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Update usage of DecoupleableInterpolatingFramedClock in FramedBeatmapClock

This commit is contained in:
Dean Herbert 2023-09-21 15:32:29 +09:00
parent 3f27be1f33
commit 117cd74af6
2 changed files with 17 additions and 19 deletions

View File

@ -13,8 +13,6 @@ using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Screens.Play;
#pragma warning disable CS0618
namespace osu.Game.Beatmaps
{
/// <summary>
@ -55,7 +53,7 @@ namespace osu.Game.Beatmaps
private IDisposable? beatmapOffsetSubscription;
private readonly DecoupleableInterpolatingFramedClock decoupledClock;
private readonly DecouplingClock decoupledTrack;
[Resolved]
private OsuConfigManager config { get; set; } = null!;
@ -74,13 +72,13 @@ namespace osu.Game.Beatmaps
// A decoupled clock is used to ensure precise time values even when the host audio subsystem is not reporting
// high precision times (on windows there's generally only 5-10ms reporting intervals, as an example).
decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
decoupledTrack = new DecouplingClock();
if (applyOffsets)
{
// Audio timings in general with newer BASS versions don't match stable.
// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
platformOffsetClock = new OffsetCorrectionClock(decoupledClock, ExternalPauseFrequencyAdjust) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
platformOffsetClock = new OffsetCorrectionClock(decoupledTrack, ExternalPauseFrequencyAdjust) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
// User global offset (set in settings) should also be applied.
userGlobalOffsetClock = new OffsetCorrectionClock(platformOffsetClock, ExternalPauseFrequencyAdjust);
@ -90,7 +88,7 @@ namespace osu.Game.Beatmaps
}
else
{
finalClockSource = decoupledClock;
finalClockSource = new InterpolatingFramedClock(decoupledTrack);
}
}
@ -120,13 +118,12 @@ namespace osu.Game.Beatmaps
{
base.Update();
if (Source != null && Source is not IAdjustableClock && Source.CurrentTime < decoupledClock.CurrentTime - 100)
// TODO: necessary?
if (Source.CurrentTime < decoupledTrack.CurrentTime - 100)
{
// InterpolatingFramedClock won't interpolate backwards unless its source has an ElapsedFrameTime.
// See https://github.com/ppy/osu-framework/blob/ba1385330cc501f34937e08257e586c84e35d772/osu.Framework/Timing/InterpolatingFramedClock.cs#L91-L93
// This is not always the case here when doing large seeks.
// (Of note, this is not an issue if the source is adjustable, as the source is seeked to be in time by DecoupleableInterpolatingFramedClock).
// Rather than trying to get around this by fixing the framework clock stack, let's work around it for now.
Seek(Source.CurrentTime);
}
else
@ -156,43 +153,43 @@ namespace osu.Game.Beatmaps
public void ChangeSource(IClock? source)
{
Track = source as Track ?? new TrackVirtual(60000);
decoupledClock.ChangeSource(source);
decoupledTrack.ChangeSource(Track);
}
public IClock? Source => decoupledClock.Source;
public IClock Source => decoupledTrack.Source;
public void Reset()
{
decoupledClock.Reset();
decoupledTrack.Reset();
finalClockSource.ProcessFrame();
}
public void Start()
{
decoupledClock.Start();
decoupledTrack.Start();
finalClockSource.ProcessFrame();
}
public void Stop()
{
decoupledClock.Stop();
decoupledTrack.Stop();
finalClockSource.ProcessFrame();
}
public bool Seek(double position)
{
bool success = decoupledClock.Seek(position - TotalAppliedOffset);
bool success = decoupledTrack.Seek(position - TotalAppliedOffset);
finalClockSource.ProcessFrame();
return success;
}
public void ResetSpeedAdjustments() => decoupledClock.ResetSpeedAdjustments();
public void ResetSpeedAdjustments() => decoupledTrack.ResetSpeedAdjustments();
public double Rate
{
get => decoupledClock.Rate;
set => decoupledClock.Rate = value;
get => decoupledTrack.Rate;
set => decoupledTrack.Rate = value;
}
#endregion

View File

@ -194,7 +194,8 @@ namespace osu.Game.Screens.Play
/// </summary>
private void ensureSourceClockSet()
{
if (GameplayClock.Source == null)
// TODO: does this need to exist?
if (GameplayClock.Source != SourceClock)
ChangeSource(SourceClock);
}