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Merge branch 'gcc-abstraction' into multiplayer-spectator-screen
This commit is contained in:
commit
54643f53e3
@ -21,6 +21,7 @@ using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Storyboards;
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using osu.Game.Tests.Visual;
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using osuTK;
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@ -193,7 +194,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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addSeekStep(0);
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AddStep("adjust track rate", () => Player.GameplayClockContainer.UserPlaybackRate.Value = rate);
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AddStep("adjust track rate", () => ((MasterGameplayClockContainer)Player.GameplayClockContainer).UserPlaybackRate.Value = rate);
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addSeekStep(1000);
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AddAssert("progress almost same", () => Precision.AlmostEquals(expectedProgress, drawableSpinner.Progress, 0.05));
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@ -22,7 +22,7 @@ namespace osu.Game.Tests.Gameplay
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var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
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working.LoadTrack();
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Add(gcc = new GameplayClockContainer(working, 0));
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Add(gcc = new MasterGameplayClockContainer(working, 0));
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});
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AddStep("start track", () => gcc.Start());
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@ -67,7 +67,7 @@ namespace osu.Game.Tests.Gameplay
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var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
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working.LoadTrack();
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Add(gameplayContainer = new GameplayClockContainer(working, 0));
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Add(gameplayContainer = new MasterGameplayClockContainer(working, 0));
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gameplayContainer.Add(sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
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{
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@ -114,7 +114,7 @@ namespace osu.Game.Tests.Gameplay
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var beatmapSkinSourceContainer = new BeatmapSkinProvidingContainer(Beatmap.Value.Skin);
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Add(gameplayContainer = new GameplayClockContainer(Beatmap.Value, 0)
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Add(gameplayContainer = new MasterGameplayClockContainer(Beatmap.Value, 0)
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{
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Child = beatmapSkinSourceContainer
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});
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@ -33,7 +33,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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var working = CreateWorkingBeatmap(CreateBeatmap(new OsuRuleset().RulesetInfo));
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working.LoadTrack();
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Child = gameplayClockContainer = new GameplayClockContainer(working, 0)
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Child = gameplayClockContainer = new MasterGameplayClockContainer(working, 0)
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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@ -80,7 +80,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
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AddStep("click", () =>
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{
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increment = skip_time - gameplayClock.CurrentTime - GameplayClockContainer.MINIMUM_SKIP_TIME / 2;
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increment = skip_time - gameplayClock.CurrentTime - MasterGameplayClockContainer.MINIMUM_SKIP_TIME / 2;
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InputManager.Click(MouseButton.Left);
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});
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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@ -1,200 +1,62 @@
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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 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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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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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.Graphics.Containers;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// Encapsulates gameplay timing logic and provides a <see cref="Play.GameplayClock"/> for children.
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/// </summary>
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public class GameplayClockContainer : Container
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public abstract class GameplayClockContainer : Container
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{
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private readonly WorkingBeatmap beatmap;
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[NotNull]
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private ITrack track;
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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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public GameplayClock GameplayClock { get; private set; }
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public readonly BindableBool IsPaused = new BindableBool();
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/// <summary>
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/// The decoupled clock used for gameplay. Should be used for seeks and clock control.
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/// </summary>
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private readonly DecoupleableInterpolatingFramedClock adjustableClock;
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protected readonly DecoupleableInterpolatingFramedClock AdjustableClock;
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private readonly double gameplayStartTime;
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private readonly bool startAtGameplayStart;
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private readonly double firstHitObjectTime;
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public readonly BindableNumber<double> UserPlaybackRate = new BindableDouble(1)
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protected GameplayClockContainer(IClock sourceClock)
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{
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Default = 1,
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MinValue = 0.5,
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MaxValue = 2,
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Precision = 0.1,
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};
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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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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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private readonly FramedOffsetClock userOffsetClock;
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private readonly FramedOffsetClock platformOffsetClock;
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/// <summary>
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/// Creates a new <see cref="GameplayClockContainer"/>.
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/// </summary>
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/// <param name="beatmap">The beatmap being played.</param>
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/// <param name="gameplayStartTime">The suggested time to start gameplay at.</param>
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/// <param name="startAtGameplayStart">
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/// Whether <paramref name="gameplayStartTime"/> should be used regardless of when storyboard events and hitobjects are supposed to start.
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/// </param>
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public GameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime, bool startAtGameplayStart = false)
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{
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this.beatmap = beatmap;
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this.gameplayStartTime = gameplayStartTime;
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this.startAtGameplayStart = startAtGameplayStart;
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track = beatmap.Track;
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firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
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RelativeSizeAxes = Axes.Both;
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adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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AdjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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AdjustableClock.ChangeSource(sourceClock);
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// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
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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 HardwareCorrectionOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
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IsPaused.BindValueChanged(OnIsPausedChanged);
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}
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// the final usable gameplay clock with user-set offsets applied.
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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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localGameplayClock = new LocalGameplayClock(userOffsetClock);
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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dependencies.CacheAs(GameplayClock = CreateGameplayClock(AdjustableClock));
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GameplayClock.IsPaused.BindTo(IsPaused);
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IsPaused.BindValueChanged(onPauseChanged);
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return dependencies;
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}
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private void onPauseChanged(ValueChangedEvent<bool> isPaused)
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public virtual void Start()
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{
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if (isPaused.NewValue)
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this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => adjustableClock.Stop());
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else
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this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
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}
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private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
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/// <summary>
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/// Duration before gameplay start time required before skip button displays.
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/// </summary>
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public const double MINIMUM_SKIP_TIME = 1000;
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private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1);
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
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userAudioOffset.BindValueChanged(offset => userOffsetClock.Offset = offset.NewValue, true);
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// sane default provided by ruleset.
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double startTime = gameplayStartTime;
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if (!startAtGameplayStart)
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{
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startTime = Math.Min(0, startTime);
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// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
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// this is commonly used to display an intro before the audio track start.
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double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
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if (firstStoryboardEvent != null)
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startTime = Math.Min(startTime, firstStoryboardEvent.Value);
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// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
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// this is not available as an option in the live editor but can still be applied via .osu editing.
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if (beatmap.BeatmapInfo.AudioLeadIn > 0)
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startTime = Math.Min(startTime, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
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}
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Seek(startTime);
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adjustableClock.ProcessFrame();
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}
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public void Restart()
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{
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Task.Run(() =>
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{
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track.Seek(0);
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track.Stop();
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Schedule(() =>
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{
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adjustableClock.ChangeSource(track);
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updateRate();
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if (!IsPaused.Value)
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Start();
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});
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});
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}
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public void Start()
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{
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if (!adjustableClock.IsRunning)
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if (!AdjustableClock.IsRunning)
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{
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// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
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// This accounts for the audio clock source potentially taking time to enter a completely stopped state
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// This accounts for the clock source potentially taking time to enter a completely stopped state
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Seek(GameplayClock.CurrentTime);
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adjustableClock.Start();
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AdjustableClock.Start();
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}
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IsPaused.Value = false;
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}
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/// <summary>
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/// Skip forward to the next valid skip point.
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/// </summary>
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public void Skip()
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{
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if (GameplayClock.CurrentTime > gameplayStartTime - MINIMUM_SKIP_TIME)
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return;
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double skipTarget = gameplayStartTime - MINIMUM_SKIP_TIME;
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if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
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// double skip exception for storyboards with very long intros
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skipTarget = 0;
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Seek(skipTarget);
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}
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/// <summary>
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/// Seek to a specific time in gameplay.
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/// <remarks>
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@ -202,99 +64,21 @@ namespace osu.Game.Screens.Play
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/// </remarks>
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/// </summary>
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/// <param name="time">The destination time to seek to.</param>
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public void Seek(double time)
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public virtual void Seek(double time) => AdjustableClock.Seek(time);
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public virtual void Stop() => IsPaused.Value = true;
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public virtual void Restart()
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{
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// remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
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// we may want to consider reversing the application of offsets in the future as it may feel more correct.
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adjustableClock.Seek(time - totalOffset);
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AdjustableClock.Seek(0);
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AdjustableClock.Stop();
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// manually process frame to ensure GameplayClock is correctly updated after a seek.
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userOffsetClock.ProcessFrame();
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}
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public void Stop()
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{
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IsPaused.Value = true;
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}
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/// <summary>
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/// Changes the backing clock to avoid using the originally provided track.
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/// </summary>
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public void StopUsingBeatmapClock()
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{
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removeSourceClockAdjustments();
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track = new TrackVirtual(track.Length);
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adjustableClock.ChangeSource(track);
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}
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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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Start();
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}
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base.Update();
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}
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protected abstract void OnIsPausedChanged(ValueChangedEvent<bool> isPaused);
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private bool speedAdjustmentsApplied;
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private void updateRate()
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{
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if (speedAdjustmentsApplied)
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return;
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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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protected override void Dispose(bool isDisposing)
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||||
{
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||||
base.Dispose(isDisposing);
|
||||
removeSourceClockAdjustments();
|
||||
}
|
||||
|
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private void removeSourceClockAdjustments()
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||||
{
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if (!speedAdjustmentsApplied) return;
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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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||||
|
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speedAdjustmentsApplied = false;
|
||||
}
|
||||
|
||||
private class LocalGameplayClock : GameplayClock
|
||||
{
|
||||
public readonly List<Bindable<double>> MutableNonGameplayAdjustments = new List<Bindable<double>>();
|
||||
|
||||
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments;
|
||||
|
||||
public LocalGameplayClock(FramedOffsetClock underlyingClock)
|
||||
: base(underlyingClock)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
private class HardwareCorrectionOffsetClock : FramedOffsetClock
|
||||
{
|
||||
// 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 implementation already adds offset at 1.0 rate, so we only add the difference from that here.
|
||||
public override double CurrentTime => base.CurrentTime + Offset * (Rate - 1);
|
||||
|
||||
public HardwareCorrectionOffsetClock(IClock source, bool processSource = true)
|
||||
: base(source, processSource)
|
||||
{
|
||||
}
|
||||
}
|
||||
protected abstract GameplayClock CreateGameplayClock(IClock source);
|
||||
}
|
||||
}
|
||||
|
220
osu.Game/Screens/Play/MasterGameplayClockContainer.cs
Normal file
220
osu.Game/Screens/Play/MasterGameplayClockContainer.cs
Normal file
@ -0,0 +1,220 @@
|
||||
// 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 System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Audio;
|
||||
using osu.Framework.Audio.Track;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Configuration;
|
||||
|
||||
namespace osu.Game.Screens.Play
|
||||
{
|
||||
public class MasterGameplayClockContainer : GameplayClockContainer
|
||||
{
|
||||
/// <summary>
|
||||
/// Duration before gameplay start time required before skip button displays.
|
||||
/// </summary>
|
||||
public const double MINIMUM_SKIP_TIME = 1000;
|
||||
|
||||
protected Track Track => (Track)AdjustableClock.Source;
|
||||
|
||||
public readonly BindableNumber<double> UserPlaybackRate = new BindableDouble(1)
|
||||
{
|
||||
Default = 1,
|
||||
MinValue = 0.5,
|
||||
MaxValue = 2,
|
||||
Precision = 0.1,
|
||||
};
|
||||
|
||||
private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
|
||||
|
||||
private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1);
|
||||
|
||||
private readonly WorkingBeatmap beatmap;
|
||||
private readonly double gameplayStartTime;
|
||||
private readonly bool startAtGameplayStart;
|
||||
private readonly double firstHitObjectTime;
|
||||
|
||||
private FramedOffsetClock userOffsetClock;
|
||||
private FramedOffsetClock platformOffsetClock;
|
||||
private LocalGameplayClock localGameplayClock;
|
||||
private Bindable<double> userAudioOffset;
|
||||
|
||||
public MasterGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime, bool startAtGameplayStart = false)
|
||||
: base(beatmap.Track)
|
||||
{
|
||||
this.beatmap = beatmap;
|
||||
this.gameplayStartTime = gameplayStartTime;
|
||||
this.startAtGameplayStart = startAtGameplayStart;
|
||||
|
||||
firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuConfigManager config)
|
||||
{
|
||||
userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
|
||||
userAudioOffset.BindValueChanged(offset => userOffsetClock.Offset = offset.NewValue, true);
|
||||
|
||||
// sane default provided by ruleset.
|
||||
double startTime = gameplayStartTime;
|
||||
|
||||
if (!startAtGameplayStart)
|
||||
{
|
||||
startTime = Math.Min(0, startTime);
|
||||
|
||||
// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
|
||||
// this is commonly used to display an intro before the audio track start.
|
||||
double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
|
||||
if (firstStoryboardEvent != null)
|
||||
startTime = Math.Min(startTime, firstStoryboardEvent.Value);
|
||||
|
||||
// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
|
||||
// this is not available as an option in the live editor but can still be applied via .osu editing.
|
||||
if (beatmap.BeatmapInfo.AudioLeadIn > 0)
|
||||
startTime = Math.Min(startTime, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
|
||||
}
|
||||
|
||||
Seek(startTime);
|
||||
|
||||
AdjustableClock.ProcessFrame();
|
||||
}
|
||||
|
||||
protected override void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
|
||||
{
|
||||
if (isPaused.NewValue)
|
||||
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => AdjustableClock.Stop());
|
||||
else
|
||||
this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
|
||||
}
|
||||
|
||||
public override void Seek(double time)
|
||||
{
|
||||
// remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
|
||||
// we may want to consider reversing the application of offsets in the future as it may feel more correct.
|
||||
base.Seek(time - totalOffset);
|
||||
|
||||
// manually process frame to ensure GameplayClock is correctly updated after a seek.
|
||||
userOffsetClock.ProcessFrame();
|
||||
}
|
||||
|
||||
public override void Restart()
|
||||
{
|
||||
updateRate();
|
||||
base.Restart();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Skip forward to the next valid skip point.
|
||||
/// </summary>
|
||||
public void Skip()
|
||||
{
|
||||
if (GameplayClock.CurrentTime > gameplayStartTime - MINIMUM_SKIP_TIME)
|
||||
return;
|
||||
|
||||
double skipTarget = gameplayStartTime - MINIMUM_SKIP_TIME;
|
||||
|
||||
if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
|
||||
// double skip exception for storyboards with very long intros
|
||||
skipTarget = 0;
|
||||
|
||||
Seek(skipTarget);
|
||||
}
|
||||
|
||||
protected override GameplayClock CreateGameplayClock(IClock source)
|
||||
{
|
||||
// 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.
|
||||
platformOffsetClock = new HardwareCorrectionOffsetClock(source) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
|
||||
|
||||
// the final usable gameplay clock with user-set offsets applied.
|
||||
userOffsetClock = new HardwareCorrectionOffsetClock(platformOffsetClock);
|
||||
|
||||
return localGameplayClock = new LocalGameplayClock(userOffsetClock);
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
if (!IsPaused.Value)
|
||||
userOffsetClock.ProcessFrame();
|
||||
|
||||
base.Update();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Changes the backing clock to avoid using the originally provided track.
|
||||
/// </summary>
|
||||
public void StopUsingBeatmapClock()
|
||||
{
|
||||
removeSourceClockAdjustments();
|
||||
AdjustableClock.ChangeSource(new TrackVirtual(beatmap.Track.Length));
|
||||
}
|
||||
|
||||
private bool speedAdjustmentsApplied;
|
||||
|
||||
private void updateRate()
|
||||
{
|
||||
if (speedAdjustmentsApplied)
|
||||
return;
|
||||
|
||||
Track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
||||
Track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
||||
|
||||
localGameplayClock.MutableNonGameplayAdjustments.Add(pauseFreqAdjust);
|
||||
localGameplayClock.MutableNonGameplayAdjustments.Add(UserPlaybackRate);
|
||||
|
||||
speedAdjustmentsApplied = true;
|
||||
}
|
||||
|
||||
private void removeSourceClockAdjustments()
|
||||
{
|
||||
if (!speedAdjustmentsApplied)
|
||||
return;
|
||||
|
||||
Track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
||||
Track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
||||
|
||||
localGameplayClock.MutableNonGameplayAdjustments.Remove(pauseFreqAdjust);
|
||||
localGameplayClock.MutableNonGameplayAdjustments.Remove(UserPlaybackRate);
|
||||
|
||||
speedAdjustmentsApplied = false;
|
||||
}
|
||||
|
||||
protected override void Dispose(bool isDisposing)
|
||||
{
|
||||
base.Dispose(isDisposing);
|
||||
removeSourceClockAdjustments();
|
||||
}
|
||||
|
||||
private class HardwareCorrectionOffsetClock : FramedOffsetClock
|
||||
{
|
||||
// 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 implementation already adds offset at 1.0 rate, so we only add the difference from that here.
|
||||
public override double CurrentTime => base.CurrentTime + Offset * (Rate - 1);
|
||||
|
||||
public HardwareCorrectionOffsetClock(IClock source, bool processSource = true)
|
||||
: base(source, processSource)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
private class LocalGameplayClock : GameplayClock
|
||||
{
|
||||
public readonly List<Bindable<double>> MutableNonGameplayAdjustments = new List<Bindable<double>>();
|
||||
|
||||
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments;
|
||||
|
||||
public LocalGameplayClock(FramedOffsetClock underlyingClock)
|
||||
: base(underlyingClock)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -295,7 +295,7 @@ namespace osu.Game.Screens.Play
|
||||
IsBreakTime.BindValueChanged(onBreakTimeChanged, true);
|
||||
}
|
||||
|
||||
protected virtual GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new GameplayClockContainer(beatmap, gameplayStart);
|
||||
protected virtual GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new MasterGameplayClockContainer(beatmap, gameplayStart);
|
||||
|
||||
private Drawable createUnderlayComponents() =>
|
||||
DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both };
|
||||
@ -342,7 +342,6 @@ namespace osu.Game.Screens.Play
|
||||
Action = () => PerformExit(true),
|
||||
IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
|
||||
},
|
||||
PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
|
||||
KeyCounter =
|
||||
{
|
||||
AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded },
|
||||
@ -386,6 +385,9 @@ namespace osu.Game.Screens.Play
|
||||
}
|
||||
};
|
||||
|
||||
if (GameplayClockContainer is MasterGameplayClockContainer master)
|
||||
HUDOverlay.PlayerSettingsOverlay.PlaybackSettings.UserPlaybackRate.BindTarget = master.UserPlaybackRate;
|
||||
|
||||
if (!Configuration.AllowSkippingIntro)
|
||||
skipOverlay.Expire();
|
||||
|
||||
@ -533,7 +535,8 @@ namespace osu.Game.Screens.Play
|
||||
// user requested skip
|
||||
// disable sample playback to stop currently playing samples and perform skip
|
||||
samplePlaybackDisabled.Value = true;
|
||||
GameplayClockContainer.Skip();
|
||||
|
||||
(GameplayClockContainer as MasterGameplayClockContainer)?.Skip();
|
||||
|
||||
// return samplePlaybackDisabled.Value to what is defined by the beatmap's current state
|
||||
updateSampleDisabledState();
|
||||
@ -832,7 +835,7 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
// GameplayClockContainer performs seeks / start / stop operations on the beatmap's track.
|
||||
// as we are no longer the current screen, we cannot guarantee the track is still usable.
|
||||
GameplayClockContainer?.StopUsingBeatmapClock();
|
||||
(GameplayClockContainer as MasterGameplayClockContainer)?.StopUsingBeatmapClock();
|
||||
|
||||
musicController.ResetTrackAdjustments();
|
||||
|
||||
|
@ -90,7 +90,7 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
private const double fade_time = 300;
|
||||
|
||||
private double fadeOutBeginTime => startTime - GameplayClockContainer.MINIMUM_SKIP_TIME;
|
||||
private double fadeOutBeginTime => startTime - MasterGameplayClockContainer.MINIMUM_SKIP_TIME;
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
|
@ -61,7 +61,7 @@ namespace osu.Game.Screens.Play
|
||||
if (firstFrameTime == null || firstFrameTime <= gameplayStart + 5000)
|
||||
return base.CreateGameplayClockContainer(beatmap, gameplayStart);
|
||||
|
||||
return new GameplayClockContainer(beatmap, firstFrameTime.Value, true);
|
||||
return new MasterGameplayClockContainer(beatmap, firstFrameTime.Value, true);
|
||||
}
|
||||
|
||||
public override bool OnExiting(IScreen next)
|
||||
|
Loading…
Reference in New Issue
Block a user