.Reset();
+ Seek(startOffset);
+ }
+
+ protected override GameplayClock CreateGameplayClock(IFrameBasedClock source)
+ {
+ // Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
+ // This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
+ platformOffsetClock = new HardwareCorrectionOffsetClock(source) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
+
+ // the final usable gameplay clock with user-set offsets applied.
+ userOffsetClock = new HardwareCorrectionOffsetClock(platformOffsetClock);
+
+ return masterGameplayClock = new MasterGameplayClock(userOffsetClock);
+ }
+
+ ///
+ /// Changes the backing clock to avoid using the originally provided track.
+ ///
+ public void StopUsingBeatmapClock()
+ {
+ removeSourceClockAdjustments();
+ ChangeSource(new TrackVirtual(beatmap.Track.Length));
+ addSourceClockAdjustments();
+ }
+
+ private bool speedAdjustmentsApplied;
+
+ private void addSourceClockAdjustments()
+ {
+ if (speedAdjustmentsApplied)
+ return;
+
+ Track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
+ Track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
+
+ masterGameplayClock.MutableNonGameplayAdjustments.Add(pauseFreqAdjust);
+ masterGameplayClock.MutableNonGameplayAdjustments.Add(UserPlaybackRate);
+
+ speedAdjustmentsApplied = true;
+ }
+
+ private void removeSourceClockAdjustments()
+ {
+ if (!speedAdjustmentsApplied)
+ return;
+
+ Track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
+ Track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
+
+ masterGameplayClock.MutableNonGameplayAdjustments.Remove(pauseFreqAdjust);
+ masterGameplayClock.MutableNonGameplayAdjustments.Remove(UserPlaybackRate);
+
+ speedAdjustmentsApplied = false;
+ }
+
+ protected override void Dispose(bool isDisposing)
+ {
+ base.Dispose(isDisposing);
+ removeSourceClockAdjustments();
+ }
+
+ private class HardwareCorrectionOffsetClock : FramedOffsetClock
+ {
+ // we always want to apply the same real-time offset, so it should be adjusted by the difference in playback rate (from realtime) to achieve this.
+ // base implementation already adds offset at 1.0 rate, so we only add the difference from that here.
+ public override double CurrentTime => base.CurrentTime + Offset * (Rate - 1);
+
+ public HardwareCorrectionOffsetClock(IClock source, bool processSource = true)
+ : base(source, processSource)
+ {
+ }
+ }
+
+ private class MasterGameplayClock : GameplayClock
+ {
+ public readonly List> MutableNonGameplayAdjustments = new List>();
+
+ public override IEnumerable> NonGameplayAdjustments => MutableNonGameplayAdjustments;
+
+ public MasterGameplayClock(FramedOffsetClock underlyingClock)
+ : base(underlyingClock)
+ {
+ }
+ }
+ }
+}
diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs
index dd3f58439b..27a4fcc291 100644
--- a/osu.Game/Screens/Play/Player.cs
+++ b/osu.Game/Screens/Play/Player.cs
@@ -295,7 +295,7 @@ namespace osu.Game.Screens.Play
IsBreakTime.BindValueChanged(onBreakTimeChanged, true);
}
- protected virtual GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new GameplayClockContainer(beatmap, gameplayStart);
+ protected virtual GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new MasterGameplayClockContainer(beatmap, gameplayStart);
private Drawable createUnderlayComponents() =>
DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both };
@@ -342,7 +342,6 @@ namespace osu.Game.Screens.Play
Action = () => PerformExit(true),
IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
},
- PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
KeyCounter =
{
AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded },
@@ -386,6 +385,9 @@ namespace osu.Game.Screens.Play
}
};
+ if (GameplayClockContainer is MasterGameplayClockContainer master)
+ HUDOverlay.PlayerSettingsOverlay.PlaybackSettings.UserPlaybackRate.BindTarget = master.UserPlaybackRate;
+
if (!Configuration.AllowSkippingIntro)
skipOverlay.Expire();
@@ -533,7 +535,8 @@ namespace osu.Game.Screens.Play
// user requested skip
// disable sample playback to stop currently playing samples and perform skip
samplePlaybackDisabled.Value = true;
- GameplayClockContainer.Skip();
+
+ (GameplayClockContainer as MasterGameplayClockContainer)?.Skip();
// return samplePlaybackDisabled.Value to what is defined by the beatmap's current state
updateSampleDisabledState();
@@ -808,7 +811,7 @@ namespace osu.Game.Screens.Play
if (GameplayClockContainer.GameplayClock.IsRunning)
throw new InvalidOperationException($"{nameof(StartGameplay)} should not be called when the gameplay clock is already running");
- GameplayClockContainer.Restart();
+ GameplayClockContainer.Reset();
}
public override void OnSuspending(IScreen next)
@@ -832,7 +835,7 @@ namespace osu.Game.Screens.Play
// 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();
+ (GameplayClockContainer as MasterGameplayClockContainer)?.StopUsingBeatmapClock();
musicController.ResetTrackAdjustments();
diff --git a/osu.Game/Screens/Play/SkipOverlay.cs b/osu.Game/Screens/Play/SkipOverlay.cs
index 3f214e49d9..ddb78dfb67 100644
--- a/osu.Game/Screens/Play/SkipOverlay.cs
+++ b/osu.Game/Screens/Play/SkipOverlay.cs
@@ -90,7 +90,7 @@ namespace osu.Game.Screens.Play
private const double fade_time = 300;
- private double fadeOutBeginTime => startTime - GameplayClockContainer.MINIMUM_SKIP_TIME;
+ private double fadeOutBeginTime => startTime - MasterGameplayClockContainer.MINIMUM_SKIP_TIME;
protected override void LoadComplete()
{
diff --git a/osu.Game/Screens/Play/SpectatorPlayer.cs b/osu.Game/Screens/Play/SpectatorPlayer.cs
index fdf996150f..9822f62dd8 100644
--- a/osu.Game/Screens/Play/SpectatorPlayer.cs
+++ b/osu.Game/Screens/Play/SpectatorPlayer.cs
@@ -61,7 +61,7 @@ namespace osu.Game.Screens.Play
if (firstFrameTime == null || firstFrameTime <= gameplayStart + 5000)
return base.CreateGameplayClockContainer(beatmap, gameplayStart);
- return new GameplayClockContainer(beatmap, firstFrameTime.Value, true);
+ return new MasterGameplayClockContainer(beatmap, firstFrameTime.Value, true);
}
public override bool OnExiting(IScreen next)
diff --git a/osu.Game/Screens/Spectate/SpectatorScreen.cs b/osu.Game/Screens/Spectate/SpectatorScreen.cs
index 6dd3144fc8..ed01d56801 100644
--- a/osu.Game/Screens/Spectate/SpectatorScreen.cs
+++ b/osu.Game/Screens/Spectate/SpectatorScreen.cs
@@ -44,7 +44,6 @@ namespace osu.Game.Screens.Spectate
private readonly object stateLock = new object();
private readonly Dictionary userMap = new Dictionary();
- private readonly Dictionary spectatorStates = new Dictionary();
private readonly Dictionary gameplayStates = new Dictionary();
private IBindable> managerUpdated;
@@ -62,26 +61,42 @@ namespace osu.Game.Screens.Spectate
{
base.LoadComplete();
- spectatorClient.OnUserBeganPlaying += userBeganPlaying;
- spectatorClient.OnUserFinishedPlaying += userFinishedPlaying;
- spectatorClient.OnNewFrames += userSentFrames;
-
- foreach (var id in userIds)
+ populateAllUsers().ContinueWith(_ => Schedule(() =>
{
- userLookupCache.GetUserAsync(id).ContinueWith(u => Schedule(() =>
+ spectatorClient.BindUserBeganPlaying(userBeganPlaying, true);
+ spectatorClient.OnUserFinishedPlaying += userFinishedPlaying;
+ spectatorClient.OnNewFrames += userSentFrames;
+
+ managerUpdated = beatmaps.ItemUpdated.GetBoundCopy();
+ managerUpdated.BindValueChanged(beatmapUpdated);
+
+ lock (stateLock)
{
- if (u.Result == null)
+ foreach (var (id, _) in userMap)
+ spectatorClient.WatchUser(id);
+ }
+ }));
+ }
+
+ private Task populateAllUsers()
+ {
+ var userLookupTasks = new Task[userIds.Length];
+
+ for (int i = 0; i < userIds.Length; i++)
+ {
+ var userId = userIds[i];
+
+ userLookupTasks[i] = userLookupCache.GetUserAsync(userId).ContinueWith(task =>
+ {
+ if (!task.IsCompletedSuccessfully)
return;
lock (stateLock)
- userMap[id] = u.Result;
-
- spectatorClient.WatchUser(id);
- }), TaskContinuationOptions.OnlyOnRanToCompletion);
+ userMap[userId] = task.Result;
+ });
}
- managerUpdated = beatmaps.ItemUpdated.GetBoundCopy();
- managerUpdated.BindValueChanged(beatmapUpdated);
+ return Task.WhenAll(userLookupTasks);
}
private void beatmapUpdated(ValueChangedEvent> e)
@@ -91,9 +106,12 @@ namespace osu.Game.Screens.Spectate
lock (stateLock)
{
- foreach (var (userId, state) in spectatorStates)
+ foreach (var (userId, _) in userMap)
{
- if (beatmapSet.Beatmaps.Any(b => b.OnlineBeatmapID == state.BeatmapID))
+ if (!spectatorClient.TryGetPlayingUserState(userId, out var userState))
+ continue;
+
+ if (beatmapSet.Beatmaps.Any(b => b.OnlineBeatmapID == userState.BeatmapID))
updateGameplayState(userId);
}
}
@@ -109,7 +127,10 @@ namespace osu.Game.Screens.Spectate
if (!userMap.ContainsKey(userId))
return;
- spectatorStates[userId] = state;
+ // The user may have stopped playing.
+ if (!spectatorClient.TryGetPlayingUserState(userId, out _))
+ return;
+
Schedule(() => OnUserStateChanged(userId, state));
updateGameplayState(userId);
@@ -122,7 +143,10 @@ namespace osu.Game.Screens.Spectate
{
Debug.Assert(userMap.ContainsKey(userId));
- var spectatorState = spectatorStates[userId];
+ // The user may have stopped playing.
+ if (!spectatorClient.TryGetPlayingUserState(userId, out var spectatorState))
+ return;
+
var user = userMap[userId];
var resolvedRuleset = rulesets.AvailableRulesets.FirstOrDefault(r => r.ID == spectatorState.RulesetID)?.CreateInstance();
diff --git a/osu.Game/Tests/Visual/Multiplayer/TestMultiplayerClient.cs b/osu.Game/Tests/Visual/Multiplayer/TestMultiplayerClient.cs
index b5cd3dad02..de77a15da0 100644
--- a/osu.Game/Tests/Visual/Multiplayer/TestMultiplayerClient.cs
+++ b/osu.Game/Tests/Visual/Multiplayer/TestMultiplayerClient.cs
@@ -25,6 +25,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
public override IBindable IsConnected => isConnected;
private readonly Bindable isConnected = new Bindable(true);
+ public Action? RoomSetupAction;
+
[Resolved]
private IAPIProvider api { get; set; } = null!;
@@ -112,7 +114,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
{
var apiRoom = roomManager.Rooms.Single(r => r.RoomID.Value == roomId);
- var user = new MultiplayerRoomUser(api.LocalUser.Value.Id)
+ var localUser = new MultiplayerRoomUser(api.LocalUser.Value.Id)
{
User = api.LocalUser.Value
};
@@ -129,10 +131,13 @@ namespace osu.Game.Tests.Visual.Multiplayer
AllowedMods = apiRoom.Playlist.Last().AllowedMods.Select(m => new APIMod(m)).ToArray(),
PlaylistItemId = apiRoom.Playlist.Last().ID
},
- Users = { user },
- Host = user
+ Users = { localUser },
+ Host = localUser
};
+ RoomSetupAction?.Invoke(room);
+ RoomSetupAction = null;
+
return Task.FromResult(room);
}
diff --git a/osu.Game/osu.Game.csproj b/osu.Game/osu.Game.csproj
index 81b89d587c..c7bf9e8866 100644
--- a/osu.Game/osu.Game.csproj
+++ b/osu.Game/osu.Game.csproj
@@ -30,8 +30,8 @@
-
-
+
+
diff --git a/osu.iOS.props b/osu.iOS.props
index 34810a3106..69676a1aed 100644
--- a/osu.iOS.props
+++ b/osu.iOS.props
@@ -70,8 +70,8 @@
-
-
+
+
@@ -93,7 +93,7 @@
-
+