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Merge pull request #4475 from peppy/frame-stability-container
Extract RulesetInputManager's timing logic to FrameStabilityContainer
This commit is contained in:
commit
107fb55172
153
osu.Game/Rulesets/UI/FrameStabilityContainer.cs
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153
osu.Game/Rulesets/UI/FrameStabilityContainer.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Timing;
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using osu.Game.Input.Handlers;
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using osu.Game.Screens.Play;
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namespace osu.Game.Rulesets.UI
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{
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/// <summary>
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/// A container which consumes a parent gameplay clock and standardises frame counts for children.
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/// Will ensure a minimum of 40 frames per clock second is maintained, regardless of any system lag or seeks.
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/// </summary>
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public class FrameStabilityContainer : Container, IHasReplayHandler
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{
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public FrameStabilityContainer()
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{
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RelativeSizeAxes = Axes.Both;
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gameplayClock = new GameplayClock(framedClock = new FramedClock(manualClock = new ManualClock()));
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}
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private readonly ManualClock manualClock;
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private readonly FramedClock framedClock;
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[Cached]
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private GameplayClock gameplayClock;
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private IFrameBasedClock parentGameplayClock;
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[BackgroundDependencyLoader(true)]
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private void load(GameplayClock clock)
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{
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if (clock != null)
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parentGameplayClock = clock;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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setClock();
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}
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/// <summary>
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/// Whether we are running up-to-date with our parent clock.
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/// If not, we will need to keep processing children until we catch up.
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/// </summary>
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private bool requireMoreUpdateLoops;
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/// <summary>
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/// Whether we are in a valid state (ie. should we keep processing children frames).
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/// This should be set to false when the replay is, for instance, waiting for future frames to arrive.
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/// </summary>
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private bool validState;
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protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && validState;
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private bool isAttached => ReplayInputHandler != null;
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private const int max_catch_up_updates_per_frame = 50;
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private const double sixty_frame_time = 1000.0 / 60;
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public override bool UpdateSubTree()
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{
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requireMoreUpdateLoops = true;
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validState = true;
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int loops = 0;
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while (validState && requireMoreUpdateLoops && loops++ < max_catch_up_updates_per_frame)
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{
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updateClock();
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if (validState)
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{
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base.UpdateSubTree();
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UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat);
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}
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}
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return true;
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}
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private void updateClock()
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{
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if (parentGameplayClock == null)
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setClock(); // LoadComplete may not be run yet, but we still want the clock.
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validState = true;
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manualClock.Rate = parentGameplayClock.Rate;
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manualClock.IsRunning = parentGameplayClock.IsRunning;
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var newProposedTime = parentGameplayClock.CurrentTime;
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try
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{
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if (Math.Abs(manualClock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f)
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{
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newProposedTime = manualClock.Rate > 0
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? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time)
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: Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time);
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}
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if (!isAttached)
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{
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manualClock.CurrentTime = newProposedTime;
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}
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else
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{
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double? newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime);
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if (newTime == null)
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{
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// we shouldn't execute for this time value. probably waiting on more replay data.
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validState = false;
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requireMoreUpdateLoops = true;
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manualClock.CurrentTime = newProposedTime;
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return;
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}
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manualClock.CurrentTime = newTime.Value;
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}
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requireMoreUpdateLoops = manualClock.CurrentTime != parentGameplayClock.CurrentTime;
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}
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finally
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{
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// The manual clock time has changed in the above code. The framed clock now needs to be updated
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// to ensure that the its time is valid for our children before input is processed
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framedClock.ProcessFrame();
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}
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}
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private void setClock()
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{
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// in case a parent gameplay clock isn't available, just use the parent clock.
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if (parentGameplayClock == null)
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parentGameplayClock = Clock;
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Clock = gameplayClock;
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ProcessCustomClock = false;
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}
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public ReplayInputHandler ReplayInputHandler { get; set; }
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}
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}
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@ -132,6 +132,8 @@ namespace osu.Game.Rulesets.UI
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protected virtual ReplayInputHandler CreateReplayInputHandler(Replay replay) => null;
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protected FrameStabilityContainer FrameStabilityContainer;
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public Score ReplayScore { get; private set; }
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/// <summary>
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@ -149,7 +151,11 @@ namespace osu.Game.Rulesets.UI
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throw new InvalidOperationException($"A {nameof(KeyBindingInputManager)} which supports replay loading is not available");
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ReplayScore = replayScore;
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ReplayInputManager.ReplayInputHandler = replayScore != null ? CreateReplayInputHandler(replayScore.Replay) : null;
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var handler = replayScore != null ? CreateReplayInputHandler(replayScore.Replay) : null;
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ReplayInputManager.ReplayInputHandler = handler;
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FrameStabilityContainer.ReplayInputHandler = handler;
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HasReplayLoaded.Value = ReplayInputManager.ReplayInputHandler != null;
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}
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@ -243,7 +249,6 @@ namespace osu.Game.Rulesets.UI
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Beatmap = (Beatmap<TObject>)workingBeatmap.GetPlayableBeatmap(ruleset.RulesetInfo);
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KeyBindingInputManager = CreateInputManager();
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KeyBindingInputManager.RelativeSizeAxes = Axes.Both;
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applyBeatmapMods(Mods);
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}
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@ -262,7 +267,10 @@ namespace osu.Game.Rulesets.UI
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InternalChildren = new Drawable[]
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{
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KeyBindingInputManager,
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FrameStabilityContainer = new FrameStabilityContainer
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{
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Child = KeyBindingInputManager,
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},
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Overlays = new Container { RelativeSizeAxes = Axes.Both }
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};
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@ -1,7 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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@ -12,7 +11,6 @@ using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.StateChanges.Events;
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using osu.Framework.Input.States;
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using osu.Framework.Timing;
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using osu.Game.Configuration;
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using osu.Game.Input.Bindings;
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using osu.Game.Input.Handlers;
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@ -41,7 +39,12 @@ namespace osu.Game.Rulesets.UI
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protected RulesetInputManager(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique)
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{
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InternalChild = KeyBindingContainer = CreateKeyBindingContainer(ruleset, variant, unique);
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gameplayClock = new GameplayClock(framedClock = new FramedClock(manualClock = new ManualClock()));
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuConfigManager config)
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{
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mouseDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableButtons);
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}
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#region Action mapping (for replays)
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@ -85,137 +88,6 @@ namespace osu.Game.Rulesets.UI
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#endregion
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#region Clock control
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private readonly ManualClock manualClock;
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private readonly FramedClock framedClock;
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[Cached]
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private GameplayClock gameplayClock;
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private IFrameBasedClock parentGameplayClock;
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[BackgroundDependencyLoader(true)]
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private void load(OsuConfigManager config, GameplayClock clock)
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{
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mouseDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableButtons);
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if (clock != null)
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parentGameplayClock = clock;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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setClock();
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}
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/// <summary>
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/// Whether we are running up-to-date with our parent clock.
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/// If not, we will need to keep processing children until we catch up.
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/// </summary>
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private bool requireMoreUpdateLoops;
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/// <summary>
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/// Whether we are in a valid state (ie. should we keep processing children frames).
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/// This should be set to false when the replay is, for instance, waiting for future frames to arrive.
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/// </summary>
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private bool validState;
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protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && validState;
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private bool isAttached => replayInputHandler != null && !UseParentInput;
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private const int max_catch_up_updates_per_frame = 50;
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private const double sixty_frame_time = 1000.0 / 60;
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public override bool UpdateSubTree()
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{
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requireMoreUpdateLoops = true;
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validState = true;
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int loops = 0;
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while (validState && requireMoreUpdateLoops && loops++ < max_catch_up_updates_per_frame)
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{
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updateClock();
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if (validState)
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{
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base.UpdateSubTree();
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UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat);
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}
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}
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return true;
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}
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private void updateClock()
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{
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if (parentGameplayClock == null)
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setClock(); // LoadComplete may not be run yet, but we still want the clock.
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validState = true;
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manualClock.Rate = parentGameplayClock.Rate;
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manualClock.IsRunning = parentGameplayClock.IsRunning;
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var newProposedTime = parentGameplayClock.CurrentTime;
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try
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{
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if (Math.Abs(manualClock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f)
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{
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newProposedTime = manualClock.Rate > 0
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? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time)
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: Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time);
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}
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if (!isAttached)
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{
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manualClock.CurrentTime = newProposedTime;
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}
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else
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{
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double? newTime = replayInputHandler.SetFrameFromTime(newProposedTime);
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if (newTime == null)
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{
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// we shouldn't execute for this time value. probably waiting on more replay data.
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validState = false;
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requireMoreUpdateLoops = true;
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manualClock.CurrentTime = newProposedTime;
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return;
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}
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manualClock.CurrentTime = newTime.Value;
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}
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requireMoreUpdateLoops = manualClock.CurrentTime != parentGameplayClock.CurrentTime;
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}
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finally
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{
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// The manual clock time has changed in the above code. The framed clock now needs to be updated
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// to ensure that the its time is valid for our children before input is processed
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framedClock.ProcessFrame();
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}
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}
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private void setClock()
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{
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// in case a parent gameplay clock isn't available, just use the parent clock.
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if (parentGameplayClock == null)
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parentGameplayClock = Clock;
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Clock = gameplayClock;
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ProcessCustomClock = false;
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}
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#endregion
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#region Setting application (disables etc.)
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private Bindable<bool> mouseDisabled;
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