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osu-lazer/osu.Game/Screens/Play/HUD/ClicksPerSecond/ClicksPerSecondCalculator.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.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Game.Rulesets.UI;
namespace osu.Game.Screens.Play.HUD.ClicksPerSecond
{
public class ClicksPerSecondCalculator : Component
{
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private readonly List<double> timestamps = new List<double>();
[Resolved]
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private IGameplayClock gameplayClock { get; set; } = null!;
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[Resolved(canBeNull: true)]
private DrawableRuleset? drawableRuleset { get; set; }
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public int Value { get; private set; }
// Even though `FrameStabilityContainer` caches as a `GameplayClock`, we need to check it directly via `drawableRuleset`
// as this calculator is not contained within the `FrameStabilityContainer` and won't see the dependency.
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private IGameplayClock clock => drawableRuleset?.FrameStableClock ?? gameplayClock;
public ClicksPerSecondCalculator()
{
RelativeSizeAxes = Axes.Both;
}
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public void AddInputTimestamp() => timestamps.Add(clock.CurrentTime);
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protected override void Update()
{
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base.Update();
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double latestValidTime = clock.CurrentTime;
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double earliestTimeValid = latestValidTime - 1000 * gameplayClock.GetTrueGameplayRate();
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int count = 0;
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for (int i = timestamps.Count - 1; i >= 0; i--)
{
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// handle rewinding by removing future timestamps as we go
if (timestamps[i] > latestValidTime)
{
timestamps.RemoveAt(i);
continue;
}
if (timestamps[i] >= earliestTimeValid)
count++;
}
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Value = count;
}
}
}