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osu-lazer/osu.Game/Rulesets/UI/FrameStabilityContainer.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 System.Diagnostics;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio;
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using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Input.Handlers;
using osu.Game.Screens.Play;
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using osu.Game.Utils;
namespace osu.Game.Rulesets.UI
{
/// <summary>
/// A container which consumes a parent gameplay clock and standardises frame counts for children.
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/// Will ensure a minimum of 50 frames per clock second is maintained, regardless of any system lag or seeks.
/// </summary>
[Cached(typeof(IGameplayClock))]
[Cached(typeof(IFrameStableClock))]
public sealed partial class FrameStabilityContainer : Container, IHasReplayHandler, IFrameStableClock
{
public ReplayInputHandler? ReplayInputHandler { get; set; }
public bool AllowBackwardsSeeks { get; set; }
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private double? lastBackwardsSeekLogTime;
/// <summary>
/// The number of CPU milliseconds to spend at most during seek catch-up.
/// </summary>
private const double max_catchup_milliseconds = 10;
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/// <summary>
/// Whether to enable frame-stable playback.
/// </summary>
internal bool FrameStablePlayback { get; set; } = true;
private readonly Bindable<bool> isCatchingUp = new Bindable<bool>();
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private readonly Bindable<bool> waitingOnFrames = new Bindable<bool>();
private readonly double gameplayStartTime;
private IGameplayClock? parentGameplayClock;
/// <summary>
/// A clock which is used as reference for time, rate and running state.
/// </summary>
private IClock referenceClock = null!;
/// <summary>
/// A local manual clock which tracks the reference clock.
/// Values are transferred from <see cref="referenceClock"/> each update call.
/// </summary>
private readonly ManualClock manualClock;
/// <summary>
/// The main framed clock which has stability applied to it.
/// This gets exposed to children as an <see cref="IGameplayClock"/>.
/// </summary>
private readonly FramedClock framedClock;
private readonly Stopwatch stopwatch = new Stopwatch();
/// <summary>
/// The current direction of playback to be exposed to frame stable children.
/// </summary>
/// <remarks>
/// Initially it is presumed that playback will proceed in the forward direction.
/// </remarks>
private int direction = 1;
private PlaybackState state;
private bool hasReplayAttached => ReplayInputHandler != null;
private bool firstConsumption = true;
public FrameStabilityContainer(double gameplayStartTime = double.MinValue)
{
RelativeSizeAxes = Axes.Both;
framedClock = new FramedClock(manualClock = new ManualClock());
this.gameplayStartTime = gameplayStartTime;
}
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[BackgroundDependencyLoader(true)]
private void load(IGameplayClock? gameplayClock)
{
if (gameplayClock != null)
{
parentGameplayClock = gameplayClock;
IsPaused.BindTo(parentGameplayClock.IsPaused);
}
referenceClock = gameplayClock ?? Clock;
Clock = this;
}
public override bool UpdateSubTree()
{
stopwatch.Restart();
do
{
// update clock is always trying to approach the aim time.
// it should be provided as the original value each loop.
updateClock();
if (state == PlaybackState.NotValid)
break;
base.UpdateSubTree();
UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat);
} while (state == PlaybackState.RequiresCatchUp && stopwatch.ElapsedMilliseconds < max_catchup_milliseconds);
return true;
}
private void updateClock()
{
if (waitingOnFrames.Value)
{
// if waiting on frames, run one update loop to determine if frames have arrived.
state = PlaybackState.Valid;
}
else if (IsPaused.Value && !hasReplayAttached)
{
// time should not advance while paused, nor should anything run.
state = PlaybackState.NotValid;
return;
}
else
{
state = PlaybackState.Valid;
}
double proposedTime = referenceClock.CurrentTime;
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if (FrameStablePlayback)
// if we require frame stability, the proposed time will be adjusted to move at most one known
// frame interval in the current direction.
applyFrameStability(ref proposedTime);
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if (hasReplayAttached)
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{
bool valid = updateReplay(ref proposedTime);
if (!valid)
state = PlaybackState.NotValid;
}
// This is a hotfix for https://github.com/ppy/osu/issues/26879 while we figure how the hell time is seeking
// backwards by 11,850 ms for some users during gameplay.
//
// It basically says that "while we're running in frame stable mode, and don't have a replay attached,
// time should never go backwards". If it does, we stop running gameplay until it returns to normal.
if (!hasReplayAttached && FrameStablePlayback && proposedTime > referenceClock.CurrentTime && !AllowBackwardsSeeks)
{
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if (lastBackwardsSeekLogTime == null || Math.Abs(Clock.CurrentTime - lastBackwardsSeekLogTime.Value) > 1000)
{
lastBackwardsSeekLogTime = Clock.CurrentTime;
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string loggableContent = $"Denying backwards seek during gameplay (reference: {referenceClock.CurrentTime:N2} stable: {proposedTime:N2})";
if (parentGameplayClock is GameplayClockContainer gcc)
loggableContent += $"\n{gcc.ChildrenOfType<FramedBeatmapClock>().Single().GetSnapshot()}";
Logger.Error(new SentryOnlyDiagnosticsException("backwards seek"), loggableContent);
}
state = PlaybackState.NotValid;
return;
}
// if the proposed time is the same as the current time, assume that the clock will continue progressing in the same direction as previously.
// this avoids spurious flips in direction from -1 to 1 during rewinds.
if (state == PlaybackState.Valid && proposedTime != manualClock.CurrentTime)
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direction = proposedTime >= manualClock.CurrentTime ? 1 : -1;
double timeBehind = Math.Abs(proposedTime - referenceClock.CurrentTime);
isCatchingUp.Value = timeBehind > 200;
waitingOnFrames.Value = hasReplayAttached && state == PlaybackState.NotValid;
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manualClock.CurrentTime = proposedTime;
manualClock.Rate = Math.Abs(referenceClock.Rate) * direction;
manualClock.IsRunning = referenceClock.IsRunning;
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// determine whether catch-up is required.
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if (state == PlaybackState.Valid && timeBehind > 0)
state = PlaybackState.RequiresCatchUp;
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// The manual clock time has changed in the above code. The framed clock now needs to be updated
// to ensure that the its time is valid for our children before input is processed
framedClock.ProcessFrame();
if (framedClock.ElapsedFrameTime != 0)
IsRewinding = framedClock.ElapsedFrameTime < 0;
}
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/// <summary>
/// Attempt to advance replay playback for a given time.
/// </summary>
/// <param name="proposedTime">The time which is to be displayed.</param>
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/// <returns>Whether playback is still valid.</returns>
private bool updateReplay(ref double proposedTime)
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{
Debug.Assert(ReplayInputHandler != null);
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double? newTime;
if (FrameStablePlayback)
{
// when stability is turned on, we shouldn't execute for time values the replay is unable to satisfy.
newTime = ReplayInputHandler.SetFrameFromTime(proposedTime);
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}
else
{
// when stability is disabled, we don't really care about accuracy.
// looping over the replay will allow it to catch up and feed out the required values
// for the current time.
while ((newTime = ReplayInputHandler.SetFrameFromTime(proposedTime)) != proposedTime)
{
if (newTime == null)
{
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// special case for when the replay actually can't arrive at the required time.
// protects from potential endless loop.
break;
}
}
}
if (newTime == null)
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return false;
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proposedTime = newTime.Value;
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return true;
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}
/// <summary>
/// Apply frame stability modifier to a time.
/// </summary>
/// <param name="proposedTime">The time which is to be displayed.</param>
private void applyFrameStability(ref double proposedTime)
{
const double sixty_frame_time = 1000.0 / 60;
if (firstConsumption)
{
// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
// Instead we perform an initial seek to the proposed time.
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// process frame (in addition to finally clause) to clear out ElapsedTime
manualClock.CurrentTime = proposedTime;
framedClock.ProcessFrame();
firstConsumption = false;
return;
}
if (manualClock.CurrentTime < gameplayStartTime)
manualClock.CurrentTime = proposedTime = Math.Min(gameplayStartTime, proposedTime);
else if (Math.Abs(manualClock.CurrentTime - proposedTime) > sixty_frame_time * 1.2f)
{
proposedTime = proposedTime > manualClock.CurrentTime
? Math.Min(proposedTime, manualClock.CurrentTime + sixty_frame_time)
: Math.Max(proposedTime, manualClock.CurrentTime - sixty_frame_time);
}
}
#region Delegation of IGameplayClock
public IBindable<bool> IsPaused { get; } = new BindableBool();
public bool IsRewinding { get; private set; }
public double CurrentTime => framedClock.CurrentTime;
public double Rate => framedClock.Rate;
public bool IsRunning => framedClock.IsRunning;
public void ProcessFrame() { }
public double ElapsedFrameTime => framedClock.ElapsedFrameTime;
public double FramesPerSecond => framedClock.FramesPerSecond;
public double StartTime => parentGameplayClock?.StartTime ?? 0;
private readonly AudioAdjustments gameplayAdjustments = new AudioAdjustments();
public IAdjustableAudioComponent AdjustmentsFromMods => parentGameplayClock?.AdjustmentsFromMods ?? gameplayAdjustments;
#endregion
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#region Delegation of IFrameStableClock
IBindable<bool> IFrameStableClock.IsCatchingUp => isCatchingUp;
IBindable<bool> IFrameStableClock.WaitingOnFrames => waitingOnFrames;
#endregion
private enum PlaybackState
{
/// <summary>
/// Playback is not possible. Child hierarchy should not be processed.
/// </summary>
NotValid,
/// <summary>
/// Playback is running behind real-time. Catch-up will be attempted by processing more than once per
/// game loop (limited to a sane maximum to avoid frame drops).
/// </summary>
RequiresCatchUp,
/// <summary>
/// In a valid state, progressing one child hierarchy loop per game loop.
/// </summary>
Valid
}
}
}