From 771d676ba1a8baed1661985929598598893b5a33 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Sat, 16 Mar 2019 13:47:11 +0900 Subject: [PATCH 1/2] Split RulesetInputManager out to FrameStabilityContainer --- .../Rulesets/UI/FrameStabilityContainer.cs | 161 ++++++++++++++++++ osu.Game/Rulesets/UI/RulesetContainer.cs | 14 +- osu.Game/Rulesets/UI/RulesetInputManager.cs | 140 +-------------- 3 files changed, 178 insertions(+), 137 deletions(-) create mode 100644 osu.Game/Rulesets/UI/FrameStabilityContainer.cs diff --git a/osu.Game/Rulesets/UI/FrameStabilityContainer.cs b/osu.Game/Rulesets/UI/FrameStabilityContainer.cs new file mode 100644 index 0000000000..921ed46d0e --- /dev/null +++ b/osu.Game/Rulesets/UI/FrameStabilityContainer.cs @@ -0,0 +1,161 @@ +// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. +// See the LICENCE file in the repository root for full licence text. + +using System; +using osu.Framework.Allocation; +using osu.Framework.Graphics; +using osu.Framework.Graphics.Containers; +using osu.Framework.Timing; +using osu.Game.Input.Handlers; +using osu.Game.Screens.Play; + +namespace osu.Game.Rulesets.UI +{ + /// + /// A container which consumes a parent gameplay clock and standardises frame counts for children. + /// Will ensure a minimum of 40 frames per clock second is maintained, regardless of any system lag or seeks. + /// + public class FrameStabilityContainer : Container, IHasReplayHandler + { + public FrameStabilityContainer() + { + RelativeSizeAxes = Axes.Both; + gameplayClock = new GameplayClock(framedClock = new FramedClock(manualClock = new ManualClock())); + } + + #region Clock control + + private readonly ManualClock manualClock; + + private readonly FramedClock framedClock; + + [Cached] + private GameplayClock gameplayClock; + + private IFrameBasedClock parentGameplayClock; + + [BackgroundDependencyLoader(true)] + private void load(GameplayClock clock) + { + if (clock != null) + parentGameplayClock = clock; + } + + protected override void LoadComplete() + { + base.LoadComplete(); + setClock(); + } + + /// + /// Whether we are running up-to-date with our parent clock. + /// If not, we will need to keep processing children until we catch up. + /// + private bool requireMoreUpdateLoops; + + /// + /// Whether we are in a valid state (ie. should we keep processing children frames). + /// This should be set to false when the replay is, for instance, waiting for future frames to arrive. + /// + private bool validState; + + protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && validState; + + private bool isAttached => ReplayInputHandler != null; + + private const int max_catch_up_updates_per_frame = 50; + + private const double sixty_frame_time = 1000.0 / 60; + + public override bool UpdateSubTree() + { + requireMoreUpdateLoops = true; + validState = true; + + int loops = 0; + + while (validState && requireMoreUpdateLoops && loops++ < max_catch_up_updates_per_frame) + { + updateClock(); + + if (validState) + { + base.UpdateSubTree(); + UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat); + } + } + + return true; + } + + private void updateClock() + { + if (parentGameplayClock == null) + setClock(); // LoadComplete may not be run yet, but we still want the clock. + + validState = true; + + manualClock.Rate = parentGameplayClock.Rate; + manualClock.IsRunning = parentGameplayClock.IsRunning; + + var newProposedTime = parentGameplayClock.CurrentTime; + + try + { + if (Math.Abs(manualClock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f) + { + newProposedTime = manualClock.Rate > 0 + ? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time) + : Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time); + } + + if (!isAttached) + { + manualClock.CurrentTime = newProposedTime; + } + else + { + double? newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime); + + if (newTime == null) + { + // we shouldn't execute for this time value. probably waiting on more replay data. + validState = false; + + requireMoreUpdateLoops = true; + manualClock.CurrentTime = newProposedTime; + return; + } + + manualClock.CurrentTime = newTime.Value; + } + + requireMoreUpdateLoops = manualClock.CurrentTime != parentGameplayClock.CurrentTime; + } + finally + { + // The manual clock time has changed in the above code. The framed clock now needs to be updated + // to ensure that the its time is valid for our children before input is processed + framedClock.ProcessFrame(); + } + } + + private void setClock() + { + // in case a parent gameplay clock isn't available, just use the parent clock. + if (parentGameplayClock == null) + parentGameplayClock = Clock; + + Clock = gameplayClock; + ProcessCustomClock = false; + } + + #endregion + + #region IHasReplayHandler + + public ReplayInputHandler ReplayInputHandler { get; set; } + + #endregion + } +} diff --git a/osu.Game/Rulesets/UI/RulesetContainer.cs b/osu.Game/Rulesets/UI/RulesetContainer.cs index ed5f23dc7f..d8813631dc 100644 --- a/osu.Game/Rulesets/UI/RulesetContainer.cs +++ b/osu.Game/Rulesets/UI/RulesetContainer.cs @@ -132,6 +132,8 @@ namespace osu.Game.Rulesets.UI protected virtual ReplayInputHandler CreateReplayInputHandler(Replay replay) => null; + protected FrameStabilityContainer FrameStabilityContainer; + public Score ReplayScore { get; private set; } /// @@ -149,7 +151,11 @@ namespace osu.Game.Rulesets.UI throw new InvalidOperationException($"A {nameof(KeyBindingInputManager)} which supports replay loading is not available"); ReplayScore = replayScore; - ReplayInputManager.ReplayInputHandler = replayScore != null ? CreateReplayInputHandler(replayScore.Replay) : null; + + var handler = replayScore != null ? CreateReplayInputHandler(replayScore.Replay) : null; + + ReplayInputManager.ReplayInputHandler = handler; + FrameStabilityContainer.ReplayInputHandler = handler; HasReplayLoaded.Value = ReplayInputManager.ReplayInputHandler != null; } @@ -243,7 +249,6 @@ namespace osu.Game.Rulesets.UI Beatmap = (Beatmap)workingBeatmap.GetPlayableBeatmap(ruleset.RulesetInfo); KeyBindingInputManager = CreateInputManager(); - KeyBindingInputManager.RelativeSizeAxes = Axes.Both; applyBeatmapMods(Mods); } @@ -262,7 +267,10 @@ namespace osu.Game.Rulesets.UI InternalChildren = new Drawable[] { - KeyBindingInputManager, + FrameStabilityContainer = new FrameStabilityContainer + { + Child = KeyBindingInputManager, + }, Overlays = new Container { RelativeSizeAxes = Axes.Both } }; diff --git a/osu.Game/Rulesets/UI/RulesetInputManager.cs b/osu.Game/Rulesets/UI/RulesetInputManager.cs index 87220a37e8..e303166774 100644 --- a/osu.Game/Rulesets/UI/RulesetInputManager.cs +++ b/osu.Game/Rulesets/UI/RulesetInputManager.cs @@ -1,7 +1,6 @@ // Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. -using System; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Bindables; @@ -12,7 +11,6 @@ using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Framework.Input.StateChanges.Events; using osu.Framework.Input.States; -using osu.Framework.Timing; using osu.Game.Configuration; using osu.Game.Input.Bindings; using osu.Game.Input.Handlers; @@ -41,7 +39,12 @@ namespace osu.Game.Rulesets.UI protected RulesetInputManager(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique) { InternalChild = KeyBindingContainer = CreateKeyBindingContainer(ruleset, variant, unique); - gameplayClock = new GameplayClock(framedClock = new FramedClock(manualClock = new ManualClock())); + } + + [BackgroundDependencyLoader(true)] + private void load(OsuConfigManager config) + { + mouseDisabled = config.GetBindable(OsuSetting.MouseDisableButtons); } #region Action mapping (for replays) @@ -85,137 +88,6 @@ namespace osu.Game.Rulesets.UI #endregion - #region Clock control - - private readonly ManualClock manualClock; - - private readonly FramedClock framedClock; - - [Cached] - private GameplayClock gameplayClock; - - private IFrameBasedClock parentGameplayClock; - - [BackgroundDependencyLoader(true)] - private void load(OsuConfigManager config, GameplayClock clock) - { - mouseDisabled = config.GetBindable(OsuSetting.MouseDisableButtons); - - if (clock != null) - parentGameplayClock = clock; - } - - protected override void LoadComplete() - { - base.LoadComplete(); - setClock(); - } - - /// - /// Whether we are running up-to-date with our parent clock. - /// If not, we will need to keep processing children until we catch up. - /// - private bool requireMoreUpdateLoops; - - /// - /// Whether we are in a valid state (ie. should we keep processing children frames). - /// This should be set to false when the replay is, for instance, waiting for future frames to arrive. - /// - private bool validState; - - protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && validState; - - private bool isAttached => replayInputHandler != null && !UseParentInput; - - private const int max_catch_up_updates_per_frame = 50; - - private const double sixty_frame_time = 1000.0 / 60; - - public override bool UpdateSubTree() - { - requireMoreUpdateLoops = true; - validState = true; - - int loops = 0; - - while (validState && requireMoreUpdateLoops && loops++ < max_catch_up_updates_per_frame) - { - updateClock(); - - if (validState) - { - base.UpdateSubTree(); - UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat); - } - } - - return true; - } - - private void updateClock() - { - if (parentGameplayClock == null) - setClock(); // LoadComplete may not be run yet, but we still want the clock. - - validState = true; - - manualClock.Rate = parentGameplayClock.Rate; - manualClock.IsRunning = parentGameplayClock.IsRunning; - - var newProposedTime = parentGameplayClock.CurrentTime; - - try - { - if (Math.Abs(manualClock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f) - { - newProposedTime = manualClock.Rate > 0 - ? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time) - : Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time); - } - - if (!isAttached) - { - manualClock.CurrentTime = newProposedTime; - } - else - { - double? newTime = replayInputHandler.SetFrameFromTime(newProposedTime); - - if (newTime == null) - { - // we shouldn't execute for this time value. probably waiting on more replay data. - validState = false; - - requireMoreUpdateLoops = true; - manualClock.CurrentTime = newProposedTime; - return; - } - - manualClock.CurrentTime = newTime.Value; - } - - requireMoreUpdateLoops = manualClock.CurrentTime != parentGameplayClock.CurrentTime; - } - finally - { - // The manual clock time has changed in the above code. The framed clock now needs to be updated - // to ensure that the its time is valid for our children before input is processed - framedClock.ProcessFrame(); - } - } - - private void setClock() - { - // in case a parent gameplay clock isn't available, just use the parent clock. - if (parentGameplayClock == null) - parentGameplayClock = Clock; - - Clock = gameplayClock; - ProcessCustomClock = false; - } - - #endregion - #region Setting application (disables etc.) private Bindable mouseDisabled; From 9ca4d9d4d1acff69ae673621b7fdcec0b9b92178 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Mon, 18 Mar 2019 10:48:44 +0900 Subject: [PATCH 2/2] Remove regions --- osu.Game/Rulesets/UI/FrameStabilityContainer.cs | 8 -------- 1 file changed, 8 deletions(-) diff --git a/osu.Game/Rulesets/UI/FrameStabilityContainer.cs b/osu.Game/Rulesets/UI/FrameStabilityContainer.cs index 921ed46d0e..161e7aecb4 100644 --- a/osu.Game/Rulesets/UI/FrameStabilityContainer.cs +++ b/osu.Game/Rulesets/UI/FrameStabilityContainer.cs @@ -23,8 +23,6 @@ namespace osu.Game.Rulesets.UI gameplayClock = new GameplayClock(framedClock = new FramedClock(manualClock = new ManualClock())); } - #region Clock control - private readonly ManualClock manualClock; private readonly FramedClock framedClock; @@ -150,12 +148,6 @@ namespace osu.Game.Rulesets.UI ProcessCustomClock = false; } - #endregion - - #region IHasReplayHandler - public ReplayInputHandler ReplayInputHandler { get; set; } - - #endregion } }