mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 09:58:21 +08:00
Merge pull request #10371 from peppy/fix-gameplay-seek-sample-pausing
Fix seeking in replays not correctly pausing samples
This commit is contained in:
commit
12c84df208
@ -163,7 +163,6 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
target = centreHit;
|
||||
back = centre;
|
||||
|
||||
if (gameplayClock?.IsSeeking != true)
|
||||
drumSample.Centre?.Play();
|
||||
}
|
||||
else if (action == RimAction)
|
||||
@ -171,7 +170,6 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
target = rimHit;
|
||||
back = rim;
|
||||
|
||||
if (gameplayClock?.IsSeeking != true)
|
||||
drumSample.Rim?.Play();
|
||||
}
|
||||
|
||||
|
@ -0,0 +1,61 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System.Linq;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Graphics.Audio;
|
||||
using osu.Framework.Testing;
|
||||
using osu.Game.Rulesets;
|
||||
using osu.Game.Rulesets.Osu;
|
||||
using osu.Game.Rulesets.Osu.Objects.Drawables;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using osu.Game.Screens.Play;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
namespace osu.Game.Tests.Visual.Gameplay
|
||||
{
|
||||
public class TestSceneGameplaySamplePlayback : PlayerTestScene
|
||||
{
|
||||
[Test]
|
||||
public void TestAllSamplesStopDuringSeek()
|
||||
{
|
||||
DrawableSlider slider = null;
|
||||
DrawableSample[] samples = null;
|
||||
ISamplePlaybackDisabler gameplayClock = null;
|
||||
|
||||
AddStep("get variables", () =>
|
||||
{
|
||||
gameplayClock = Player.ChildrenOfType<FrameStabilityContainer>().First().GameplayClock;
|
||||
slider = Player.ChildrenOfType<DrawableSlider>().OrderBy(s => s.HitObject.StartTime).First();
|
||||
samples = slider.ChildrenOfType<DrawableSample>().ToArray();
|
||||
});
|
||||
|
||||
AddUntilStep("wait for slider sliding then seek", () =>
|
||||
{
|
||||
if (!slider.Tracking.Value)
|
||||
return false;
|
||||
|
||||
if (!samples.Any(s => s.Playing))
|
||||
return false;
|
||||
|
||||
Player.ChildrenOfType<GameplayClockContainer>().First().Seek(40000);
|
||||
return true;
|
||||
});
|
||||
|
||||
AddAssert("sample playback disabled", () => gameplayClock.SamplePlaybackDisabled.Value);
|
||||
|
||||
// because we are in frame stable context, it's quite likely that not all samples are "played" at this point.
|
||||
// the important thing is that at least one started, and that sample has since stopped.
|
||||
AddAssert("no samples are playing", () => Player.ChildrenOfType<PausableSkinnableSound>().All(s => !s.IsPlaying));
|
||||
|
||||
AddAssert("sample playback still disabled", () => gameplayClock.SamplePlaybackDisabled.Value);
|
||||
|
||||
AddUntilStep("seek finished, sample playback enabled", () => !gameplayClock.SamplePlaybackDisabled.Value);
|
||||
AddUntilStep("any sample is playing", () => Player.ChildrenOfType<PausableSkinnableSound>().Any(s => s.IsPlaying));
|
||||
}
|
||||
|
||||
protected override bool Autoplay => true;
|
||||
|
||||
protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
|
||||
}
|
||||
}
|
@ -35,6 +35,7 @@ namespace osu.Game.Rulesets.UI
|
||||
public GameplayClock GameplayClock => stabilityGameplayClock;
|
||||
|
||||
[Cached(typeof(GameplayClock))]
|
||||
[Cached(typeof(ISamplePlaybackDisabler))]
|
||||
private readonly StabilityGameplayClock stabilityGameplayClock;
|
||||
|
||||
public FrameStabilityContainer(double gameplayStartTime = double.MinValue)
|
||||
@ -58,13 +59,16 @@ namespace osu.Game.Rulesets.UI
|
||||
private int direction;
|
||||
|
||||
[BackgroundDependencyLoader(true)]
|
||||
private void load(GameplayClock clock)
|
||||
private void load(GameplayClock clock, ISamplePlaybackDisabler sampleDisabler)
|
||||
{
|
||||
if (clock != null)
|
||||
{
|
||||
parentGameplayClock = stabilityGameplayClock.ParentGameplayClock = clock;
|
||||
GameplayClock.IsPaused.BindTo(clock.IsPaused);
|
||||
}
|
||||
|
||||
// this is a bit temporary. should really be done inside of GameplayClock (but requires large structural changes).
|
||||
stabilityGameplayClock.ParentSampleDisabler = sampleDisabler;
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
@ -206,12 +210,16 @@ namespace osu.Game.Rulesets.UI
|
||||
}
|
||||
|
||||
private void setClock()
|
||||
{
|
||||
if (parentGameplayClock == null)
|
||||
{
|
||||
// in case a parent gameplay clock isn't available, just use the parent clock.
|
||||
parentGameplayClock ??= Clock;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
Clock = GameplayClock;
|
||||
ProcessCustomClock = false;
|
||||
}
|
||||
}
|
||||
|
||||
public ReplayInputHandler ReplayInputHandler { get; set; }
|
||||
@ -220,6 +228,8 @@ namespace osu.Game.Rulesets.UI
|
||||
{
|
||||
public GameplayClock ParentGameplayClock;
|
||||
|
||||
public ISamplePlaybackDisabler ParentSampleDisabler;
|
||||
|
||||
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => ParentGameplayClock?.NonGameplayAdjustments ?? Enumerable.Empty<Bindable<double>>();
|
||||
|
||||
public StabilityGameplayClock(FramedClock underlyingClock)
|
||||
@ -227,7 +237,11 @@ namespace osu.Game.Rulesets.UI
|
||||
{
|
||||
}
|
||||
|
||||
public override bool IsSeeking => ParentGameplayClock != null && Math.Abs(CurrentTime - ParentGameplayClock.CurrentTime) > 200;
|
||||
protected override bool ShouldDisableSamplePlayback =>
|
||||
// handle the case where playback is catching up to real-time.
|
||||
base.ShouldDisableSamplePlayback
|
||||
|| ParentSampleDisabler?.SamplePlaybackDisabled.Value == true
|
||||
|| (ParentGameplayClock != null && Math.Abs(CurrentTime - ParentGameplayClock.CurrentTime) > 200);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -28,6 +28,8 @@ namespace osu.Game.Screens.Play
|
||||
/// </summary>
|
||||
public virtual IEnumerable<Bindable<double>> NonGameplayAdjustments => Enumerable.Empty<Bindable<double>>();
|
||||
|
||||
private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
|
||||
|
||||
public GameplayClock(IFrameBasedClock underlyingClock)
|
||||
{
|
||||
this.underlyingClock = underlyingClock;
|
||||
@ -62,13 +64,15 @@ namespace osu.Game.Screens.Play
|
||||
public bool IsRunning => underlyingClock.IsRunning;
|
||||
|
||||
/// <summary>
|
||||
/// Whether an ongoing seek operation is active.
|
||||
/// Whether nested samples supporting the <see cref="ISamplePlaybackDisabler"/> interface should be paused.
|
||||
/// </summary>
|
||||
public virtual bool IsSeeking => false;
|
||||
protected virtual bool ShouldDisableSamplePlayback => IsPaused.Value;
|
||||
|
||||
public void ProcessFrame()
|
||||
{
|
||||
// we do not want to process the underlying clock.
|
||||
// intentionally not updating the underlying clock (handled externally).
|
||||
|
||||
samplePlaybackDisabled.Value = ShouldDisableSamplePlayback;
|
||||
}
|
||||
|
||||
public double ElapsedFrameTime => underlyingClock.ElapsedFrameTime;
|
||||
@ -79,6 +83,6 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
public IClock Source => underlyingClock;
|
||||
|
||||
public IBindable<bool> SamplePlaybackDisabled => IsPaused;
|
||||
IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user