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Add FramedBeatmapClock
Expose `IsCoupled` in `FramedBeatmapClock` for now to provide editor compatibility
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167
osu.Game/Beatmaps/FramedBeatmapClock.cs
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167
osu.Game/Beatmaps/FramedBeatmapClock.cs
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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;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Timing;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Screens.Play;
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namespace osu.Game.Beatmaps
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{
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public class FramedBeatmapClock : Component, IFrameBasedClock, IAdjustableClock, ISourceChangeableClock
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{
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/// <summary>
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/// The length of the underlying beatmap track. Will default to 60 seconds if unavailable.
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/// </summary>
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public double TrackLength => Track?.Length ?? 60000;
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/// <summary>
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/// The underlying beatmap track, if available.
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/// </summary>
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public Track? Track { get; private set; } // TODO: virtual rather than null?
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private readonly OffsetCorrectionClock userGlobalOffsetClock;
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private readonly OffsetCorrectionClock platformOffsetClock;
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private readonly OffsetCorrectionClock finalOffsetClock;
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private Bindable<double> userAudioOffset = null!;
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private IDisposable? beatmapOffsetSubscription;
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private readonly DecoupleableInterpolatingFramedClock decoupledClock;
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private double totalAppliedOffset => userGlobalOffsetClock.RateAdjustedOffset + finalOffsetClock.RateAdjustedOffset + platformOffsetClock.RateAdjustedOffset;
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[Resolved]
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private OsuConfigManager config { get; set; } = null!;
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[Resolved]
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private RealmAccess realm { get; set; } = null!;
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
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public bool IsCoupled
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{
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get => decoupledClock.IsCoupled;
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set => decoupledClock.IsCoupled = value;
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}
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public FramedBeatmapClock(IClock? sourceClock = null)
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{
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// TODO: Unused for now?
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var pauseFreqAdjust = new BindableDouble(1);
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// A decoupled clock is used to ensure precise time values even when the host audio subsystem is not reporting
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// high precision times (on windows there's generally only 5-10ms reporting intervals, as an example).
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decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = true };
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decoupledClock.ChangeSource(sourceClock);
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// Audio timings in general with newer BASS versions don't match stable.
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// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
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platformOffsetClock = new OffsetCorrectionClock(decoupledClock, pauseFreqAdjust) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
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// User global offset (set in settings) should also be applied.
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userGlobalOffsetClock = new OffsetCorrectionClock(platformOffsetClock, pauseFreqAdjust);
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// User per-beatmap offset will be applied to this final clock.
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finalOffsetClock = new OffsetCorrectionClock(userGlobalOffsetClock, pauseFreqAdjust);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
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userAudioOffset.BindValueChanged(offset => userGlobalOffsetClock.Offset = offset.NewValue, true);
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beatmapOffsetSubscription = realm.SubscribeToPropertyChanged(
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r => r.Find<BeatmapInfo>(beatmap.Value.BeatmapInfo.ID)?.UserSettings,
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settings => settings.Offset,
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val => finalOffsetClock.Offset = val);
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}
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protected override void Update()
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{
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base.Update();
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finalOffsetClock.ProcessFrame();
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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beatmapOffsetSubscription?.Dispose();
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}
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#region Delegation of IAdjustableClock / ISourceChangeableClock to decoupled clock.
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public void ChangeSource(IClock? source)
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{
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Track = source as Track;
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decoupledClock.ChangeSource(source);
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}
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public IClock? Source => decoupledClock.Source;
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public void Reset()
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{
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decoupledClock.Reset();
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finalOffsetClock.ProcessFrame();
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}
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public void Start()
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{
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decoupledClock.Start();
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finalOffsetClock.ProcessFrame();
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}
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public void Stop()
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{
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decoupledClock.Stop();
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finalOffsetClock.ProcessFrame();
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}
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public bool Seek(double position)
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{
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bool success = decoupledClock.Seek(position - totalAppliedOffset);
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finalOffsetClock.ProcessFrame();
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return success;
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}
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public void ResetSpeedAdjustments() => decoupledClock.ResetSpeedAdjustments();
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public double Rate
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{
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get => decoupledClock.Rate;
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set => decoupledClock.Rate = value;
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}
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#endregion
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#region Delegation of IFrameBasedClock to clock with all offsets applied
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public double CurrentTime => finalOffsetClock.CurrentTime;
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public bool IsRunning => finalOffsetClock.IsRunning;
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public void ProcessFrame()
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{
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// Noop to ensure an external consumer doesn't process the internal clock an extra time.
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}
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public double ElapsedFrameTime => finalOffsetClock.ElapsedFrameTime;
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public double FramesPerSecond => finalOffsetClock.FramesPerSecond;
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public FrameTimeInfo TimeInfo => finalOffsetClock.TimeInfo;
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#endregion
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}
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}
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