Commit Graph

24303 Commits

Author SHA1 Message Date
5fc731967b Merge pull request #12592 from ekrctb/fix-entry-lifetime
Fix Setting DHO's lifetime doesn't update its entry lifetime
2021-04-28 01:38:19 +09:00
1281993f1f Fix bonus score not calculated from the correct statistics 2021-04-27 22:42:58 +09:00
5dadfd04e7 Update framework 2021-04-27 22:36:25 +09:00
200352b750 Rename unsnap check templates 2021-04-27 13:56:05 +02:00
b87446a577 Simplify HitObjectLifetimeEntry logic a bit 2021-04-27 19:37:01 +09:00
2adc751e04 Merge pull request #12585 from LumpBloom7/Reset-DHO-Transforms-method
Add method to safely refresh DrawableHitObject transforms
2021-04-27 19:15:12 +09:00
42255f8d33 Rename and xmldoc selection completed method 2021-04-27 19:01:29 +09:00
7ec5ea1eb5 Remove hitobject terminology from base classes 2021-04-27 19:01:29 +09:00
ff06a27a12 Revert changes to OnBlueprint methods and handle select-on-addition locally 2021-04-27 19:01:29 +09:00
f97b14a20a Fix binding direction of selected items 2021-04-27 19:01:29 +09:00
dd3d8e5d03 Make SelectionHandler abstract to ensure things get implemented 2021-04-27 19:01:29 +09:00
32416e4e31 Move model selection handling to base SelectionHandler class 2021-04-27 19:01:29 +09:00
eac139ca0e Allow BlueprintContainer to perform movement without an ISnapProvider 2021-04-27 19:01:29 +09:00
f2e56bd306 Refactor editor selection/blueprint components to be generic 2021-04-27 19:01:29 +09:00
3ea55314f2 Update osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs
Co-authored-by: Dan Balasescu <smoogipoo@smgi.me>
2021-04-27 11:29:16 +02:00
3899e500d3 Adopt framework change of LifetimeEntry
Override SetLifetimeStart/SetLifetimeEnd separately to track individual assignment. It is necessary to ensure real lifetime is not lost when lifetime is partially updated.
2021-04-27 17:54:18 +09:00
c9e6ca5378 Use now-public Entry.SetLifetime method 2021-04-27 15:25:05 +09:00
a2c0951d94 Use overriding instead of hiding in HitObjectLifetimeEntry
Hidden properties are used when the type is the base class. It caused issues when `DrawableHitObject` logic is factored out to `PoolableDrawableWithLifetime` because it is using the base `LifetimeEntry`, not `HitObjectLifetimeEntry`.
2021-04-27 15:23:33 +09:00
ea3c5aed2f Merge pull request #12590 from peppy/editor-minor-refactors
Fix a couple of inspections in editor code
2021-04-27 14:09:36 +09:00
ec1c336b0a Fix a couple of inspections 2021-04-27 13:23:14 +09:00
7a6e9e5070 Change category of unsnap check to timing
Makes more sense, as this is typically the result of timing changes.
2021-04-27 02:32:57 +02:00
9e49ecb573 Remove unused virtual keywords
Added these in a previous iteration, where I had the mania variant inherit this class.

No longer necessary as `IHasColumn` was used to make this check more generic.
2021-04-27 02:23:06 +02:00
a3c1b1fd52 Fix accessibility of areConcurrent 2021-04-27 01:24:38 +02:00
217ff8238e Add snapping time comment 2021-04-27 01:23:03 +02:00
6d5883abcb Return result of local variable instead 2021-04-27 01:19:38 +02:00
ce258febf6 Rename CheckUnsnaps -> CheckUnsnappedObjects
Will potentially have `CheckUnsnappedKiai` or similar later, so this is worth specifying.

Also consistent with `CheckConcurrentObjects`, which will likely have a `CheckConcurrentLines` later.
2021-04-26 20:32:44 +02:00
b9e4f73f78 Add concurrent objects check to BeatmapVerifier 2021-04-26 20:28:59 +02:00
a3570e18dd Add concurrent objects check
Here we use `IHasColumn` to support rulesets with columns, and so I moved that interface out into `osu.Game` from `osu.Game.Rulesets.Mania`.

We also use the same threshold as the unsnap check to ensure that no problems slip through. Specifically where an object is simultaneously not concurrent and not unsnapped but still on the same tick.
2021-04-26 20:17:18 +02:00
08a232f7fa Add method to safely refresh DrawableHitObject transforms 2021-04-26 20:08:40 +02:00
9b9c473616 Remove redundant string formatting 2021-04-26 16:17:38 +02:00
7b9ed924be Rename snapping methods
Further separates them from `IBeatSnapProvider`'s `SnapTime`, and groups them together more, to prevent confusion between the two interfaces.

Also changes the xmldoc of the reference time to that of `IBeatSnapProvider` for consistency.
2021-04-26 16:07:30 +02:00
213ac88a8b Fix exported scores not being compatible with osu-stable 2021-04-26 20:52:20 +09:00
6560dc2d1f Fix exported replays being wrapped in zip packages 2021-04-26 20:46:44 +09:00
6d2a5b614c Merge branch 'master' into drawable-object 2021-04-26 18:33:44 +09:00
fd5fbaf0db Rename ruleset wrapper class 2021-04-26 15:37:42 +09:00
049e42fa85 Move snapping responsibility to IBeatmap
Seems `EditorBeatmap` already implements a different kind of `SnapTime` from `IBeatSnapProvider`, so method names here aren't great.

This is very similar to what https://github.com/ppy/osu/pull/12558 is doing, so may need to do some duplicate resolution later, especially surrounding `ClosestBeatSnapDivisor`.

Worth noting that this change makes 1/7, 1/5, etc unsupported for now, as we now rely on `BindableBeatDivisor.VALID_DIVISORS`.
2021-04-26 05:07:24 +02:00
6561a7c7d6 Rename DrawableObject -> PoolableDrawableWithLifetime 2021-04-26 12:06:21 +09:00
20e3cadd30 freeIfInUse -> free, and add comments 2021-04-26 12:04:59 +09:00
e6474e6ff7 Remove redundant statement (lifetime is set in base) 2021-04-26 11:47:38 +09:00
6fd77e536d Add unsnap check 2021-04-25 05:34:54 +02:00
e937b778f6 Fix potential failure in ensureSourceClockSet()
`ensureSourceClockSet()` was intended to only run when the adjustable
source hasn't been set at all yet. As it turns out permitting it to run
unconditionally can break the state of the underlying interpolated
clock. This is caused by the following factors:

* While the decoupleable clock is running, its `CurrentTime` does not
  come from either the source clock, or the internal stopwatch; it is
  instead calculated using the base `InterpolatingFramedClock` logic.

* A source change of a decoupleable clock seeks the provided source
  clock to the decoupleable's current time.

* When an interpolating clock is seeked (decoupleable clock is also
  an interpolating one), its interpolation state
  (`{Last,Current}InterpolatedTime`) are reset to 0.

* If the interpolating clock determines that its current time is too
  far away from the source's time (which was set when the source is
  changed), it will ignore the source and instead continue to use
  its current time until the source clock has caught up.

Overall, the source change is not really necessary if a source is
already there. The only reason to ensure it was set was to make sure
the first seek of the gameplay clock wasn't performed in decoupled
mode. Therefore, add a guard to make sure the source is only set if
there isn't one already.
2021-04-24 14:19:39 +02:00
34fa51dee9 Merge branch 'master' into gcc-change-source-on-reset 2021-04-24 13:23:02 +02:00
2ae144be8e Update framework 2021-04-24 14:38:00 +09:00
fdb5490e51 Attempt to explain source initialisation better 2021-04-23 21:56:08 +02:00
ae2fd2f2e1 Ensure source is set on reset 2021-04-23 18:46:59 +09:00
3b77d02752 Merge pull request #12537 from smoogipoo/fix-initial-playingusers
Fix current match playing users not updated on room join
2021-04-23 12:00:33 +09:00
fbb9cb3f6f Fix broken merge resolution 2021-04-23 11:01:48 +09:00
a9a24bd481 Merge branch 'master' into ruleset-switch-sounds 2021-04-23 10:50:41 +09:00
f593d9e42c Fix playing users not being updated on room join 2021-04-22 23:23:43 +09:00
0ee73b8e53 Add failing test 2021-04-22 23:22:44 +09:00