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Merge pull request #10371 from peppy/fix-gameplay-seek-sample-pausing
Fix seeking in replays not correctly pausing samples
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commit
12c84df208
@ -163,16 +163,14 @@ namespace osu.Game.Rulesets.Taiko.UI
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target = centreHit;
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back = centre;
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if (gameplayClock?.IsSeeking != true)
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drumSample.Centre?.Play();
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drumSample.Centre?.Play();
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}
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else if (action == RimAction)
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{
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target = rimHit;
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back = rim;
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if (gameplayClock?.IsSeeking != true)
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drumSample.Rim?.Play();
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drumSample.Rim?.Play();
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}
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if (target != null)
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@ -0,0 +1,61 @@
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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.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics.Audio;
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using osu.Framework.Testing;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneGameplaySamplePlayback : PlayerTestScene
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{
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[Test]
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public void TestAllSamplesStopDuringSeek()
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{
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DrawableSlider slider = null;
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DrawableSample[] samples = null;
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ISamplePlaybackDisabler gameplayClock = null;
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AddStep("get variables", () =>
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{
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gameplayClock = Player.ChildrenOfType<FrameStabilityContainer>().First().GameplayClock;
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slider = Player.ChildrenOfType<DrawableSlider>().OrderBy(s => s.HitObject.StartTime).First();
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samples = slider.ChildrenOfType<DrawableSample>().ToArray();
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});
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AddUntilStep("wait for slider sliding then seek", () =>
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{
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if (!slider.Tracking.Value)
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return false;
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if (!samples.Any(s => s.Playing))
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return false;
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Player.ChildrenOfType<GameplayClockContainer>().First().Seek(40000);
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return true;
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});
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AddAssert("sample playback disabled", () => gameplayClock.SamplePlaybackDisabled.Value);
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// because we are in frame stable context, it's quite likely that not all samples are "played" at this point.
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// the important thing is that at least one started, and that sample has since stopped.
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AddAssert("no samples are playing", () => Player.ChildrenOfType<PausableSkinnableSound>().All(s => !s.IsPlaying));
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AddAssert("sample playback still disabled", () => gameplayClock.SamplePlaybackDisabled.Value);
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AddUntilStep("seek finished, sample playback enabled", () => !gameplayClock.SamplePlaybackDisabled.Value);
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AddUntilStep("any sample is playing", () => Player.ChildrenOfType<PausableSkinnableSound>().Any(s => s.IsPlaying));
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}
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protected override bool Autoplay => true;
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protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
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}
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}
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@ -35,6 +35,7 @@ namespace osu.Game.Rulesets.UI
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public GameplayClock GameplayClock => stabilityGameplayClock;
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[Cached(typeof(GameplayClock))]
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[Cached(typeof(ISamplePlaybackDisabler))]
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private readonly StabilityGameplayClock stabilityGameplayClock;
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public FrameStabilityContainer(double gameplayStartTime = double.MinValue)
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@ -58,13 +59,16 @@ namespace osu.Game.Rulesets.UI
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private int direction;
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[BackgroundDependencyLoader(true)]
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private void load(GameplayClock clock)
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private void load(GameplayClock clock, ISamplePlaybackDisabler sampleDisabler)
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{
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if (clock != null)
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{
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parentGameplayClock = stabilityGameplayClock.ParentGameplayClock = clock;
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GameplayClock.IsPaused.BindTo(clock.IsPaused);
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}
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// this is a bit temporary. should really be done inside of GameplayClock (but requires large structural changes).
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stabilityGameplayClock.ParentSampleDisabler = sampleDisabler;
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}
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protected override void LoadComplete()
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@ -207,11 +211,15 @@ namespace osu.Game.Rulesets.UI
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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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parentGameplayClock ??= Clock;
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Clock = GameplayClock;
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ProcessCustomClock = false;
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if (parentGameplayClock == null)
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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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parentGameplayClock ??= Clock;
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}
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else
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{
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Clock = GameplayClock;
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}
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}
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public ReplayInputHandler ReplayInputHandler { get; set; }
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@ -220,6 +228,8 @@ namespace osu.Game.Rulesets.UI
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{
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public GameplayClock ParentGameplayClock;
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public ISamplePlaybackDisabler ParentSampleDisabler;
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public override IEnumerable<Bindable<double>> NonGameplayAdjustments => ParentGameplayClock?.NonGameplayAdjustments ?? Enumerable.Empty<Bindable<double>>();
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public StabilityGameplayClock(FramedClock underlyingClock)
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@ -227,7 +237,11 @@ namespace osu.Game.Rulesets.UI
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{
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}
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public override bool IsSeeking => ParentGameplayClock != null && Math.Abs(CurrentTime - ParentGameplayClock.CurrentTime) > 200;
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protected override bool ShouldDisableSamplePlayback =>
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// handle the case where playback is catching up to real-time.
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base.ShouldDisableSamplePlayback
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|| ParentSampleDisabler?.SamplePlaybackDisabled.Value == true
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|| (ParentGameplayClock != null && Math.Abs(CurrentTime - ParentGameplayClock.CurrentTime) > 200);
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}
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}
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}
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@ -28,6 +28,8 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public virtual IEnumerable<Bindable<double>> NonGameplayAdjustments => Enumerable.Empty<Bindable<double>>();
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private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
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public GameplayClock(IFrameBasedClock underlyingClock)
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{
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this.underlyingClock = underlyingClock;
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@ -62,13 +64,15 @@ namespace osu.Game.Screens.Play
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public bool IsRunning => underlyingClock.IsRunning;
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/// <summary>
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/// Whether an ongoing seek operation is active.
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/// Whether nested samples supporting the <see cref="ISamplePlaybackDisabler"/> interface should be paused.
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/// </summary>
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public virtual bool IsSeeking => false;
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protected virtual bool ShouldDisableSamplePlayback => IsPaused.Value;
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public void ProcessFrame()
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{
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// we do not want to process the underlying clock.
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// intentionally not updating the underlying clock (handled externally).
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samplePlaybackDisabled.Value = ShouldDisableSamplePlayback;
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}
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public double ElapsedFrameTime => underlyingClock.ElapsedFrameTime;
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@ -79,6 +83,6 @@ namespace osu.Game.Screens.Play
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public IClock Source => underlyingClock;
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public IBindable<bool> SamplePlaybackDisabled => IsPaused;
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IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
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}
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}
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