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Add a base container with beat syncing logic
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osu.Game/Graphics/Containers/BeatSyncedContainer.cs
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64
osu.Game/Graphics/Containers/BeatSyncedContainer.cs
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Timing;
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namespace osu.Game.Graphics.Containers
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{
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public class BeatSyncedContainer : Container
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{
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private Bindable<WorkingBeatmap> beatmap;
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private int beat;
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private double timingPointStart;
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//This is to avoid sending new beats when not at the very start of the beat
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private const int seek_tolerance = 20;
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private const double min_beat_length = 1E-100;
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public BeatSyncedContainer()
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{
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}
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protected override void Update()
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{
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if (beatmap.Value != null)
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{
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double currentTime = beatmap.Value.Track.CurrentTime;
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ControlPoint kiaiControlPoint;
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ControlPoint controlPoint = beatmap.Value.Beatmap.TimingInfo.TimingPointAt(currentTime, out kiaiControlPoint);
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if (controlPoint != null)
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{
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double oldTimingPointStart = timingPointStart;
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double beatLenght = double.MinValue;
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int oldBeat = beat;
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bool kiai = false;
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beatLenght = controlPoint.BeatLength;
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timingPointStart = controlPoint.Time;
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kiai = kiaiControlPoint?.KiaiMode ?? false;
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beat = beatLenght > min_beat_length ? (int)((currentTime - timingPointStart) / beatLenght) : 0;
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//should we handle negative beats? (before the start of the controlPoint)
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//The beats before the start of the first control point are off by 1, this should do the trick
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if (currentTime <= timingPointStart)
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beat--;
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if ((timingPointStart != oldTimingPointStart || beat != oldBeat) && (int)((currentTime - timingPointStart) % (beatLenght)) <= seek_tolerance)
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OnNewBeat(beat, controlPoint.BeatLength, controlPoint.TimeSignature, kiai);
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}
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}
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}
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protected virtual void OnNewBeat(int newBeat, double beatLength, TimeSignatures timeSignature, bool kiai)
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{
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}
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game)
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{
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beatmap = game.Beatmap;
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}
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}
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}
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@ -74,6 +74,7 @@
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<Compile Include="Audio\SampleInfoList.cs" />
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<Compile Include="Beatmaps\Drawables\BeatmapBackgroundSprite.cs" />
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<Compile Include="Beatmaps\DifficultyCalculator.cs" />
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<Compile Include="Graphics\Containers\BeatSyncedContainer.cs" />
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<Compile Include="Online\API\Requests\PostMessageRequest.cs" />
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<Compile Include="Online\Chat\ErrorMessage.cs" />
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<Compile Include="Overlays\Chat\ChatTabControl.cs" />
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