mirror of
https://github.com/osukey/osukey.git
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Add FramedReplay and use where legacy is not needed.
This commit is contained in:
@ -11,10 +11,11 @@ using System.Collections.Generic;
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using System.Diagnostics;
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using osu.Framework.Graphics;
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using osu.Game.Modes.Objects.Types;
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using osu.Game.Modes.Replays;
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namespace osu.Game.Modes.Osu
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{
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public class OsuAutoReplay : LegacyReplay
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public class OsuAutoReplay : FramedReplay
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{
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private static readonly Vector2 spinner_centre = new Vector2(256, 192);
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@ -29,17 +30,17 @@ namespace osu.Game.Modes.Osu
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createAutoReplay();
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}
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private class LegacyReplayFrameComparer : IComparer<LegacyReplayFrame>
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private class ReplayFrameComparer : IComparer<ReplayFrame>
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{
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public int Compare(LegacyReplayFrame f1, LegacyReplayFrame f2)
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public int Compare(ReplayFrame f1, ReplayFrame f2)
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{
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return f1.Time.CompareTo(f2.Time);
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}
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}
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private static readonly IComparer<LegacyReplayFrame> replay_frame_comparer = new LegacyReplayFrameComparer();
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private static readonly IComparer<ReplayFrame> replay_frame_comparer = new ReplayFrameComparer();
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private int findInsertionIndex(LegacyReplayFrame frame)
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private int findInsertionIndex(ReplayFrame frame)
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{
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int index = Frames.BinarySearch(frame, replay_frame_comparer);
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@ -59,7 +60,7 @@ namespace osu.Game.Modes.Osu
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return index;
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}
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private void addFrameToReplay(LegacyReplayFrame frame) => Frames.Insert(findInsertionIndex(frame), frame);
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private void addFrameToReplay(ReplayFrame frame) => Frames.Insert(findInsertionIndex(frame), frame);
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private static Vector2 circlePosition(double t, double radius) => new Vector2((float)(Math.Cos(t) * radius), (float)(Math.Sin(t) * radius));
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@ -74,9 +75,9 @@ namespace osu.Game.Modes.Osu
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EasingTypes preferredEasing = DelayedMovements ? EasingTypes.InOutCubic : EasingTypes.Out;
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addFrameToReplay(new LegacyReplayFrame(-100000, 256, 500, LegacyButtonState.None));
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addFrameToReplay(new LegacyReplayFrame(beatmap.HitObjects[0].StartTime - 1500, 256, 500, LegacyButtonState.None));
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addFrameToReplay(new LegacyReplayFrame(beatmap.HitObjects[0].StartTime - 1000, 256, 192, LegacyButtonState.None));
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addFrameToReplay(new ReplayFrame(-100000, 256, 500, ReplayButtonState.None));
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addFrameToReplay(new ReplayFrame(beatmap.HitObjects[0].StartTime - 1500, 256, 500, ReplayButtonState.None));
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addFrameToReplay(new ReplayFrame(beatmap.HitObjects[0].StartTime - 1000, 256, 192, ReplayButtonState.None));
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// We are using ApplyModsToRate and not ApplyModsToTime to counteract the speed up / slow down from HalfTime / DoubleTime so that we remain at a constant framerate of 60 fps.
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float frameDelay = (float)applyModsToRate(1000.0 / 60.0);
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@ -106,18 +107,18 @@ namespace osu.Game.Modes.Osu
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//Make the cursor stay at a hitObject as long as possible (mainly for autopilot).
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if (h.StartTime - h.HitWindowFor(OsuScoreResult.Miss) > endTime + h.HitWindowFor(OsuScoreResult.Hit50) + 50)
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{
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if (!(last is Spinner) && h.StartTime - endTime < 1000) addFrameToReplay(new LegacyReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit50), last.EndPosition.X, last.EndPosition.Y, LegacyButtonState.None));
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if (!(h is Spinner)) addFrameToReplay(new LegacyReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Miss), h.Position.X, h.Position.Y, LegacyButtonState.None));
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if (!(last is Spinner) && h.StartTime - endTime < 1000) addFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit50), last.EndPosition.X, last.EndPosition.Y, ReplayButtonState.None));
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if (!(h is Spinner)) addFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Miss), h.Position.X, h.Position.Y, ReplayButtonState.None));
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}
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else if (h.StartTime - h.HitWindowFor(OsuScoreResult.Hit50) > endTime + h.HitWindowFor(OsuScoreResult.Hit50) + 50)
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{
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if (!(last is Spinner) && h.StartTime - endTime < 1000) addFrameToReplay(new LegacyReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit50), last.EndPosition.X, last.EndPosition.Y, LegacyButtonState.None));
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if (!(h is Spinner)) addFrameToReplay(new LegacyReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Hit50), h.Position.X, h.Position.Y, LegacyButtonState.None));
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if (!(last is Spinner) && h.StartTime - endTime < 1000) addFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit50), last.EndPosition.X, last.EndPosition.Y, ReplayButtonState.None));
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if (!(h is Spinner)) addFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Hit50), h.Position.X, h.Position.Y, ReplayButtonState.None));
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}
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else if (h.StartTime - h.HitWindowFor(OsuScoreResult.Hit100) > endTime + h.HitWindowFor(OsuScoreResult.Hit100) + 50)
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{
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if (!(last is Spinner) && h.StartTime - endTime < 1000) addFrameToReplay(new LegacyReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit100), last.EndPosition.X, last.EndPosition.Y, LegacyButtonState.None));
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if (!(h is Spinner)) addFrameToReplay(new LegacyReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Hit100), h.Position.X, h.Position.Y, LegacyButtonState.None));
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if (!(last is Spinner) && h.StartTime - endTime < 1000) addFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit100), last.EndPosition.X, last.EndPosition.Y, ReplayButtonState.None));
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if (!(h is Spinner)) addFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Hit100), h.Position.X, h.Position.Y, ReplayButtonState.None));
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}
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}
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@ -173,13 +174,13 @@ namespace osu.Game.Modes.Osu
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// Do some nice easing for cursor movements
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if (Frames.Count > 0)
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{
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LegacyReplayFrame lastFrame = Frames[Frames.Count - 1];
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ReplayFrame lastFrame = Frames[Frames.Count - 1];
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// Wait until Auto could "see and react" to the next note.
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double waitTime = h.StartTime - Math.Max(0.0, DrawableOsuHitObject.TIME_PREEMPT - reactionTime);
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if (waitTime > lastFrame.Time)
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{
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lastFrame = new LegacyReplayFrame(waitTime, lastFrame.MouseX, lastFrame.MouseY, lastFrame.ButtonState);
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lastFrame = new ReplayFrame(waitTime, lastFrame.MouseX, lastFrame.MouseY, lastFrame.ButtonState);
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addFrameToReplay(lastFrame);
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}
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@ -196,7 +197,7 @@ namespace osu.Game.Modes.Osu
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for (double time = lastFrame.Time + frameDelay; time < h.StartTime; time += frameDelay)
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{
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Vector2 currentPosition = Interpolation.ValueAt(time, lastPosition, targetPosition, lastFrame.Time, h.StartTime, easing);
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addFrameToReplay(new LegacyReplayFrame((int)time, currentPosition.X, currentPosition.Y, lastFrame.ButtonState));
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addFrameToReplay(new ReplayFrame((int)time, currentPosition.X, currentPosition.Y, lastFrame.ButtonState));
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}
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buttonIndex = 0;
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@ -207,12 +208,12 @@ namespace osu.Game.Modes.Osu
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}
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}
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LegacyButtonState button = buttonIndex % 2 == 0 ? LegacyButtonState.Left1 : LegacyButtonState.Right1;
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ReplayButtonState button = buttonIndex % 2 == 0 ? ReplayButtonState.Left1 : ReplayButtonState.Right1;
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double hEndTime = (h as IHasEndTime)?.EndTime ?? h.StartTime;
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LegacyReplayFrame newFrame = new LegacyReplayFrame(h.StartTime, targetPosition.X, targetPosition.Y, button);
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LegacyReplayFrame endFrame = new LegacyReplayFrame(hEndTime + endDelay, h.EndPosition.X, h.EndPosition.Y, LegacyButtonState.None);
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ReplayFrame newFrame = new ReplayFrame(h.StartTime, targetPosition.X, targetPosition.Y, button);
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ReplayFrame endFrame = new ReplayFrame(hEndTime + endDelay, h.EndPosition.X, h.EndPosition.Y, ReplayButtonState.None);
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// Decrement because we want the previous frame, not the next one
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int index = findInsertionIndex(newFrame) - 1;
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@ -220,19 +221,19 @@ namespace osu.Game.Modes.Osu
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// Do we have a previous frame? No need to check for < replay.Count since we decremented!
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if (index >= 0)
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{
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LegacyReplayFrame previousFrame = Frames[index];
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ReplayFrame previousFrame = Frames[index];
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var previousButton = previousFrame.ButtonState;
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// If a button is already held, then we simply alternate
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if (previousButton != LegacyButtonState.None)
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if (previousButton != ReplayButtonState.None)
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{
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Debug.Assert(previousButton != (LegacyButtonState.Left1 | LegacyButtonState.Right1));
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Debug.Assert(previousButton != (ReplayButtonState.Left1 | ReplayButtonState.Right1));
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// Force alternation if we have the same button. Otherwise we can just keep the naturally to us assigned button.
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if (previousButton == button)
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{
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button = (LegacyButtonState.Left1 | LegacyButtonState.Right1) & ~button;
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newFrame.SetButtonStates(button);
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button = (ReplayButtonState.Left1 | ReplayButtonState.Right1) & ~button;
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newFrame.ButtonState = button;
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}
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// We always follow the most recent slider / spinner, so remove any other frames that occur while it exists.
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@ -246,7 +247,7 @@ namespace osu.Game.Modes.Osu
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{
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// Don't affect frames which stop pressing a button!
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if (j < Frames.Count - 1 || Frames[j].ButtonState == previousButton)
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Frames[j].SetButtonStates(button);
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Frames[j].ButtonState = button;
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}
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}
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}
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@ -270,13 +271,13 @@ namespace osu.Game.Modes.Osu
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t = applyModsToTime(j - h.StartTime) * spinnerDirection;
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Vector2 pos = spinner_centre + circlePosition(t / 20 + angle, spin_radius);
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addFrameToReplay(new LegacyReplayFrame((int)j, pos.X, pos.Y, button));
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addFrameToReplay(new ReplayFrame((int)j, pos.X, pos.Y, button));
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}
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t = applyModsToTime(s.EndTime - h.StartTime) * spinnerDirection;
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Vector2 endPosition = spinner_centre + circlePosition(t / 20 + angle, spin_radius);
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addFrameToReplay(new LegacyReplayFrame(s.EndTime, endPosition.X, endPosition.Y, button));
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addFrameToReplay(new ReplayFrame(s.EndTime, endPosition.X, endPosition.Y, button));
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endFrame.MouseX = endPosition.X;
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endFrame.MouseY = endPosition.Y;
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@ -288,10 +289,10 @@ namespace osu.Game.Modes.Osu
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for (double j = frameDelay; j < s.Duration; j += frameDelay)
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{
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Vector2 pos = s.PositionAt(j / s.Duration);
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addFrameToReplay(new LegacyReplayFrame(h.StartTime + j, pos.X, pos.Y, button));
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addFrameToReplay(new ReplayFrame(h.StartTime + j, pos.X, pos.Y, button));
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}
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addFrameToReplay(new LegacyReplayFrame(s.EndTime, s.EndPosition.X, s.EndPosition.Y, button));
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addFrameToReplay(new ReplayFrame(s.EndTime, s.EndPosition.X, s.EndPosition.Y, button));
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}
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// We only want to let go of our button if we are at the end of the current replay. Otherwise something is still going on after us so we need to keep the button pressed!
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@ -3,67 +3,39 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Input;
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using osu.Framework.MathUtils;
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using osu.Game.Input.Handlers;
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using osu.Game.IO.Legacy;
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using OpenTK;
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using OpenTK.Input;
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using KeyboardState = osu.Framework.Input.KeyboardState;
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using MouseState = osu.Framework.Input.MouseState;
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namespace osu.Game.Modes
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namespace osu.Game.Modes.Replays
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{
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public class LegacyReplay : Replay
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public abstract class FramedReplay : Replay
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{
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protected List<LegacyReplayFrame> Frames = new List<LegacyReplayFrame>();
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protected List<ReplayFrame> Frames = new List<ReplayFrame>();
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protected LegacyReplay()
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{
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}
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public LegacyReplay(StreamReader reader)
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{
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float lastTime = 0;
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foreach (var l in reader.ReadToEnd().Split(','))
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{
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var split = l.Split('|');
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if (split.Length < 4 || float.Parse(split[0]) < 0) continue;
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lastTime += float.Parse(split[0]);
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Frames.Add(new LegacyReplayFrame(
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lastTime,
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float.Parse(split[1]),
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384 - float.Parse(split[2]),
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(LegacyButtonState)int.Parse(split[3])
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));
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}
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}
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public override ReplayInputHandler CreateInputHandler() => new LegacyReplayInputHandler(Frames);
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public override ReplayInputHandler CreateInputHandler() => new FramedReplayInputHandler(Frames);
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/// <summary>
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/// The ReplayHandler will take a replay and handle the propagation of updates to the input stack.
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/// It handles logic of any frames which *must* be executed.
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/// </summary>
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protected class LegacyReplayInputHandler : ReplayInputHandler
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public class FramedReplayInputHandler : ReplayInputHandler
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{
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private readonly List<LegacyReplayFrame> replayContent;
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private readonly List<ReplayFrame> replayContent;
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public LegacyReplayFrame CurrentFrame => !hasFrames ? null : replayContent[currentFrameIndex];
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public LegacyReplayFrame NextFrame => !hasFrames ? null : replayContent[nextFrameIndex];
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public ReplayFrame CurrentFrame => !hasFrames ? null : replayContent[currentFrameIndex];
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public ReplayFrame NextFrame => !hasFrames ? null : replayContent[nextFrameIndex];
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private int currentFrameIndex;
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private int nextFrameIndex => MathHelper.Clamp(currentFrameIndex + (currentDirection > 0 ? 1 : -1), 0, replayContent.Count - 1);
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public LegacyReplayInputHandler(List<LegacyReplayFrame> replayContent)
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public FramedReplayInputHandler(List<ReplayFrame> replayContent)
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{
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this.replayContent = replayContent;
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}
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@ -133,7 +105,7 @@ namespace osu.Game.Modes
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private bool inImportantSection =>
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FrameAccuratePlayback &&
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//a button is in a pressed state
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(currentDirection > 0 ? CurrentFrame : NextFrame)?.ButtonState > LegacyButtonState.None &&
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((currentDirection > 0 ? CurrentFrame : NextFrame)?.IsImportant ?? false) &&
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//the next frame is within an allowable time span
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Math.Abs(currentTime - NextFrame?.Time ?? 0) <= sixty_frame_time * 1.2;
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@ -180,89 +152,5 @@ namespace osu.Game.Modes
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}
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}
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}
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[Flags]
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protected enum LegacyButtonState
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{
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None = 0,
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Left1 = 1,
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Right1 = 2,
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Left2 = 4,
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Right2 = 8,
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Smoke = 16
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}
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protected class LegacyReplayFrame
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{
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public Vector2 Position => new Vector2(MouseX, MouseY);
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public float MouseX;
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public float MouseY;
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public bool MouseLeft;
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public bool MouseRight;
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public bool MouseLeft1;
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public bool MouseRight1;
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public bool MouseLeft2;
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public bool MouseRight2;
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public LegacyButtonState ButtonState;
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public double Time;
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public LegacyReplayFrame(double time, float posX, float posY, LegacyButtonState buttonState)
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{
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MouseX = posX;
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MouseY = posY;
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ButtonState = buttonState;
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SetButtonStates(buttonState);
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Time = time;
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}
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public void SetButtonStates(LegacyButtonState buttonState)
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{
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ButtonState = buttonState;
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MouseLeft = (buttonState & (LegacyButtonState.Left1 | LegacyButtonState.Left2)) > 0;
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MouseLeft1 = (buttonState & LegacyButtonState.Left1) > 0;
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MouseLeft2 = (buttonState & LegacyButtonState.Left2) > 0;
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MouseRight = (buttonState & (LegacyButtonState.Right1 | LegacyButtonState.Right2)) > 0;
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MouseRight1 = (buttonState & LegacyButtonState.Right1) > 0;
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MouseRight2 = (buttonState & LegacyButtonState.Right2) > 0;
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}
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public LegacyReplayFrame(Stream s) : this(new SerializationReader(s))
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{
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}
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public LegacyReplayFrame(SerializationReader sr)
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{
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ButtonState = (LegacyButtonState)sr.ReadByte();
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SetButtonStates(ButtonState);
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byte bt = sr.ReadByte();
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if (bt > 0)//Handle Pre-Taiko compatible replays.
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SetButtonStates(LegacyButtonState.Right1);
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MouseX = sr.ReadSingle();
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MouseY = sr.ReadSingle();
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Time = sr.ReadInt32();
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}
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public void ReadFromStream(SerializationReader sr)
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{
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throw new NotImplementedException();
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}
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public void WriteToStream(SerializationWriter sw)
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{
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sw.Write((byte)ButtonState);
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sw.Write((byte)0);
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sw.Write(MouseX);
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sw.Write(MouseY);
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sw.Write(Time);
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}
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public override string ToString()
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{
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return $"{Time}\t({MouseX},{MouseY})\t{MouseLeft}\t{MouseRight}\t{MouseLeft1}\t{MouseRight1}\t{MouseLeft2}\t{MouseRight2}\t{ButtonState}";
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}
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}
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}
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}
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}
|
70
osu.Game/Modes/Replays/LegacyFramedReplay.cs
Normal file
70
osu.Game/Modes/Replays/LegacyFramedReplay.cs
Normal file
@ -0,0 +1,70 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.IO;
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using osu.Game.IO.Legacy;
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namespace osu.Game.Modes.Replays
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{
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/// <summary>
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/// Reads a replay from a legacy replay file (.osr v1)
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/// </summary>
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public class LegacyReplay : FramedReplay
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{
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public LegacyReplay(StreamReader reader)
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{
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float lastTime = 0;
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foreach (var l in reader.ReadToEnd().Split(','))
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{
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var split = l.Split('|');
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if (split.Length < 4 || float.Parse(split[0]) < 0) continue;
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lastTime += float.Parse(split[0]);
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Frames.Add(new ReplayFrame(
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lastTime,
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float.Parse(split[1]),
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384 - float.Parse(split[2]),
|
||||
(ReplayButtonState)int.Parse(split[3])
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
public class LegacyReplayFrame : ReplayFrame
|
||||
{
|
||||
public LegacyReplayFrame(Stream s) : this(new SerializationReader(s))
|
||||
{
|
||||
}
|
||||
|
||||
public LegacyReplayFrame(SerializationReader sr)
|
||||
{
|
||||
ButtonState = (ReplayButtonState)sr.ReadByte();
|
||||
|
||||
byte bt = sr.ReadByte();
|
||||
if (bt > 0)//Handle Pre-Taiko compatible replays.
|
||||
ButtonState = ReplayButtonState.Right1;
|
||||
|
||||
MouseX = sr.ReadSingle();
|
||||
MouseY = sr.ReadSingle();
|
||||
Time = sr.ReadInt32();
|
||||
}
|
||||
|
||||
public void ReadFromStream(SerializationReader sr)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public void WriteToStream(SerializationWriter sw)
|
||||
{
|
||||
sw.Write((byte)ButtonState);
|
||||
sw.Write((byte)0);
|
||||
sw.Write(MouseX);
|
||||
sw.Write(MouseY);
|
||||
sw.Write(Time);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -3,7 +3,7 @@
|
||||
|
||||
using osu.Game.Input.Handlers;
|
||||
|
||||
namespace osu.Game.Modes
|
||||
namespace osu.Game.Modes.Replays
|
||||
{
|
||||
public abstract class Replay
|
||||
{
|
18
osu.Game/Modes/Replays/ReplayButtonState.cs
Normal file
18
osu.Game/Modes/Replays/ReplayButtonState.cs
Normal file
@ -0,0 +1,18 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
|
||||
namespace osu.Game.Modes.Replays
|
||||
{
|
||||
[Flags]
|
||||
public enum ReplayButtonState
|
||||
{
|
||||
None = 0,
|
||||
Left1 = 1,
|
||||
Right1 = 2,
|
||||
Left2 = 4,
|
||||
Right2 = 8,
|
||||
Smoke = 16
|
||||
}
|
||||
}
|
71
osu.Game/Modes/Replays/ReplayFrame.cs
Normal file
71
osu.Game/Modes/Replays/ReplayFrame.cs
Normal file
@ -0,0 +1,71 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using OpenTK;
|
||||
|
||||
namespace osu.Game.Modes.Replays
|
||||
{
|
||||
public class ReplayFrame
|
||||
{
|
||||
public Vector2 Position => new Vector2(MouseX, MouseY);
|
||||
|
||||
public bool IsImportant => MouseLeft || MouseRight;
|
||||
|
||||
public float MouseX;
|
||||
public float MouseY;
|
||||
|
||||
public bool MouseLeft => MouseLeft1 || MouseLeft2;
|
||||
public bool MouseRight => MouseRight1 || MouseRight2;
|
||||
|
||||
public bool MouseLeft1
|
||||
{
|
||||
get { return (ButtonState & ReplayButtonState.Left1) > 0; }
|
||||
set { setButtonState(ReplayButtonState.Left1, value); }
|
||||
}
|
||||
public bool MouseRight1
|
||||
{
|
||||
get { return (ButtonState & ReplayButtonState.Right1) > 0; }
|
||||
set { setButtonState(ReplayButtonState.Right1, value); }
|
||||
}
|
||||
public bool MouseLeft2
|
||||
{
|
||||
get { return (ButtonState & ReplayButtonState.Left2) > 0; }
|
||||
set { setButtonState(ReplayButtonState.Left2, value); }
|
||||
}
|
||||
public bool MouseRight2
|
||||
{
|
||||
get { return (ButtonState & ReplayButtonState.Right2) > 0; }
|
||||
set { setButtonState(ReplayButtonState.Right2, value); }
|
||||
}
|
||||
|
||||
private void setButtonState(ReplayButtonState singleButton, bool pressed)
|
||||
{
|
||||
if (pressed)
|
||||
ButtonState |= singleButton;
|
||||
else
|
||||
ButtonState &= ~singleButton;
|
||||
}
|
||||
|
||||
public double Time;
|
||||
|
||||
public ReplayButtonState ButtonState;
|
||||
|
||||
protected ReplayFrame()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public ReplayFrame(double time, float posX, float posY, ReplayButtonState buttonState)
|
||||
{
|
||||
MouseX = posX;
|
||||
MouseY = posY;
|
||||
ButtonState = buttonState;
|
||||
Time = time;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"{Time}\t({MouseX},{MouseY})\t{MouseLeft}\t{MouseRight}\t{MouseLeft1}\t{MouseRight1}\t{MouseLeft2}\t{MouseRight2}\t{ButtonState}";
|
||||
}
|
||||
}
|
||||
}
|
@ -7,6 +7,7 @@ using osu.Game.Database;
|
||||
using osu.Game.Modes.Mods;
|
||||
using osu.Game.Users;
|
||||
using System.IO;
|
||||
using osu.Game.Modes.Replays;
|
||||
|
||||
namespace osu.Game.Modes.Scoring
|
||||
{
|
||||
|
@ -96,8 +96,9 @@
|
||||
<Compile Include="IO\Legacy\SerializationReader.cs" />
|
||||
<Compile Include="IO\Legacy\SerializationWriter.cs" />
|
||||
<Compile Include="IPC\ScoreIPCChannel.cs" />
|
||||
<Compile Include="Modes\Replays\FramedReplay.cs" />
|
||||
<Compile Include="Modes\Judgements\DrawableJudgement.cs" />
|
||||
<Compile Include="Modes\LegacyReplay.cs" />
|
||||
<Compile Include="Modes\Replays\LegacyFramedReplay.cs" />
|
||||
<Compile Include="Modes\Mods\IApplicableMod.cs" />
|
||||
<Compile Include="Modes\Mods\ModType.cs" />
|
||||
<Compile Include="Modes\Objects\Drawables\ArmedState.cs" />
|
||||
@ -123,7 +124,9 @@
|
||||
<Compile Include="Modes\Objects\Types\IHasPosition.cs" />
|
||||
<Compile Include="Modes\Objects\Types\IHasHold.cs" />
|
||||
<Compile Include="Modes\Objects\Legacy\LegacyHitObjectType.cs" />
|
||||
<Compile Include="Modes\Replay.cs" />
|
||||
<Compile Include="Modes\Replays\Replay.cs" />
|
||||
<Compile Include="Modes\Replays\ReplayButtonState.cs" />
|
||||
<Compile Include="Modes\Replays\ReplayFrame.cs" />
|
||||
<Compile Include="Modes\Scoring\Score.cs" />
|
||||
<Compile Include="Modes\Scoring\ScoreProcessor.cs" />
|
||||
<Compile Include="Modes\UI\HealthDisplay.cs" />
|
||||
|
Reference in New Issue
Block a user