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Merge pull request #10609 from peppy/frame-stability-clean-up

Clean up FrameStabilityContainer state handling logic
This commit is contained in:
Dan Balasescu 2020-10-29 13:56:59 +09:00 committed by GitHub
commit 2f51fe01a0
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@ -73,21 +73,11 @@ namespace osu.Game.Rulesets.UI
setClock();
}
/// <summary>
/// Whether we are running up-to-date with our parent clock.
/// If not, we will need to keep processing children until we catch up.
/// </summary>
private bool requireMoreUpdateLoops;
private PlaybackState state;
/// <summary>
/// Whether we are in a valid state (ie. should we keep processing children frames).
/// This should be set to false when the replay is, for instance, waiting for future frames to arrive.
/// </summary>
private bool validState;
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && state != PlaybackState.NotValid;
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && validState;
private bool isAttached => ReplayInputHandler != null;
private bool hasReplayAttached => ReplayInputHandler != null;
private const double sixty_frame_time = 1000.0 / 60;
@ -95,20 +85,19 @@ namespace osu.Game.Rulesets.UI
public override bool UpdateSubTree()
{
requireMoreUpdateLoops = true;
validState = !frameStableClock.IsPaused.Value;
state = frameStableClock.IsPaused.Value ? PlaybackState.NotValid : PlaybackState.Valid;
int loops = 0;
int loops = MaxCatchUpFrames;
while (validState && requireMoreUpdateLoops && loops++ < MaxCatchUpFrames)
while (state != PlaybackState.NotValid && loops-- > 0)
{
updateClock();
if (validState)
{
base.UpdateSubTree();
UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat);
}
if (state == PlaybackState.NotValid)
break;
base.UpdateSubTree();
UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat);
}
return true;
@ -119,93 +108,108 @@ namespace osu.Game.Rulesets.UI
if (parentGameplayClock == null)
setClock(); // LoadComplete may not be run yet, but we still want the clock.
validState = true;
requireMoreUpdateLoops = false;
// each update start with considering things in valid state.
state = PlaybackState.Valid;
var newProposedTime = parentGameplayClock.CurrentTime;
// our goal is to catch up to the time provided by the parent clock.
var proposedTime = parentGameplayClock.CurrentTime;
try
if (FrameStablePlayback)
// if we require frame stability, the proposed time will be adjusted to move at most one known
// frame interval in the current direction.
applyFrameStability(ref proposedTime);
if (hasReplayAttached)
{
if (FrameStablePlayback)
bool valid = updateReplay(ref proposedTime);
if (!valid)
state = PlaybackState.NotValid;
}
if (proposedTime != manualClock.CurrentTime)
direction = proposedTime > manualClock.CurrentTime ? 1 : -1;
manualClock.CurrentTime = proposedTime;
manualClock.Rate = Math.Abs(parentGameplayClock.Rate) * direction;
manualClock.IsRunning = parentGameplayClock.IsRunning;
double timeBehind = Math.Abs(manualClock.CurrentTime - parentGameplayClock.CurrentTime);
// determine whether catch-up is required.
if (state == PlaybackState.Valid && timeBehind > 0)
state = PlaybackState.RequiresCatchUp;
frameStableClock.IsCatchingUp.Value = timeBehind > 200;
// The manual clock time has changed in the above code. The framed clock now needs to be updated
// to ensure that the its time is valid for our children before input is processed
framedClock.ProcessFrame();
}
/// <summary>
/// Attempt to advance replay playback for a given time.
/// </summary>
/// <param name="proposedTime">The time which is to be displayed.</param>
/// <returns>Whether playback is still valid.</returns>
private bool updateReplay(ref double proposedTime)
{
double? newTime;
if (FrameStablePlayback)
{
// when stability is turned on, we shouldn't execute for time values the replay is unable to satisfy.
newTime = ReplayInputHandler.SetFrameFromTime(proposedTime);
}
else
{
// when stability is disabled, we don't really care about accuracy.
// looping over the replay will allow it to catch up and feed out the required values
// for the current time.
while ((newTime = ReplayInputHandler.SetFrameFromTime(proposedTime)) != proposedTime)
{
if (firstConsumption)
if (newTime == null)
{
// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
// Instead we perform an initial seek to the proposed time.
// process frame (in addition to finally clause) to clear out ElapsedTime
manualClock.CurrentTime = newProposedTime;
framedClock.ProcessFrame();
firstConsumption = false;
// special case for when the replay actually can't arrive at the required time.
// protects from potential endless loop.
break;
}
else if (manualClock.CurrentTime < gameplayStartTime)
manualClock.CurrentTime = newProposedTime = Math.Min(gameplayStartTime, newProposedTime);
else if (Math.Abs(manualClock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f)
{
newProposedTime = newProposedTime > manualClock.CurrentTime
? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time)
: Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time);
}
}
if (isAttached)
{
double? newTime;
if (FrameStablePlayback)
{
// when stability is turned on, we shouldn't execute for time values the replay is unable to satisfy.
if ((newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime)) == null)
{
// setting invalid state here ensures that gameplay will not continue (ie. our child
// hierarchy won't be updated).
validState = false;
// potentially loop to catch-up playback.
requireMoreUpdateLoops = true;
return;
}
}
else
{
// when stability is disabled, we don't really care about accuracy.
// looping over the replay will allow it to catch up and feed out the required values
// for the current time.
while ((newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime)) != newProposedTime)
{
if (newTime == null)
{
// special case for when the replay actually can't arrive at the required time.
// protects from potential endless loop.
validState = false;
return;
}
}
}
newProposedTime = newTime.Value;
}
}
finally
if (newTime == null)
return false;
proposedTime = newTime.Value;
return true;
}
/// <summary>
/// Apply frame stability modifier to a time.
/// </summary>
/// <param name="proposedTime">The time which is to be displayed.</param>
private void applyFrameStability(ref double proposedTime)
{
if (firstConsumption)
{
if (newProposedTime != manualClock.CurrentTime)
direction = newProposedTime > manualClock.CurrentTime ? 1 : -1;
// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
// Instead we perform an initial seek to the proposed time.
manualClock.CurrentTime = newProposedTime;
manualClock.Rate = Math.Abs(parentGameplayClock.Rate) * direction;
manualClock.IsRunning = parentGameplayClock.IsRunning;
double timeBehind = Math.Abs(manualClock.CurrentTime - parentGameplayClock.CurrentTime);
requireMoreUpdateLoops |= timeBehind != 0;
frameStableClock.IsCatchingUp.Value = timeBehind > 200;
// The manual clock time has changed in the above code. The framed clock now needs to be updated
// to ensure that the its time is valid for our children before input is processed
// process frame (in addition to finally clause) to clear out ElapsedTime
manualClock.CurrentTime = proposedTime;
framedClock.ProcessFrame();
firstConsumption = false;
return;
}
if (manualClock.CurrentTime < gameplayStartTime)
manualClock.CurrentTime = proposedTime = Math.Min(gameplayStartTime, proposedTime);
else if (Math.Abs(manualClock.CurrentTime - proposedTime) > sixty_frame_time * 1.2f)
{
proposedTime = proposedTime > manualClock.CurrentTime
? Math.Min(proposedTime, manualClock.CurrentTime + sixty_frame_time)
: Math.Max(proposedTime, manualClock.CurrentTime - sixty_frame_time);
}
}
@ -224,6 +228,25 @@ namespace osu.Game.Rulesets.UI
public ReplayInputHandler ReplayInputHandler { get; set; }
private enum PlaybackState
{
/// <summary>
/// Playback is not possible. Child hierarchy should not be processed.
/// </summary>
NotValid,
/// <summary>
/// Playback is running behind real-time. Catch-up will be attempted by processing more than once per
/// game loop (limited to a sane maximum to avoid frame drops).
/// </summary>
RequiresCatchUp,
/// <summary>
/// In a valid state, progressing one child hierarchy loop per game loop.
/// </summary>
Valid
}
private class FrameStabilityClock : GameplayClock, IFrameStableClock
{
public GameplayClock ParentGameplayClock;