mirror of
https://github.com/SK-la/Ez2Lazer.git
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399 lines
15 KiB
C#
399 lines
15 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Extensions;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Input.Bindings;
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using osu.Game.Localisation;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Settings;
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using osu.Game.Overlays.Settings.Sections.Audio;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens.Ranking.Statistics;
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using osuTK;
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namespace osu.Game.Screens.Play.PlayerSettings
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{
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public partial class BeatmapOffsetControl : CompositeDrawable, IKeyBindingHandler<GlobalAction>
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{
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public Bindable<ScoreInfo?> ReferenceScore { get; } = new Bindable<ScoreInfo?>();
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private Bindable<ScoreInfo?> lastAppliedScore { get; } = new Bindable<ScoreInfo?>();
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private readonly Bindable<bool> autoAdjustBeatmapOffset = new Bindable<bool>();
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public BindableDouble Current { get; } = new BindableDouble
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{
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MinValue = -50,
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MaxValue = 50,
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Precision = 0.1,
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};
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private readonly FillFlowContainer referenceScoreContainer;
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[Resolved]
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private RealmAccess realm { get; set; } = null!;
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
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[Resolved]
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private OsuColour colours { get; set; } = null!;
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[Resolved]
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private Player? player { get; set; }
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[Resolved]
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private SettingsOverlay? settings { get; set; }
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// the last play graph is relative to the offset at the point of the last play, so we need to factor that out for some usages.
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private double adjustmentSinceLastPlay => lastPlayBeatmapOffset - Current.Value;
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private double lastPlayMedian;
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private double lastPlayUnstableRate;
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private double lastPlayBeatmapOffset;
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private HitEventTimingDistributionGraph? lastPlayGraph;
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private SettingsButton? calibrateFromLastPlayButton;
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private IDisposable? beatmapOffsetSubscription;
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private Task? realmWriteTask;
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private ScoreInfo? lastValidScore;
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private bool allowOffsetAdjust => player?.AllowCriticalSettingsAdjustment != false;
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public BeatmapOffsetControl()
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{
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RelativeSizeAxes = Axes.X;
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AutoSizeAxes = Axes.Y;
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InternalChild = new FillFlowContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Direction = FillDirection.Vertical,
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Spacing = new Vector2(10),
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Children = new Drawable[]
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{
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new OffsetSliderBar
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{
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KeyboardStep = 5,
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LabelText = BeatmapOffsetControlStrings.AudioOffsetThisBeatmap,
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Current = Current,
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},
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referenceScoreContainer = new FillFlowContainer
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{
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Spacing = new Vector2(10),
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Direction = FillDirection.Vertical,
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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},
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}
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};
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}
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[BackgroundDependencyLoader]
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private void load(SessionStatics statics, OsuConfigManager config)
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{
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statics.BindWith(Static.LastAppliedOffsetScore, lastAppliedScore);
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config.BindWith(OsuSetting.AutomaticallyAdjustBeatmapOffset, autoAdjustBeatmapOffset);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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beatmapOffsetSubscription = realm.SubscribeToPropertyChanged(
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r => r.Find<BeatmapInfo>(beatmap.Value.BeatmapInfo.ID)?.UserSettings,
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settings => settings.Offset,
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val =>
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{
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// At the point we reach here, it's not guaranteed that all realm writes have taken place (there may be some in-flight).
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// We are only aware of writes that originated from our own flow, so if we do see one that's active we can avoid handling the feedback value arriving.
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if (realmWriteTask == null)
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{
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Current.Disabled = false;
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Current.Value = val;
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Current.Disabled = allowOffsetAdjust;
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}
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if (realmWriteTask?.IsCompleted == true)
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{
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// we can also mark any in-flight write that is managed locally as "seen" and start handling any incoming changes again.
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realmWriteTask = null;
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}
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});
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Current.BindValueChanged(currentChanged);
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ReferenceScore.BindValueChanged(scoreChanged, true);
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}
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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// To match stable, this should adjust by 5 ms, or 1 ms when holding alt.
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// But that is hard to make work with global actions due to the operating mode.
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// Let's use the more precise as a default for now.
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const double amount = 1;
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switch (e.Action)
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{
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case GlobalAction.IncreaseOffset:
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if (!Current.Disabled)
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Current.Value += amount;
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return true;
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case GlobalAction.DecreaseOffset:
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if (!Current.Disabled)
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Current.Value -= amount;
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return true;
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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protected override void Update()
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{
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base.Update();
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bool allow = allowOffsetAdjust;
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if (calibrateFromLastPlayButton != null)
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{
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double suggestedOffset = computeSuggestedOffset(lastPlayMedian, lastPlayUnstableRate, lastPlayBeatmapOffset);
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calibrateFromLastPlayButton.Enabled.Value = allow && !Precision.AlmostEquals(suggestedOffset, Current.Value, Current.Precision / 2);
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}
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Current.Disabled = !allow;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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beatmapOffsetSubscription?.Dispose();
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}
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private void currentChanged(ValueChangedEvent<double> offset)
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{
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// Negative is applied here because the play graph is considering a hit offset, not track (as we currently use for clocks).
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lastPlayGraph?.UpdateOffset(-adjustmentSinceLastPlay);
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// Calibration button may be hidden due to automatic offset adjustment, but it should be visible when the user manually adjusts their offset away from the applied suggestion.
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calibrateFromLastPlayButton?.Show();
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// This is intentionally not scheduled as the offset may be changed while the control is hidden and cannot process its scheduler.
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// This is the case when auto-adjustment is enabled and the offset is adjusted while the player is quick-retrying.
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writeOffsetToBeatmap();
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}
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private void writeOffsetToBeatmap()
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{
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// ensure the previous write has completed. ignoring performance concerns, if we don't do this, the async writes could be out of sequence.
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if (realmWriteTask?.IsCompleted == false)
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{
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Scheduler.AddOnce(writeOffsetToBeatmap);
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return;
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}
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realmWriteTask = realm.WriteAsync(r =>
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{
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var setInfo = r.Find<BeatmapSetInfo>(beatmap.Value.BeatmapSetInfo.ID);
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if (setInfo == null) // only the case for tests.
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return;
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// Apply to all difficulties in a beatmap set if they have the same audio
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// (they generally always share timing).
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foreach (var b in setInfo.Beatmaps)
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{
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BeatmapUserSettings userSettings = b.UserSettings;
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double val = Current.Value;
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if (userSettings.Offset != val && b.AudioEquals(beatmap.Value.BeatmapInfo))
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userSettings.Offset = val;
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}
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});
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}
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private void scoreChanged(ValueChangedEvent<ScoreInfo?> score)
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{
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if (score.NewValue == null)
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return;
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if (score.NewValue.Equals(lastAppliedScore.Value))
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return;
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if (!score.NewValue.BeatmapInfo.AsNonNull().Equals(beatmap.Value.BeatmapInfo))
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return;
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if (score.NewValue.Mods.Any(m => !m.UserPlayable || m is IHasNoTimedInputs))
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return;
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var hitEvents = score.NewValue.HitEvents;
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if (hitEvents.CalculateMedianHitError() is not double median)
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return;
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if (hitEvents.CalculateUnstableRate()?.Result is not double unstableRate)
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return;
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// affecting unstable rate here is used as a substitute of determining if a hit event represents a *timed* hit event,
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// i.e. a user input that the user had to *time to the track*,
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// i.e. one that it *makes sense to use* when doing anything with timing and offsets.
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bool hasEnoughUsableEvents = hitEvents.Count(HitEventExtensions.AffectsUnstableRate) >= 50;
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// If we already have an old score with enough hit events and the new score doesn't have enough, continue displaying the old one rather than showing the user "play too short" message.
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if (lastValidScore != null && !hasEnoughUsableEvents)
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return;
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referenceScoreContainer.Children = new Drawable[]
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{
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new OsuSpriteText
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{
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Text = BeatmapOffsetControlStrings.PreviousPlay
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},
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};
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if (!hasEnoughUsableEvents)
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{
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referenceScoreContainer.AddRange(new Drawable[]
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{
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new OsuTextFlowContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Colour = colours.Red1,
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Text = BeatmapOffsetControlStrings.PreviousPlayTooShortToUseForCalibration
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},
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});
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return;
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}
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lastValidScore = score.NewValue!;
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lastPlayMedian = median;
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lastPlayUnstableRate = unstableRate;
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lastPlayBeatmapOffset = Current.Value;
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LinkFlowContainer offsetText;
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referenceScoreContainer.AddRange(new Drawable[]
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{
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lastPlayGraph = new HitEventTimingDistributionGraph(hitEvents)
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{
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RelativeSizeAxes = Axes.X,
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Height = 50,
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},
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new AverageHitError(hitEvents) { FontSize = OsuFont.Style.Caption1.Size },
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calibrateFromLastPlayButton = new SettingsButton
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{
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Text = BeatmapOffsetControlStrings.CalibrateUsingLastPlay,
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Action = () =>
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{
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if (!Current.Disabled)
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applySuggestedOffset();
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},
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},
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offsetText = new LinkFlowContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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}
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});
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if (autoAdjustBeatmapOffset.Value && !Current.Disabled)
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{
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bool offsetChanged = applySuggestedOffset();
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calibrateFromLastPlayButton.Hide();
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if (offsetChanged)
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{
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offsetText.AddText(BeatmapOffsetControlStrings.BeatmapOffsetWasAdjustedTo(Current.Value.ToStandardFormattedString(1)), t => t.Font = OsuFont.Style.Caption1);
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offsetText.NewParagraph();
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}
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}
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offsetText.AddText("You can also ", t => t.Font = OsuFont.Style.Caption2);
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offsetText.AddLink("adjust the global offset", () => settings?.ShowAtControl<AudioOffsetAdjustControl>(), creationParameters: t => t.Font = OsuFont.Style.Caption2);
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offsetText.AddText(" based off this play.", t => t.Font = OsuFont.Style.Caption2);
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}
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private bool applySuggestedOffset()
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{
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double lastOffset = Current.Value;
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Current.Value = computeSuggestedOffset(lastPlayMedian, lastPlayUnstableRate, lastPlayBeatmapOffset);
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lastAppliedScore.Value = lastValidScore;
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return !Precision.AlmostEquals(Current.Value, lastOffset, Current.Precision / 2);
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}
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public static LocalisableString GetOffsetExplanatoryText(double offset)
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{
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string formatOffset = offset.ToStandardFormattedString(1);
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return formatOffset == "0"
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? LocalisableString.Interpolate($@"{formatOffset} ms")
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: LocalisableString.Interpolate($@"{formatOffset} ms {getEarlyLateText(offset)}");
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LocalisableString getEarlyLateText(double value)
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{
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Debug.Assert(value != 0);
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return value > 0
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? BeatmapOffsetControlStrings.HitObjectsAppearEarlier
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: BeatmapOffsetControlStrings.HitObjectsAppearLater;
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}
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}
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private static double computeSuggestedOffset(double median, double unstableRate, double currentOffset)
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{
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const double ur_adjustment_cutoff = 90;
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const double exponential_factor = -0.0116;
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double offsetAdjustment = median;
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if (unstableRate >= ur_adjustment_cutoff)
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{
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// A demonstrative graph of this algorithm is embedded in https://github.com/ppy/osu/discussions/30521.
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// This ultimately prevents scores with high unstable rate from suggesting potentially invalid offsets.
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offsetAdjustment *= Math.Exp(exponential_factor * (unstableRate - ur_adjustment_cutoff));
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}
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return currentOffset - offsetAdjustment;
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}
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private partial class OffsetSliderBar : PlayerSliderBar<double>
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{
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protected override Drawable CreateControl() => new CustomSliderBar();
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protected partial class CustomSliderBar : SliderBar
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{
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public override LocalisableString TooltipText => GetOffsetExplanatoryText(Current.Value);
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}
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}
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}
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}
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