diff --git a/osu.Game/Screens/Play/HUD/ClicksPerSecond/ClicksPerSecondCalculator.cs b/osu.Game/Screens/Play/HUD/ClicksPerSecond/ClicksPerSecondCalculator.cs
index bf1f508d7b..ba0c47dc8b 100644
--- a/osu.Game/Screens/Play/HUD/ClicksPerSecond/ClicksPerSecondCalculator.cs
+++ b/osu.Game/Screens/Play/HUD/ClicksPerSecond/ClicksPerSecondCalculator.cs
@@ -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()
{
diff --git a/osu.Game/Screens/Play/HUD/SongProgress.cs b/osu.Game/Screens/Play/HUD/SongProgress.cs
index 4504745eb9..c5f5de6f48 100644
--- a/osu.Game/Screens/Play/HUD/SongProgress.cs
+++ b/osu.Game/Screens/Play/HUD/SongProgress.cs
@@ -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; }
+
+ ///
+ /// 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.
+ ///
+ protected IClock FrameStableClock => frameStableClock ?? GameplayClock;
- private IClock? referenceClock;
private IEnumerable? objects;
public IEnumerable Objects
@@ -58,12 +63,11 @@ namespace osu.Game.Screens.Play.HUD
protected virtual void UpdateObjects(IEnumerable 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;
diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs
index 05133fba35..77c16718f5 100644
--- a/osu.Game/Screens/Play/Player.cs
+++ b/osu.Game/Screens/Play/Player.cs
@@ -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.