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Merge pull request #20014 from peppy/fix-resume-skip-forward
Fix gameplay skipping forward during resume operation
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commit
000412c50f
@ -66,7 +66,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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Player.OnUpdate += _ =>
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{
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double currentTime = Player.GameplayClockContainer.CurrentTime;
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alwaysGoingForward &= currentTime >= lastTime;
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alwaysGoingForward &= currentTime >= lastTime - 500;
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lastTime = currentTime;
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};
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});
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@ -77,7 +77,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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resumeAndConfirm();
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AddAssert("time didn't go backwards", () => alwaysGoingForward);
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AddAssert("time didn't go too far backwards", () => alwaysGoingForward);
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AddStep("reset offset", () => LocalConfig.SetValue(OsuSetting.AudioOffset, 0.0));
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}
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@ -90,6 +90,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("player not playing", () => !Player.LocalUserPlaying.Value);
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resumeAndConfirm();
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AddAssert("Resumed without seeking forward", () => Player.LastResumeTime, () => Is.LessThanOrEqualTo(Player.LastPauseTime));
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AddUntilStep("player playing", () => Player.LocalUserPlaying.Value);
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}
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@ -378,7 +381,16 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("pause overlay " + (isShown ? "shown" : "hidden"), () => Player.PauseOverlayVisible == isShown);
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private void confirmClockRunning(bool isRunning) =>
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AddUntilStep("clock " + (isRunning ? "running" : "stopped"), () => Player.GameplayClockContainer.IsRunning == isRunning);
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AddUntilStep("clock " + (isRunning ? "running" : "stopped"), () =>
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{
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bool completed = Player.GameplayClockContainer.IsRunning == isRunning;
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if (completed)
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{
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}
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return completed;
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});
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protected override bool AllowFail => true;
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@ -386,6 +398,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected class PausePlayer : TestPlayer
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{
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public double LastPauseTime { get; private set; }
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public double LastResumeTime { get; private set; }
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public bool FailOverlayVisible => FailOverlay.State.Value == Visibility.Visible;
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public bool PauseOverlayVisible => PauseOverlay.State.Value == Visibility.Visible;
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@ -399,6 +414,23 @@ namespace osu.Game.Tests.Visual.Gameplay
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base.OnEntering(e);
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GameplayClockContainer.Stop();
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}
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private bool? isRunning;
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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if (GameplayClockContainer.IsRunning != isRunning)
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{
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isRunning = GameplayClockContainer.IsRunning;
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if (isRunning.Value)
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LastResumeTime = GameplayClockContainer.CurrentTime;
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else
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LastPauseTime = GameplayClockContainer.CurrentTime;
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}
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}
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}
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}
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}
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@ -88,9 +88,7 @@ namespace osu.Game.Screens.Play
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ensureSourceClockSet();
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// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
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// This accounts for the clock source potentially taking time to enter a completely stopped state
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Seek(GameplayClock.CurrentTime);
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PrepareStart();
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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),
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@ -111,11 +109,19 @@ namespace osu.Game.Screens.Play
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});
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}
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/// <summary>
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/// When <see cref="Start"/> is called, this will be run to give an opportunity to prepare the clock at the correct
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/// start location.
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/// </summary>
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protected virtual void PrepareStart()
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{
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}
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/// <summary>
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/// Seek to a specific time in gameplay.
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/// </summary>
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/// <param name="time">The destination time to seek to.</param>
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public void Seek(double time)
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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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@ -45,6 +45,17 @@ namespace osu.Game.Screens.Play
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private readonly List<Bindable<double>> nonGameplayAdjustments = new List<Bindable<double>>();
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/// <summary>
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/// Stores the time at which the last <see cref="StopGameplayClock"/> call was triggered.
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/// This is used to ensure we resume from that precise point in time, ignoring the proceeding frequency ramp.
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///
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/// Optimally, we'd have gameplay ramp down with the frequency, but I believe this was intentionally disabled
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/// to avoid fails occurring after the pause screen has been shown.
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///
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/// In the future I want to change this.
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/// </summary>
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private double? actualStopTime;
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public override IEnumerable<double> NonGameplayAdjustments => nonGameplayAdjustments.Select(b => b.Value);
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/// <summary>
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@ -86,6 +97,8 @@ namespace osu.Game.Screens.Play
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protected override void StopGameplayClock()
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{
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actualStopTime = GameplayClock.CurrentTime;
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if (IsLoaded)
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{
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// During normal operation, the source is stopped after performing a frequency ramp.
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@ -108,6 +121,25 @@ namespace osu.Game.Screens.Play
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}
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}
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public override void Seek(double time)
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{
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// Safety in case the clock is seeked while stopped.
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actualStopTime = null;
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base.Seek(time);
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}
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protected override void PrepareStart()
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{
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if (actualStopTime != null)
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{
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Seek(actualStopTime.Value);
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actualStopTime = null;
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}
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else
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base.PrepareStart();
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}
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protected override void StartGameplayClock()
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{
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addSourceClockAdjustments();
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