mirror of
https://github.com/ppy/osu.git
synced 2025-01-15 12:42:54 +08:00
Split OffsetCorrectionClock
out of MasterGameplayClockContainer
This commit is contained in:
parent
fa167b1d12
commit
343efa1d11
@ -49,9 +49,10 @@ namespace osu.Game.Screens.Play
|
|||||||
|
|
||||||
private readonly WorkingBeatmap beatmap;
|
private readonly WorkingBeatmap beatmap;
|
||||||
|
|
||||||
private HardwareCorrectionOffsetClock userGlobalOffsetClock = null!;
|
private OffsetCorrectionClock userGlobalOffsetClock = null!;
|
||||||
private HardwareCorrectionOffsetClock userBeatmapOffsetClock = null!;
|
private OffsetCorrectionClock userBeatmapOffsetClock = null!;
|
||||||
private HardwareCorrectionOffsetClock platformOffsetClock = null!;
|
private OffsetCorrectionClock platformOffsetClock = null!;
|
||||||
|
|
||||||
private Bindable<double> userAudioOffset = null!;
|
private Bindable<double> userAudioOffset = null!;
|
||||||
|
|
||||||
private IDisposable? beatmapOffsetSubscription;
|
private IDisposable? beatmapOffsetSubscription;
|
||||||
@ -64,6 +65,10 @@ namespace osu.Game.Screens.Play
|
|||||||
[Resolved]
|
[Resolved]
|
||||||
private OsuConfigManager config { get; set; } = null!;
|
private OsuConfigManager config { get; set; } = null!;
|
||||||
|
|
||||||
|
private readonly List<Bindable<double>> nonGameplayAdjustments = new List<Bindable<double>>();
|
||||||
|
|
||||||
|
public override IEnumerable<double> NonGameplayAdjustments => nonGameplayAdjustments.Select(b => b.Value);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Create a new master gameplay clock container.
|
/// Create a new master gameplay clock container.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@ -192,11 +197,11 @@ namespace osu.Game.Screens.Play
|
|||||||
{
|
{
|
||||||
// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
|
// 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.
|
// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
|
||||||
platformOffsetClock = new HardwareCorrectionOffsetClock(source, pauseFreqAdjust) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
|
platformOffsetClock = new OffsetCorrectionClock(source, pauseFreqAdjust) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
|
||||||
|
|
||||||
// the final usable gameplay clock with user-set offsets applied.
|
// the final usable gameplay clock with user-set offsets applied.
|
||||||
userGlobalOffsetClock = new HardwareCorrectionOffsetClock(platformOffsetClock, pauseFreqAdjust);
|
userGlobalOffsetClock = new OffsetCorrectionClock(platformOffsetClock, pauseFreqAdjust);
|
||||||
return userBeatmapOffsetClock = new HardwareCorrectionOffsetClock(userGlobalOffsetClock, pauseFreqAdjust);
|
return userBeatmapOffsetClock = new OffsetCorrectionClock(userGlobalOffsetClock, pauseFreqAdjust);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@ -254,55 +259,7 @@ namespace osu.Game.Screens.Play
|
|||||||
|
|
||||||
ControlPointInfo IBeatSyncProvider.ControlPoints => beatmap.Beatmap.ControlPointInfo;
|
ControlPointInfo IBeatSyncProvider.ControlPoints => beatmap.Beatmap.ControlPointInfo;
|
||||||
IClock IBeatSyncProvider.Clock => this;
|
IClock IBeatSyncProvider.Clock => this;
|
||||||
|
|
||||||
ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => beatmap.TrackLoaded ? beatmap.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
|
ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => beatmap.TrackLoaded ? beatmap.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
|
||||||
|
|
||||||
private class HardwareCorrectionOffsetClock : FramedOffsetClock
|
|
||||||
{
|
|
||||||
private readonly BindableDouble pauseRateAdjust;
|
|
||||||
|
|
||||||
private double offset;
|
|
||||||
|
|
||||||
public new double Offset
|
|
||||||
{
|
|
||||||
get => offset;
|
|
||||||
set
|
|
||||||
{
|
|
||||||
if (value == offset)
|
|
||||||
return;
|
|
||||||
|
|
||||||
offset = value;
|
|
||||||
|
|
||||||
updateOffset();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public double RateAdjustedOffset => base.Offset;
|
|
||||||
|
|
||||||
public HardwareCorrectionOffsetClock(IClock source, BindableDouble pauseRateAdjust)
|
|
||||||
: base(source)
|
|
||||||
{
|
|
||||||
this.pauseRateAdjust = pauseRateAdjust;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void ProcessFrame()
|
|
||||||
{
|
|
||||||
base.ProcessFrame();
|
|
||||||
updateOffset();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void updateOffset()
|
|
||||||
{
|
|
||||||
// changing this during the pause transform effect will cause a potentially large offset to be suddenly applied as we approach zero rate.
|
|
||||||
if (pauseRateAdjust.Value == 1)
|
|
||||||
{
|
|
||||||
// we always want to apply the same real-time offset, so it should be adjusted by the difference in playback rate (from realtime) to achieve this.
|
|
||||||
base.Offset = Offset * Rate;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private readonly List<Bindable<double>> nonGameplayAdjustments = new List<Bindable<double>>();
|
|
||||||
|
|
||||||
public override IEnumerable<double> NonGameplayAdjustments => nonGameplayAdjustments.Select(b => b.Value);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
53
osu.Game/Screens/Play/OffsetCorrectionClock.cs
Normal file
53
osu.Game/Screens/Play/OffsetCorrectionClock.cs
Normal file
@ -0,0 +1,53 @@
|
|||||||
|
// 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 osu.Framework.Bindables;
|
||||||
|
using osu.Framework.Timing;
|
||||||
|
|
||||||
|
namespace osu.Game.Screens.Play
|
||||||
|
{
|
||||||
|
public class OffsetCorrectionClock : FramedOffsetClock
|
||||||
|
{
|
||||||
|
private readonly BindableDouble pauseRateAdjust;
|
||||||
|
|
||||||
|
private double offset;
|
||||||
|
|
||||||
|
public new double Offset
|
||||||
|
{
|
||||||
|
get => offset;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (value == offset)
|
||||||
|
return;
|
||||||
|
|
||||||
|
offset = value;
|
||||||
|
|
||||||
|
updateOffset();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public double RateAdjustedOffset => base.Offset;
|
||||||
|
|
||||||
|
public OffsetCorrectionClock(IClock source, BindableDouble pauseRateAdjust)
|
||||||
|
: base(source)
|
||||||
|
{
|
||||||
|
this.pauseRateAdjust = pauseRateAdjust;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void ProcessFrame()
|
||||||
|
{
|
||||||
|
base.ProcessFrame();
|
||||||
|
updateOffset();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void updateOffset()
|
||||||
|
{
|
||||||
|
// changing this during the pause transform effect will cause a potentially large offset to be suddenly applied as we approach zero rate.
|
||||||
|
if (pauseRateAdjust.Value == 1)
|
||||||
|
{
|
||||||
|
// we always want to apply the same real-time offset, so it should be adjusted by the difference in playback rate (from realtime) to achieve this.
|
||||||
|
base.Offset = Offset * Rate;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user