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different approach for autoplay seeking

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TaterToes 2024-10-22 18:57:03 -04:00 committed by Dean Herbert
parent 2f98260c16
commit 3a2f20ac3a
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@ -10,10 +10,11 @@ using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Input.Bindings;
using osu.Game.Overlays;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Replays;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Users;
@ -29,6 +30,10 @@ namespace osu.Game.Screens.Edit.GameplayTest
[Resolved]
private MusicController musicController { get; set; } = null!;
private double previousAutoTime;
private List<ReplayFrame> fullFrames = new List<ReplayFrame>();
public EditorPlayer(Editor editor)
: base(new PlayerConfiguration { ShowResults = false })
{
@ -174,9 +179,6 @@ namespace osu.Game.Screens.Edit.GameplayTest
{
}
private double previousAutoTime;
private List<ReplayFrame> allAutoFrames = new List<ReplayFrame>();
private void toggleAutoplay()
{
if (DrawableRuleset.ReplayScore == null)
@ -185,17 +187,16 @@ namespace osu.Game.Screens.Edit.GameplayTest
if (autoplay == null)
return;
// stores time when autoplay starts
// Stores time when autoplay starts
previousAutoTime = GameplayClockContainer.CurrentTime;
var score = autoplay.CreateScoreFromReplayData(GameplayState.Beatmap, new[] { autoplay });
allAutoFrames = score.Replay.Frames;
fullFrames = score.Replay.Frames;
DrawableRuleset.SetReplayScore(score);
// sanity check
if (DrawableRuleset.ReplayScore != null)
DrawableRuleset.ReplayScore.Replay.Frames.RemoveAll(f => f.Time < GameplayClockContainer.CurrentTime);
// Remove past frames to prevent replay frame handler from seeking back to start in an attempt to play back the entirety of the replay.
DrawableRuleset.ReplayScore?.Replay.Frames.RemoveAll(f => f.Time < GameplayClockContainer.CurrentTime);
// Without this schedule, the `GlobalCursorDisplay.Update()` machinery will fade the gameplay cursor out, but we still want it to show.
Schedule(() => DrawableRuleset.Cursor?.Show());
}
@ -205,22 +206,17 @@ namespace osu.Game.Screens.Edit.GameplayTest
protected override void Update()
{
// updates if there's a replay (autoplay)
if (DrawableRuleset.ReplayScore != null)
{
// compare currentTime with previousTime
if (GameplayClockContainer.CurrentTime < previousAutoTime)
{
var drawnFrames = DrawableRuleset.ReplayScore;
// find the frames from the original replay data that should be present based on the current time
var missingFrames = allAutoFrames.Where(f => f.Time >= GameplayClockContainer.CurrentTime && f.Time <= previousAutoTime).ToList();
// This inserts the missing frames that were removed when starting the autoplay
previousAutoTime = GameplayClockContainer.CurrentTime;
// add the missing frames back
drawnFrames.Replay.Frames.AddRange(missingFrames);
var score = new Score { Replay = { Frames = fullFrames } };
DrawableRuleset.SetReplayScore(drawnFrames);
DrawableRuleset.SetReplayScore(score);
DrawableRuleset.ReplayScore?.Replay.Frames.RemoveAll(f => f.Time < GameplayClockContainer.CurrentTime);
}
}
}