diff --git a/osu.Game/Screens/OnlinePlay/Playlists/PlaylistsPlayer.cs b/osu.Game/Screens/OnlinePlay/Playlists/PlaylistsPlayer.cs index a2ef715367..cc1fb0b321 100644 --- a/osu.Game/Screens/OnlinePlay/Playlists/PlaylistsPlayer.cs +++ b/osu.Game/Screens/OnlinePlay/Playlists/PlaylistsPlayer.cs @@ -54,9 +54,9 @@ namespace osu.Game.Screens.OnlinePlay.Playlists return new PlaylistsResultsScreen(score, RoomId.Value.Value, PlaylistItem, true); } - protected override void PrepareScoreForResults() + protected override void PrepareScoreForResults(Score score) { - base.PrepareScoreForResults(); + base.PrepareScoreForResults(score); Score.ScoreInfo.TotalScore = (int)Math.Round(ScoreProcessor.GetStandardisedScore()); } diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index b8d2b42992..6ef54db4ef 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -181,12 +181,6 @@ namespace osu.Game.Screens.Play DrawableRuleset.SetRecordTarget(Score); } - protected virtual void PrepareScoreForResults() - { - // perform one final population to ensure everything is up-to-date. - ScoreProcessor.PopulateScore(Score.ScoreInfo); - } - [BackgroundDependencyLoader(true)] private void load(AudioManager audio, OsuConfigManager config, OsuGameBase game) { @@ -301,7 +295,7 @@ namespace osu.Game.Screens.Play DimmableStoryboard.HasStoryboardEnded.ValueChanged += storyboardEnded => { - if (storyboardEnded.NewValue && completionProgressDelegate == null) + if (storyboardEnded.NewValue && resultsDisplayDelegate == null) updateCompletionState(); }; @@ -525,7 +519,7 @@ namespace osu.Game.Screens.Play protected void PerformExit(bool showDialogFirst) { // if an exit has been requested, cancel any pending completion (the user has showing intention to exit). - completionProgressDelegate?.Cancel(); + resultsDisplayDelegate?.Cancel(); // there is a chance that an exit request occurs after the transition to results has already started. // even in such a case, the user has shown intent, so forcefully return to this screen (to proceed with the upwards exit process). @@ -628,7 +622,20 @@ namespace osu.Game.Screens.Play PerformExit(false); } - private ScheduledDelegate completionProgressDelegate; + /// + /// This delegate, when set, means the results screen has been queued to appear. + /// The display of the results screen may be delayed by any work being done in and . + /// + /// + /// Once set, this can *only* be cancelled by rewinding, ie. if ScoreProcessor.HasCompleted becomes false. + /// Even if the user requests an exit, it will forcefully proceed to the results screen (see special case in ). + /// + private ScheduledDelegate resultsDisplayDelegate; + + /// + /// A task which asynchronously prepares a completed score for display at results. + /// This may include performing net requests or importing the score into the database, generally to ensure things are in a sane state for the play session. + /// private Task prepareScoreForDisplayTask; /// @@ -638,57 +645,44 @@ namespace osu.Game.Screens.Play /// Thrown if this method is called more than once without changing state. private void updateCompletionState(bool skipStoryboardOutro = false) { - // screen may be in the exiting transition phase. + // If this player instance is already exiting upwards, don't attempt any kind of forward progress. if (!this.IsCurrentScreen()) return; + // Special case to handle rewinding post-completion. This is the only way already queued forward progress can be cancelled. + // TODO: Investigate whether this can be moved to a RewindablePlayer subclass or similar. + // Currently, even if this scenario is hit, prepareScoreForDisplay has already been queued (and potentially run). + // In scenarios where rewinding is possible (replay, spectating) this is a non-issue as no submission/import work is done, + // but it still doesn't feel right that this exists here. if (!ScoreProcessor.HasCompleted.Value) { - completionProgressDelegate?.Cancel(); - completionProgressDelegate = null; + resultsDisplayDelegate?.Cancel(); + resultsDisplayDelegate = null; + ValidForResume = true; skipOutroOverlay.Hide(); return; } - if (completionProgressDelegate != null) - throw new InvalidOperationException($"{nameof(updateCompletionState)} was fired more than once"); + if (resultsDisplayDelegate != null) + throw new InvalidOperationException(@$"{nameof(updateCompletionState)} should never be fired more than once."); // Only show the completion screen if the player hasn't failed if (HealthProcessor.HasFailed) return; + // Setting this early in the process means that even if something were to go wrong in the order of events following, there + // is no chance that a user could return to the (already completed) Player instance from a child screen. ValidForResume = false; - // ensure we are not writing to the replay any more, as we are about to consume and store the score. + // Ensure we are not writing to the replay any more, as we are about to consume and store the score. DrawableRuleset.SetRecordTarget(null); - if (!Configuration.ShowResults) return; + // Asynchronously run score preparation operations (database import, online submission etc.). + prepareScoreForDisplayTask ??= Task.Run(prepareScoreForResults); - prepareScoreForDisplayTask ??= Task.Run(async () => - { - PrepareScoreForResults(); - - try - { - await PrepareScoreForResultsAsync(Score).ConfigureAwait(false); - } - catch (Exception ex) - { - Logger.Error(ex, "Score preparation failed!"); - } - - try - { - await ImportScore(Score).ConfigureAwait(false); - } - catch (Exception ex) - { - Logger.Error(ex, "Score import failed!"); - } - - return Score.ScoreInfo; - }); + if (!Configuration.ShowResults) + return; if (skipStoryboardOutro) { @@ -708,7 +702,33 @@ namespace osu.Game.Screens.Play scheduleCompletion(); } - private void scheduleCompletion() => completionProgressDelegate = Schedule(() => + private async Task prepareScoreForResults() + { + // ReSharper disable once MethodHasAsyncOverload + PrepareScoreForResults(Score); + + try + { + await PrepareScoreForResultsAsync(Score).ConfigureAwait(false); + } + catch (Exception ex) + { + Logger.Error(ex, @"Score preparation failed!"); + } + + try + { + await ImportScore(Score).ConfigureAwait(false); + } + catch (Exception ex) + { + Logger.Error(ex, @"Score import failed!"); + } + + return Score.ScoreInfo; + } + + private void scheduleCompletion() => resultsDisplayDelegate = Schedule(() => { if (!prepareScoreForDisplayTask.IsCompleted) { @@ -917,10 +937,11 @@ namespace osu.Game.Screens.Play { screenSuspension?.Expire(); - if (completionProgressDelegate != null && !completionProgressDelegate.Cancelled && !completionProgressDelegate.Completed) + // if the results screen is prepared to be displayed, forcefully show it on an exit request. + // usually if a user has completed a play session they do want to see results. and if they don't they can hit the same key a second time. + if (resultsDisplayDelegate != null && !resultsDisplayDelegate.Cancelled && !resultsDisplayDelegate.Completed) { - // proceed to result screen if beatmap already finished playing - completionProgressDelegate.RunTask(); + resultsDisplayDelegate.RunTask(); return true; } @@ -981,6 +1002,19 @@ namespace osu.Game.Screens.Play score.ScoreInfo.OnlineScoreID = onlineScoreId; } + /// + /// Prepare the for display at results. + /// + /// + /// This is run synchronously before is run. + /// + /// The to prepare. + protected virtual void PrepareScoreForResults(Score score) + { + // perform one final population to ensure everything is up-to-date. + ScoreProcessor.PopulateScore(score.ScoreInfo); + } + /// /// Prepare the for display at results. ///