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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.
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using System ;
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using osu.Framework.Allocation ;
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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 ;
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using osu.Framework.Timing ;
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using osu.Game.Beatmaps ;
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namespace osu.Game.Screens.Play
{
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/// <summary>
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/// Encapsulates gameplay timing logic and provides a <see cref="IGameplayClock"/> via DI for gameplay components to use.
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/// </summary>
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[Cached(typeof(IGameplayClock))]
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[Cached(typeof(GameplayClockContainer))]
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public partial class GameplayClockContainer : Container , IAdjustableClock , IGameplayClock
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{
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public IBindable < bool > IsPaused = > isPaused ;
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public bool IsRewinding = > GameplayClock . IsRewinding ;
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/// <summary>
/// Invoked when a seek has been performed via <see cref="Seek"/>
/// </summary>
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public event Action ? OnSeek ;
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/// <summary>
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/// The time from which the clock should start. Will be seeked to on calling <see cref="Reset"/>.
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/// Can be adjusted by calling <see cref="Reset"/> with a time value.
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/// </summary>
/// <remarks>
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/// By default, a value of zero will be used.
/// Importantly, the value will be inferred from the current beatmap in <see cref="MasterGameplayClockContainer"/> by default.
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/// </remarks>
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public double StartTime { get ; protected set ; }
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public IAdjustableAudioComponent AdjustmentsFromMods { get ; } = new AudioAdjustments ( ) ;
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private readonly BindableBool isPaused = new BindableBool ( true ) ;
/// <summary>
/// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
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/// This is the final source exposed to gameplay components <see cref="IGameplayClock"/> via delegation in this class.
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/// </summary>
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protected readonly FramedBeatmapClock GameplayClock ;
protected override Container < Drawable > Content { get ; } = new Container { RelativeSizeAxes = Axes . Both } ;
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/// <summary>
/// Creates a new <see cref="GameplayClockContainer"/>.
/// </summary>
/// <param name="sourceClock">The source <see cref="IClock"/> used for timing.</param>
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/// <param name="applyOffsets">Whether to apply platform, user and beatmap offsets to the mix.</param>
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/// <param name="requireDecoupling">Whether decoupling logic should be applied on the source clock.</param>
public GameplayClockContainer ( IClock sourceClock , bool applyOffsets , bool requireDecoupling )
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{
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RelativeSizeAxes = Axes . Both ;
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InternalChildren = new Drawable [ ]
{
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GameplayClock = new FramedBeatmapClock ( applyOffsets , requireDecoupling , sourceClock ) ,
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Content
} ;
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}
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/// <summary>
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/// Starts gameplay and marks un-paused state.
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/// </summary>
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public void Start ( )
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{
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if ( ! isPaused . Value )
return ;
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isPaused . Value = false ;
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// The case which caused this to be added is FrameStabilityContainer, which manages its own current and elapsed time.
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// Because we generally update our own current time quicker than children can query it (via Start/Seek/Update),
// this means that the first frame ever exposed to children may have a non-zero current time.
//
// If the child component is not aware of the parent ElapsedFrameTime (which is the case for FrameStabilityContainer)
// they will take on the new CurrentTime with a zero elapsed time. This can in turn cause components to behave incorrectly
// if they are intending to trigger events at the precise StartTime (ie. DrawableStoryboardSample).
//
// By scheduling the start call, children are guaranteed to receive one frame at the original start time, allowing
// then to progress with a correct locally calculated elapsed time.
SchedulerAfterChildren . Add ( ( ) = >
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{
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if ( isPaused . Value )
return ;
StartGameplayClock ( ) ;
} ) ;
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}
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/// <summary>
/// Seek to a specific time in gameplay.
/// </summary>
/// <param name="time">The destination time to seek to.</param>
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public virtual void Seek ( double time )
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{
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Logger . Log ( $"{nameof(GameplayClockContainer)} seeking to {time}" ) ;
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GameplayClock . Seek ( time ) ;
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OnSeek ? . Invoke ( ) ;
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}
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/// <summary>
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/// Stops gameplay and marks paused state.
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/// </summary>
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public void Stop ( )
{
if ( isPaused . Value )
return ;
isPaused . Value = true ;
StopGameplayClock ( ) ;
}
protected virtual void StartGameplayClock ( ) = > GameplayClock . Start ( ) ;
protected virtual void StopGameplayClock ( ) = > GameplayClock . Stop ( ) ;
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/// <summary>
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/// Resets this <see cref="GameplayClockContainer"/> and the source to an initial state ready for gameplay.
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/// </summary>
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/// <param name="time">The time to seek to on resetting. If <c>null</c>, the existing <see cref="StartTime"/> will be used.</param>
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/// <param name="startClock">Whether to start the clock immediately. If <c>false</c> and the clock was already paused, the clock will remain paused after this call.
/// </param>
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public void Reset ( double? time = null , bool startClock = false )
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{
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bool wasPaused = isPaused . Value ;
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// The intention of the Reset method is to get things into a known sane state.
// As such, we intentionally stop the underlying clock directly here, bypassing Stop/StopGameplayClock.
// This is to avoid any kind of isPaused state checks and frequency ramping (as provided by MasterGameplayClockContainer).
GameplayClock . Stop ( ) ;
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if ( time ! = null )
StartTime = time . Value ;
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Seek ( StartTime ) ;
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if ( ! wasPaused | | startClock )
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Start ( ) ;
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}
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/// <summary>
/// Changes the source clock.
/// </summary>
/// <param name="sourceClock">The new source.</param>
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protected void ChangeSource ( IClock sourceClock ) = > GameplayClock . ChangeSource ( sourceClock ) ;
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#region IAdjustableClock
bool IAdjustableClock . Seek ( double position )
{
Seek ( position ) ;
return true ;
}
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void IAdjustableClock . Reset ( ) = > Reset ( ) ;
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public virtual void ResetSpeedAdjustments ( )
{
}
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double IAdjustableClock . Rate
{
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get = > GameplayClock . Rate ;
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set = > throw new NotSupportedException ( ) ;
}
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public double Rate = > GameplayClock . Rate ;
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public double CurrentTime = > GameplayClock . CurrentTime ;
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public bool IsRunning = > GameplayClock . IsRunning ;
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#endregion
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public void ProcessFrame ( )
{
// Handled via update. Don't process here to safeguard from external usages potentially processing frames additional times.
}
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public double ElapsedFrameTime = > GameplayClock . ElapsedFrameTime ;
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public double FramesPerSecond = > GameplayClock . FramesPerSecond ;
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}
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}