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mirror of https://github.com/ppy/osu.git synced 2024-12-14 03:22:57 +08:00

Abstractify GameplayClockContainer

This commit is contained in:
smoogipoo 2021-04-14 17:47:11 +09:00
parent 0cf13dab8d
commit 1aa36818df
8 changed files with 156 additions and 149 deletions

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@ -21,6 +21,7 @@ using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Storyboards;
using osu.Game.Tests.Visual;
using osuTK;
@ -193,7 +194,7 @@ namespace osu.Game.Rulesets.Osu.Tests
addSeekStep(0);
AddStep("adjust track rate", () => Player.GameplayClockContainer.UserPlaybackRate.Value = rate);
AddStep("adjust track rate", () => ((MasterGameplayClockContainer)Player.GameplayClockContainer).UserPlaybackRate.Value = rate);
addSeekStep(1000);
AddAssert("progress almost same", () => Precision.AlmostEquals(expectedProgress, drawableSpinner.Progress, 0.05));

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@ -22,7 +22,7 @@ namespace osu.Game.Tests.Gameplay
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
working.LoadTrack();
Add(gcc = new GameplayClockContainer(working, 0));
Add(gcc = new MasterGameplayClockContainer(working, 0));
});
AddStep("start track", () => gcc.Start());

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@ -67,7 +67,7 @@ namespace osu.Game.Tests.Gameplay
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
working.LoadTrack();
Add(gameplayContainer = new GameplayClockContainer(working, 0));
Add(gameplayContainer = new MasterGameplayClockContainer(working, 0));
gameplayContainer.Add(sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
{
@ -114,7 +114,7 @@ namespace osu.Game.Tests.Gameplay
var beatmapSkinSourceContainer = new BeatmapSkinProvidingContainer(Beatmap.Value.Skin);
Add(gameplayContainer = new GameplayClockContainer(Beatmap.Value, 0)
Add(gameplayContainer = new MasterGameplayClockContainer(Beatmap.Value, 0)
{
Child = beatmapSkinSourceContainer
});

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@ -33,7 +33,7 @@ namespace osu.Game.Tests.Visual.Gameplay
var working = CreateWorkingBeatmap(CreateBeatmap(new OsuRuleset().RulesetInfo));
working.LoadTrack();
Child = gameplayClockContainer = new GameplayClockContainer(working, 0)
Child = gameplayClockContainer = new MasterGameplayClockContainer(working, 0)
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
@ -80,7 +80,7 @@ namespace osu.Game.Tests.Visual.Gameplay
AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
AddStep("click", () =>
{
increment = skip_time - gameplayClock.CurrentTime - GameplayClockContainer.MINIMUM_SKIP_TIME / 2;
increment = skip_time - gameplayClock.CurrentTime - MasterGameplayClockContainer.MINIMUM_SKIP_TIME / 2;
InputManager.Click(MouseButton.Left);
});
AddStep("click", () => InputManager.Click(MouseButton.Left));

View File

@ -3,9 +3,7 @@
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Threading.Tasks;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
@ -19,27 +17,90 @@ using osu.Game.Configuration;
namespace osu.Game.Screens.Play
{
/// <summary>
/// Encapsulates gameplay timing logic and provides a <see cref="Play.GameplayClock"/> for children.
/// </summary>
public class GameplayClockContainer : Container
public abstract class GameplayClockContainer : Container
{
private readonly WorkingBeatmap beatmap;
[NotNull]
private ITrack track;
/// <summary>
/// The final clock which is exposed to underlying components.
/// </summary>
public GameplayClock GameplayClock { get; private set; }
public readonly BindableBool IsPaused = new BindableBool();
/// <summary>
/// The decoupled clock used for gameplay. Should be used for seeks and clock control.
/// </summary>
private readonly DecoupleableInterpolatingFramedClock adjustableClock;
protected readonly DecoupleableInterpolatingFramedClock AdjustableClock;
private readonly double gameplayStartTime;
private readonly bool startAtGameplayStart;
protected readonly IClock SourceClock;
private readonly double firstHitObjectTime;
protected GameplayClockContainer(IClock sourceClock)
{
SourceClock = sourceClock;
RelativeSizeAxes = Axes.Both;
AdjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
AdjustableClock.ChangeSource(SourceClock);
IsPaused.BindValueChanged(OnPauseChanged);
}
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
dependencies.CacheAs(GameplayClock = CreateGameplayClock(AdjustableClock));
return dependencies;
}
public virtual void Start()
{
if (!AdjustableClock.IsRunning)
{
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
// This accounts for the clock source potentially taking time to enter a completely stopped state
Seek(GameplayClock.CurrentTime);
AdjustableClock.Start();
}
IsPaused.Value = false;
}
/// <summary>
/// Seek to a specific time in gameplay.
/// <remarks>
/// Adjusts for any offsets which have been applied (so the seek may not be the expected point in time on the underlying audio track).
/// </remarks>
/// </summary>
/// <param name="time">The destination time to seek to.</param>
public virtual void Seek(double time) => AdjustableClock.Seek(time);
public virtual void Stop() => IsPaused.Value = true;
public virtual void Restart()
{
AdjustableClock.Seek(0);
AdjustableClock.Stop();
if (!IsPaused.Value)
Start();
}
protected abstract void OnPauseChanged(ValueChangedEvent<bool> isPaused);
protected abstract GameplayClock CreateGameplayClock(IClock source);
}
public class MasterGameplayClockContainer : GameplayClockContainer
{
/// <summary>
/// Duration before gameplay start time required before skip button displays.
/// </summary>
public const double MINIMUM_SKIP_TIME = 1000;
protected new DecoupleableInterpolatingFramedClock SourceClock => (DecoupleableInterpolatingFramedClock)base.SourceClock;
public readonly BindableNumber<double> UserPlaybackRate = new BindableDouble(1)
{
@ -49,73 +110,32 @@ namespace osu.Game.Screens.Play
Precision = 0.1,
};
/// <summary>
/// The final clock which is exposed to underlying components.
/// </summary>
public GameplayClock GameplayClock => localGameplayClock;
private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
[Cached(typeof(GameplayClock))]
private readonly LocalGameplayClock localGameplayClock;
private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1);
private readonly WorkingBeatmap beatmap;
private readonly double gameplayStartTime;
private readonly bool startAtGameplayStart;
private readonly double firstHitObjectTime;
private FramedOffsetClock userOffsetClock;
private FramedOffsetClock platformOffsetClock;
private LocalGameplayClock localGameplayClock;
private Bindable<double> userAudioOffset;
private readonly FramedOffsetClock userOffsetClock;
private readonly FramedOffsetClock platformOffsetClock;
/// <summary>
/// Creates a new <see cref="GameplayClockContainer"/>.
/// </summary>
/// <param name="beatmap">The beatmap being played.</param>
/// <param name="gameplayStartTime">The suggested time to start gameplay at.</param>
/// <param name="startAtGameplayStart">
/// Whether <paramref name="gameplayStartTime"/> should be used regardless of when storyboard events and hitobjects are supposed to start.
/// </param>
public GameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime, bool startAtGameplayStart = false)
public MasterGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime, bool startAtGameplayStart = false)
: base(new DecoupleableInterpolatingFramedClock())
{
this.beatmap = beatmap;
this.gameplayStartTime = gameplayStartTime;
this.startAtGameplayStart = startAtGameplayStart;
track = beatmap.Track;
firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
RelativeSizeAxes = Axes.Both;
adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
platformOffsetClock = new HardwareCorrectionOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
// the final usable gameplay clock with user-set offsets applied.
userOffsetClock = new HardwareCorrectionOffsetClock(platformOffsetClock);
// the clock to be exposed via DI to children.
localGameplayClock = new LocalGameplayClock(userOffsetClock);
GameplayClock.IsPaused.BindTo(IsPaused);
IsPaused.BindValueChanged(onPauseChanged);
SourceClock.ChangeSource(beatmap.Track);
}
private void onPauseChanged(ValueChangedEvent<bool> isPaused)
{
if (isPaused.NewValue)
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => adjustableClock.Stop());
else
this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
}
private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
/// <summary>
/// Duration before gameplay start time required before skip button displays.
/// </summary>
public const double MINIMUM_SKIP_TIME = 1000;
private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1);
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
@ -143,39 +163,31 @@ namespace osu.Game.Screens.Play
Seek(startTime);
adjustableClock.ProcessFrame();
AdjustableClock.ProcessFrame();
}
public void Restart()
protected override void OnPauseChanged(ValueChangedEvent<bool> isPaused)
{
Task.Run(() =>
{
track.Seek(0);
track.Stop();
Schedule(() =>
{
adjustableClock.ChangeSource(track);
updateRate();
if (!IsPaused.Value)
Start();
});
});
if (isPaused.NewValue)
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => AdjustableClock.Stop());
else
this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
}
public void Start()
public override void Seek(double time)
{
if (!adjustableClock.IsRunning)
{
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
// This accounts for the audio clock source potentially taking time to enter a completely stopped state
Seek(GameplayClock.CurrentTime);
// remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
// we may want to consider reversing the application of offsets in the future as it may feel more correct.
base.Seek(time - totalOffset);
adjustableClock.Start();
}
// manually process frame to ensure GameplayClock is correctly updated after a seek.
userOffsetClock.ProcessFrame();
}
IsPaused.Value = false;
public override void Restart()
{
updateRate();
base.Restart();
}
/// <summary>
@ -195,26 +207,24 @@ namespace osu.Game.Screens.Play
Seek(skipTarget);
}
/// <summary>
/// Seek to a specific time in gameplay.
/// <remarks>
/// Adjusts for any offsets which have been applied (so the seek may not be the expected point in time on the underlying audio track).
/// </remarks>
/// </summary>
/// <param name="time">The destination time to seek to.</param>
public void Seek(double time)
protected override GameplayClock CreateGameplayClock(IClock source)
{
// remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
// we may want to consider reversing the application of offsets in the future as it may feel more correct.
adjustableClock.Seek(time - totalOffset);
// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
platformOffsetClock = new HardwareCorrectionOffsetClock(source) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
// manually process frame to ensure GameplayClock is correctly updated after a seek.
userOffsetClock.ProcessFrame();
// the final usable gameplay clock with user-set offsets applied.
userOffsetClock = new HardwareCorrectionOffsetClock(platformOffsetClock);
return localGameplayClock = new LocalGameplayClock(userOffsetClock);
}
public void Stop()
protected override void Update()
{
IsPaused.Value = true;
if (!IsPaused.Value)
userOffsetClock.ProcessFrame();
base.Update();
}
/// <summary>
@ -223,19 +233,7 @@ namespace osu.Game.Screens.Play
public void StopUsingBeatmapClock()
{
removeSourceClockAdjustments();
track = new TrackVirtual(track.Length);
adjustableClock.ChangeSource(track);
}
protected override void Update()
{
if (!IsPaused.Value)
{
userOffsetClock.ProcessFrame();
}
base.Update();
SourceClock.ChangeSource(new TrackVirtual(beatmap.Track.Length));
}
private bool speedAdjustmentsApplied;
@ -245,6 +243,8 @@ namespace osu.Game.Screens.Play
if (speedAdjustmentsApplied)
return;
var track = (Track)SourceClock.Source;
track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
@ -254,15 +254,12 @@ namespace osu.Game.Screens.Play
speedAdjustmentsApplied = true;
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
removeSourceClockAdjustments();
}
private void removeSourceClockAdjustments()
{
if (!speedAdjustmentsApplied) return;
if (!speedAdjustmentsApplied)
return;
var track = (Track)SourceClock.Source;
track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
@ -273,16 +270,10 @@ namespace osu.Game.Screens.Play
speedAdjustmentsApplied = false;
}
private class LocalGameplayClock : GameplayClock
protected override void Dispose(bool isDisposing)
{
public readonly List<Bindable<double>> MutableNonGameplayAdjustments = new List<Bindable<double>>();
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments;
public LocalGameplayClock(FramedOffsetClock underlyingClock)
: base(underlyingClock)
{
}
base.Dispose(isDisposing);
removeSourceClockAdjustments();
}
private class HardwareCorrectionOffsetClock : FramedOffsetClock
@ -296,5 +287,17 @@ namespace osu.Game.Screens.Play
{
}
}
private class LocalGameplayClock : GameplayClock
{
public readonly List<Bindable<double>> MutableNonGameplayAdjustments = new List<Bindable<double>>();
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments;
public LocalGameplayClock(FramedOffsetClock underlyingClock)
: base(underlyingClock)
{
}
}
}
}

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@ -295,7 +295,7 @@ namespace osu.Game.Screens.Play
IsBreakTime.BindValueChanged(onBreakTimeChanged, true);
}
protected virtual GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new GameplayClockContainer(beatmap, gameplayStart);
protected virtual GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new MasterGameplayClockContainer(beatmap, gameplayStart);
private Drawable createUnderlayComponents() =>
DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both };
@ -342,7 +342,6 @@ namespace osu.Game.Screens.Play
Action = () => PerformExit(true),
IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
},
PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
KeyCounter =
{
AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded },
@ -386,6 +385,9 @@ namespace osu.Game.Screens.Play
}
};
if (GameplayClockContainer is MasterGameplayClockContainer master)
HUDOverlay.PlayerSettingsOverlay.PlaybackSettings.UserPlaybackRate.BindTarget = master.UserPlaybackRate;
if (!Configuration.AllowSkippingIntro)
skipOverlay.Expire();
@ -533,7 +535,8 @@ namespace osu.Game.Screens.Play
// user requested skip
// disable sample playback to stop currently playing samples and perform skip
samplePlaybackDisabled.Value = true;
GameplayClockContainer.Skip();
(GameplayClockContainer as MasterGameplayClockContainer)?.Skip();
// return samplePlaybackDisabled.Value to what is defined by the beatmap's current state
updateSampleDisabledState();
@ -832,7 +835,7 @@ namespace osu.Game.Screens.Play
// GameplayClockContainer performs seeks / start / stop operations on the beatmap's track.
// as we are no longer the current screen, we cannot guarantee the track is still usable.
GameplayClockContainer?.StopUsingBeatmapClock();
(GameplayClockContainer as MasterGameplayClockContainer)?.StopUsingBeatmapClock();
musicController.ResetTrackAdjustments();

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@ -90,7 +90,7 @@ namespace osu.Game.Screens.Play
private const double fade_time = 300;
private double fadeOutBeginTime => startTime - GameplayClockContainer.MINIMUM_SKIP_TIME;
private double fadeOutBeginTime => startTime - MasterGameplayClockContainer.MINIMUM_SKIP_TIME;
protected override void LoadComplete()
{

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@ -61,7 +61,7 @@ namespace osu.Game.Screens.Play
if (firstFrameTime == null || firstFrameTime <= gameplayStart + 5000)
return base.CreateGameplayClockContainer(beatmap, gameplayStart);
return new GameplayClockContainer(beatmap, firstFrameTime.Value, true);
return new MasterGameplayClockContainer(beatmap, firstFrameTime.Value, true);
}
public override bool OnExiting(IScreen next)