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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/SpectatorPlayerClock.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Bindables;
using osu.Framework.Timing;
using osu.Game.Screens.Play;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
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/// <summary>
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/// A clock which catches up using rate adjustment.
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/// </summary>
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public class SpectatorPlayerClock : IFrameBasedClock, IAdjustableClock
{
/// <summary>
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/// The catch up rate.
/// </summary>
public const double CATCHUP_RATE = 2;
private readonly GameplayClockContainer masterClock;
public double CurrentTime { get; private set; }
/// <summary>
/// Whether this clock is waiting on frames to continue playback.
/// </summary>
public Bindable<bool> WaitingOnFrames { get; } = new Bindable<bool>(true);
/// <summary>
/// Whether this clock is behind the master clock and running at a higher rate to catch up to it.
/// </summary>
/// <remarks>
/// Of note, this will be false if this clock is *ahead* of the master clock.
/// </remarks>
public bool IsCatchingUp { get; set; }
/// <summary>
/// Whether this spectator clock should be running.
/// Use instead of <see cref="Start"/> / <see cref="Stop"/> to control time.
/// </summary>
public bool IsRunning { get; set; }
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public SpectatorPlayerClock(GameplayClockContainer masterClock)
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{
this.masterClock = masterClock;
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}
public void Reset() => CurrentTime = 0;
public void Start()
{
// Our running state should only be managed by SpectatorSyncManager via IsRunning.
}
public void Stop()
{
// Our running state should only be managed by an SpectatorSyncManager via IsRunning.
}
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public bool Seek(double position)
{
CurrentTime = position;
return true;
}
public void ResetSpeedAdjustments()
{
}
public double Rate => IsCatchingUp ? CATCHUP_RATE : 1;
double IAdjustableClock.Rate
{
get => Rate;
set => throw new NotSupportedException();
}
double IClock.Rate => Rate;
public void ProcessFrame()
{
ElapsedFrameTime = 0;
FramesPerSecond = 0;
masterClock.ProcessFrame();
if (IsRunning)
{
double elapsedSource = masterClock.ElapsedFrameTime;
double elapsed = elapsedSource * Rate;
CurrentTime += elapsed;
ElapsedFrameTime = elapsed;
FramesPerSecond = masterClock.FramesPerSecond;
}
}
public double ElapsedFrameTime { get; private set; }
public double FramesPerSecond { get; private set; }
public FrameTimeInfo TimeInfo => new FrameTimeInfo { Elapsed = ElapsedFrameTime, Current = CurrentTime };
}
}