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mirror of https://github.com/ppy/osu.git synced 2025-01-28 09:02:58 +08:00

Simplify track start/stop/paused tracking

This commit is contained in:
Dean Herbert 2022-08-22 19:43:18 +09:00
parent e6b669db8e
commit 489e172a76
2 changed files with 64 additions and 54 deletions

View File

@ -74,39 +74,41 @@ namespace osu.Game.Screens.Play
GameplayClock = new FramedBeatmapClock(sourceClock, applyOffsets) { IsCoupled = false },
Content
};
IsPaused.BindValueChanged(OnIsPausedChanged);
}
/// <summary>
/// Starts gameplay and marks un-paused state.
/// </summary>
public virtual void Start()
public void Start()
{
ensureSourceClockSet();
if (!isPaused.Value)
return;
isPaused.Value = false;
// the clock may be stopped via internal means (ie. not via `IsPaused`).
// see Reset() calling `GameplayClock.Stop()` as one example.
if (!GameplayClock.IsRunning)
{
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
// This accounts for the clock source potentially taking time to enter a completely stopped state
Seek(GameplayClock.CurrentTime);
ensureSourceClockSet();
// The case which cause this to be added is FrameStabilityContainer, which manages its own current and elapsed time.
// Because we generally update our own current time quicker than children can query it (via Start/Seek/Update),
// this means that the first frame ever exposed to children may have a non-zero current time.
//
// If the child component is not aware of the parent ElapsedFrameTime (which is the case for FrameStabilityContainer)
// they will take on the new CurrentTime with a zero elapsed time. This can in turn cause components to behave incorrectly
// if they are intending to trigger events at the precise StartTime (ie. DrawableStoryboardSample).
//
// By scheduling the start call, children are guaranteed to receive one frame at the original start time, allowing
// then to progress with a correct locally calculated elapsed time.
SchedulerAfterChildren.Add(GameplayClock.Start);
}
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
// This accounts for the clock source potentially taking time to enter a completely stopped state
Seek(GameplayClock.CurrentTime);
// The case which cause this to be added is FrameStabilityContainer, which manages its own current and elapsed time.
// Because we generally update our own current time quicker than children can query it (via Start/Seek/Update),
// this means that the first frame ever exposed to children may have a non-zero current time.
//
// If the child component is not aware of the parent ElapsedFrameTime (which is the case for FrameStabilityContainer)
// they will take on the new CurrentTime with a zero elapsed time. This can in turn cause components to behave incorrectly
// if they are intending to trigger events at the precise StartTime (ie. DrawableStoryboardSample).
//
// By scheduling the start call, children are guaranteed to receive one frame at the original start time, allowing
// then to progress with a correct locally calculated elapsed time.
SchedulerAfterChildren.Add(() =>
{
if (isPaused.Value)
return;
StartGameplayClock();
});
}
/// <summary>
@ -125,7 +127,17 @@ namespace osu.Game.Screens.Play
/// <summary>
/// Stops gameplay and marks paused state.
/// </summary>
public void Stop() => isPaused.Value = true;
public void Stop()
{
if (isPaused.Value)
return;
isPaused.Value = true;
StopGameplayClock();
}
protected virtual void StartGameplayClock() => GameplayClock.Start();
protected virtual void StopGameplayClock() => GameplayClock.Stop();
/// <summary>
/// Resets this <see cref="GameplayClockContainer"/> and the source to an initial state ready for gameplay.
@ -134,8 +146,9 @@ namespace osu.Game.Screens.Play
/// <param name="startClock">Whether to start the clock immediately, if not already started.</param>
public void Reset(double? time = null, bool startClock = false)
{
// Manually stop the source in order to not affect the IsPaused state.
GameplayClock.Stop();
bool wasPaused = isPaused.Value;
Stop();
ensureSourceClockSet();
@ -144,7 +157,7 @@ namespace osu.Game.Screens.Play
Seek(StartTime);
if (!IsPaused.Value || startClock)
if (!wasPaused || startClock)
Start();
}
@ -167,18 +180,6 @@ namespace osu.Game.Screens.Play
ChangeSource(SourceClock);
}
/// <summary>
/// Invoked when the value of <see cref="IsPaused"/> is changed to start or stop the <see cref="GameplayClock"/> clock.
/// </summary>
/// <param name="isPaused">Whether the clock should now be paused.</param>
protected virtual void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
{
if (isPaused.NewValue)
GameplayClock.Stop();
else
GameplayClock.Start();
}
#region IAdjustableClock
bool IAdjustableClock.Seek(double position)

View File

@ -84,29 +84,23 @@ namespace osu.Game.Screens.Play
return time;
}
protected override void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
protected override void StopGameplayClock()
{
if (IsLoaded)
{
// During normal operation, the source is stopped after performing a frequency ramp.
if (isPaused.NewValue)
this.TransformBindableTo(GameplayClock.ExternalPauseFrequencyAdjust, 0, 200, Easing.Out).OnComplete(_ =>
{
this.TransformBindableTo(GameplayClock.ExternalPauseFrequencyAdjust, 0, 200, Easing.Out).OnComplete(_ =>
{
if (IsPaused.Value == isPaused.NewValue)
base.OnIsPausedChanged(isPaused);
});
}
else
this.TransformBindableTo(GameplayClock.ExternalPauseFrequencyAdjust, 1, 200, Easing.In);
if (IsPaused.Value)
base.StopGameplayClock();
});
}
else
{
if (isPaused.NewValue)
base.OnIsPausedChanged(isPaused);
base.StopGameplayClock();
// If not yet loaded, we still want to ensure relevant state is correct, as it is used for offset calculations.
GameplayClock.ExternalPauseFrequencyAdjust.Value = isPaused.NewValue ? 0 : 1;
GameplayClock.ExternalPauseFrequencyAdjust.Value = 0;
// We must also process underlying gameplay clocks to update rate-adjusted offsets with the new frequency adjustment.
// Without doing this, an initial seek may be performed with the wrong offset.
@ -114,10 +108,25 @@ namespace osu.Game.Screens.Play
}
}
public override void Start()
protected override void StartGameplayClock()
{
addSourceClockAdjustments();
base.Start();
base.StartGameplayClock();
if (IsLoaded)
{
this.TransformBindableTo(GameplayClock.ExternalPauseFrequencyAdjust, 1, 200, Easing.In);
}
else
{
// If not yet loaded, we still want to ensure relevant state is correct, as it is used for offset calculations.
GameplayClock.ExternalPauseFrequencyAdjust.Value = 1;
// We must also process underlying gameplay clocks to update rate-adjusted offsets with the new frequency adjustment.
// Without doing this, an initial seek may be performed with the wrong offset.
GameplayClock.ProcessFrame();
}
}
/// <summary>