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Fix SPM changing incorrectly with playback rate changes
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commit
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@ -2,11 +2,13 @@
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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.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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using osu.Game.Screens.Play;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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@ -77,6 +79,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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private bool rotationTransferred;
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[Resolved]
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private GameplayClock gameplayClock { get; set; }
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protected override void Update()
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{
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base.Update();
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@ -126,7 +131,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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currentRotation += angle;
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// rate has to be applied each frame, because it's not guaranteed to be constant throughout playback
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// (see: ModTimeRamp)
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RateAdjustedRotation += (float)(Math.Abs(angle) * Clock.Rate);
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RateAdjustedRotation += (float)(Math.Abs(angle) * gameplayClock.TrueGameplayRate);
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}
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}
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}
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@ -2,7 +2,9 @@
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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 System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Timing;
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@ -59,7 +61,7 @@ namespace osu.Game.Rulesets.UI
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{
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if (clock != null)
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{
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stabilityGameplayClock.ParentGameplayClock = parentGameplayClock = clock;
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parentGameplayClock = stabilityGameplayClock.ParentGameplayClock = clock;
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GameplayClock.IsPaused.BindTo(clock.IsPaused);
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}
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}
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@ -191,7 +193,9 @@ namespace osu.Game.Rulesets.UI
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private class StabilityGameplayClock : GameplayClock
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{
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public IFrameBasedClock ParentGameplayClock;
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public GameplayClock ParentGameplayClock;
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public override IEnumerable<Bindable<double>> NonGameplayAdjustments => ParentGameplayClock.NonGameplayAdjustments;
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public StabilityGameplayClock(FramedClock underlyingClock)
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: base(underlyingClock)
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@ -1,6 +1,8 @@
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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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Timing;
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@ -20,6 +22,11 @@ namespace osu.Game.Screens.Play
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public readonly BindableBool IsPaused = new BindableBool();
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/// <summary>
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/// All adjustments applied to this clock which don't come from gameplay or mods.
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/// </summary>
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public virtual IEnumerable<Bindable<double>> NonGameplayAdjustments => Enumerable.Empty<Bindable<double>>();
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public GameplayClock(IFrameBasedClock underlyingClock)
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{
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this.underlyingClock = underlyingClock;
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@ -29,6 +36,23 @@ namespace osu.Game.Screens.Play
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public double Rate => underlyingClock.Rate;
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/// <summary>
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/// The rate of gameplay when playback is at 100%.
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/// This excludes any seeking / user adjustments.
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/// </summary>
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public double TrueGameplayRate
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{
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get
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{
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double baseRate = Rate;
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foreach (var adjustment in NonGameplayAdjustments)
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baseRate /= adjustment.Value;
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return baseRate;
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}
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}
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public bool IsRunning => underlyingClock.IsRunning;
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/// <summary>
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@ -2,6 +2,7 @@
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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 System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Threading.Tasks;
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@ -50,8 +51,10 @@ namespace osu.Game.Screens.Play
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/// <summary>
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/// The final clock which is exposed to underlying components.
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/// </summary>
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[Cached]
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public readonly GameplayClock GameplayClock;
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public GameplayClock GameplayClock => localGameplayClock;
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[Cached(typeof(GameplayClock))]
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private readonly LocalGameplayClock localGameplayClock;
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private Bindable<double> userAudioOffset;
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@ -79,7 +82,7 @@ namespace osu.Game.Screens.Play
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userOffsetClock = new HardwareCorrectionOffsetClock(platformOffsetClock);
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// the clock to be exposed via DI to children.
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GameplayClock = new GameplayClock(userOffsetClock);
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localGameplayClock = new LocalGameplayClock(userOffsetClock);
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GameplayClock.IsPaused.BindTo(IsPaused);
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}
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@ -200,11 +203,26 @@ namespace osu.Game.Screens.Play
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protected override void Update()
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{
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if (!IsPaused.Value)
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{
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userOffsetClock.ProcessFrame();
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}
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base.Update();
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}
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private double getTrueGameplayRate()
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{
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double baseRate = track.Rate;
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if (speedAdjustmentsApplied)
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{
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baseRate /= UserPlaybackRate.Value;
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baseRate /= pauseFreqAdjust.Value;
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}
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return baseRate;
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}
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private bool speedAdjustmentsApplied;
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private void updateRate()
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@ -215,6 +233,9 @@ namespace osu.Game.Screens.Play
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track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
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track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
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localGameplayClock.MutableNonGameplayAdjustments.Add(pauseFreqAdjust);
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localGameplayClock.MutableNonGameplayAdjustments.Add(UserPlaybackRate);
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speedAdjustmentsApplied = true;
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}
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@ -231,9 +252,24 @@ namespace osu.Game.Screens.Play
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track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
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track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
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localGameplayClock.MutableNonGameplayAdjustments.Remove(pauseFreqAdjust);
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localGameplayClock.MutableNonGameplayAdjustments.Remove(UserPlaybackRate);
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speedAdjustmentsApplied = false;
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}
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public class LocalGameplayClock : GameplayClock
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{
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public readonly List<Bindable<double>> MutableNonGameplayAdjustments = new List<Bindable<double>>();
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public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments;
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public LocalGameplayClock(FramedOffsetClock underlyingClock)
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: base(underlyingClock)
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{
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}
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}
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private class HardwareCorrectionOffsetClock : FramedOffsetClock
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{
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// 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.
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