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Merge pull request #22273 from peppy/frame-stable-cache

Cache `IFrameStableClock` in `Player` for easier access
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Dean Herbert 2023-01-18 22:31:35 +09:00 committed by GitHub
commit 0f3a586738
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 15 additions and 13 deletions

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@ -15,14 +15,12 @@ namespace osu.Game.Screens.Play.HUD.ClicksPerSecond
[Resolved]
private IGameplayClock gameplayClock { get; set; } = null!;
[Resolved(canBeNull: true)]
private DrawableRuleset? drawableRuleset { get; set; }
[Resolved]
private IFrameStableClock? frameStableClock { get; set; }
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.
private IGameplayClock clock => drawableRuleset?.FrameStableClock ?? gameplayClock;
private IGameplayClock clock => frameStableClock ?? gameplayClock;
public ClicksPerSecondCalculator()
{

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@ -25,10 +25,15 @@ namespace osu.Game.Screens.Play.HUD
[Resolved]
protected IGameplayClock GameplayClock { get; private set; } = null!;
[Resolved(canBeNull: true)]
private DrawableRuleset? drawableRuleset { get; set; }
[Resolved]
private IFrameStableClock? frameStableClock { get; set; }
/// <summary>
/// The reference clock is used to accurately tell the current playfield's time (including catch-up lag).
/// However, if none is available (i.e. used in tests), we fall back to the gameplay clock.
/// </summary>
protected IClock FrameStableClock => frameStableClock ?? GameplayClock;
private IClock? referenceClock;
private IEnumerable<HitObject>? objects;
public IEnumerable<HitObject> Objects
@ -58,12 +63,11 @@ namespace osu.Game.Screens.Play.HUD
protected virtual void UpdateObjects(IEnumerable<HitObject> objects) { }
[BackgroundDependencyLoader]
private void load()
private void load(DrawableRuleset? drawableRuleset)
{
if (drawableRuleset != null)
{
Objects = drawableRuleset.Objects;
referenceClock = drawableRuleset.FrameStableClock;
}
}
@ -74,9 +78,7 @@ namespace osu.Game.Screens.Play.HUD
if (objects == null)
return;
// The reference clock is used to accurately tell the playfield's time. This is obtained from the drawable ruleset.
// However, if no drawable ruleset is available (i.e. used in tests), we fall back to the gameplay clock.
double currentTime = referenceClock?.CurrentTime ?? GameplayClock.CurrentTime;
double currentTime = FrameStableClock.CurrentTime;
bool isInIntro = currentTime < FirstHitTime;

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@ -309,6 +309,8 @@ namespace osu.Game.Screens.Play
});
}
dependencies.CacheAs(DrawableRuleset.FrameStableClock);
// add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components.
// also give the overlays the ruleset skin provider to allow rulesets to potentially override HUD elements (used to disable combo counters etc.)
// we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there.