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mirror of https://github.com/ppy/osu.git synced 2024-09-22 14:07:25 +08:00

Move all clock related gameplay logic inside GameplayClockContainer

This commit is contained in:
Dean Herbert 2019-03-06 20:30:14 +09:00
parent 0b4f10950f
commit 58ef397f4f
6 changed files with 292 additions and 211 deletions

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@ -0,0 +1,151 @@
// 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.Linq;
using System.Threading.Tasks;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Screens.Play
{
/// <summary>
/// Manages the various intricacies of the gameplay clock.
/// </summary>
public class GameplayClockContainer : Container
{
private readonly WorkingBeatmap beatmap;
/// <summary>
/// The original source (usually a <see cref="WorkingBeatmap"/>'s track).
/// </summary>
private readonly IAdjustableClock sourceClock;
public readonly BindableBool IsPaused = new BindableBool();
/// <summary>
/// The decoupled clock used for gameplay. Should be used for seeks and clock control.
/// </summary>
private readonly DecoupleableInterpolatingFramedClock adjustableClock;
/// <summary>
/// The final clock which is exposed to underlying components.
/// </summary>
[Cached]
private readonly GameplayClock gameplayClock;
public readonly Bindable<double> UserPlaybackRate = new BindableDouble(1)
{
Default = 1,
MinValue = 0.5,
MaxValue = 2,
Precision = 0.1,
};
private Bindable<double> userAudioOffset;
private readonly FramedOffsetClock offsetClock;
public GameplayClockContainer(WorkingBeatmap beatmap, bool allowLeadIn, double gameplayStartTime)
{
RelativeSizeAxes = Axes.Both;
this.beatmap = beatmap;
sourceClock = (IAdjustableClock)beatmap.Track ?? new StopwatchClock();
adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
adjustableClock.Seek(allowLeadIn
? Math.Min(0, gameplayStartTime - beatmap.BeatmapInfo.AudioLeadIn)
: gameplayStartTime);
adjustableClock.ProcessFrame();
// 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.
var platformOffsetClock = new FramedOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 22 : 0 };
// the final usable gameplay clock with user-set offsets applied.
offsetClock = new FramedOffsetClock(platformOffsetClock);
// the clock to be exposed via DI to children.
gameplayClock = new GameplayClock(offsetClock);
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
userAudioOffset.BindValueChanged(offset => offsetClock.Offset = offset.NewValue, true);
UserPlaybackRate.ValueChanged += _ => updateRate();
}
public void Restart()
{
Task.Run(() =>
{
sourceClock.Reset();
Schedule(() =>
{
adjustableClock.ChangeSource(sourceClock);
updateRate();
this.Delay(750).Schedule(() =>
{
if (!IsPaused.Value)
{
adjustableClock.Start();
}
});
});
});
}
public void 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 audio clock source potentially taking time to enter a completely stopped state
adjustableClock.Seek(adjustableClock.CurrentTime);
adjustableClock.Start();
}
public void Seek(double time) => adjustableClock.Seek(time);
public void Stop() => adjustableClock.Stop();
public void ResetLocalAdjustments()
{
// In the case of replays, we may have changed the playback rate.
UserPlaybackRate.Value = 1;
}
protected override void Update()
{
if (!IsPaused.Value)
offsetClock.ProcessFrame();
base.Update();
}
private void updateRate()
{
if (sourceClock == null) return;
sourceClock.Rate = 1;
foreach (var mod in beatmap.Mods.Value.OfType<IApplicableToClock>())
mod.ApplyToClock(sourceClock);
sourceClock.Rate *= UserPlaybackRate.Value;
}
}
}

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@ -19,7 +19,9 @@ namespace osu.Game.Screens.Play.HUD
public readonly PlaybackSettings PlaybackSettings;
public readonly VisualSettings VisualSettings;
//public readonly CollectionSettings CollectionSettings;
//public readonly DiscussionSettings DiscussionSettings;
public PlayerSettingsOverlay()

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@ -1,12 +1,12 @@
// 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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Events;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics.UserInterface;
@ -40,7 +40,9 @@ namespace osu.Game.Screens.Play
private static bool hasShownNotificationOnce;
public HUDOverlay(ScoreProcessor scoreProcessor, RulesetContainer rulesetContainer, WorkingBeatmap working, IAdjustableClock adjustableClock)
public Action<double> RequestSeek;
public HUDOverlay(ScoreProcessor scoreProcessor, RulesetContainer rulesetContainer, WorkingBeatmap working)
{
RelativeSizeAxes = Axes.Both;
@ -92,11 +94,9 @@ namespace osu.Game.Screens.Play
Progress.Objects = rulesetContainer.Objects;
Progress.AllowSeeking = rulesetContainer.HasReplayLoaded.Value;
Progress.RequestSeek = pos => adjustableClock.Seek(pos);
Progress.RequestSeek = time => RequestSeek(time);
ModDisplay.Current.BindTo(working.Mods);
PlayerSettingsOverlay.PlaybackSettings.AdjustableClock = adjustableClock;
}
[BackgroundDependencyLoader(true)]

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@ -7,16 +7,13 @@ using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Game.Graphics;
using osuTK.Graphics;
namespace osu.Game.Screens.Play
{
/// <summary>
/// A container which handles pausing children, displaying a pause overlay with choices and processing the clock.
/// Exposes a <see cref="GameplayClock"/> to children via DI.
/// This alleviates a lot of the intricate pause logic from being in <see cref="Player"/>
/// A container which handles pausing children, displaying an overlay blocking its children during paused state.
/// </summary>
public class PausableGameplayContainer : Container
{
@ -44,46 +41,33 @@ namespace osu.Game.Screens.Play
public Action OnRetry;
public Action OnQuit;
private readonly FramedClock offsetClock;
private readonly DecoupleableInterpolatingFramedClock adjustableClock;
/// <summary>
/// The final clock which is exposed to underlying components.
/// </summary>
[Cached]
private readonly GameplayClock gameplayClock;
public Action Stop;
public Action Start;
/// <summary>
/// Creates a new <see cref="PausableGameplayContainer"/>.
/// </summary>
/// <param name="offsetClock">The gameplay clock. This is the clock that will process frames. Includes user/system offsets.</param>
/// <param name="adjustableClock">The seekable clock. This is the clock that will be paused and resumed. Should not be processed (it is processed automatically by <see cref="offsetClock"/>).</param>
public PausableGameplayContainer(FramedClock offsetClock, DecoupleableInterpolatingFramedClock adjustableClock)
public PausableGameplayContainer()
{
this.offsetClock = offsetClock;
this.adjustableClock = adjustableClock;
gameplayClock = new GameplayClock(offsetClock);
RelativeSizeAxes = Axes.Both;
AddInternal(content = new Container
InternalChildren = new[]
{
Clock = this.offsetClock,
ProcessCustomClock = false,
RelativeSizeAxes = Axes.Both
});
AddInternal(pauseOverlay = new PauseOverlay
{
OnResume = () =>
content = new Container
{
IsResuming = true;
this.Delay(400).Schedule(Resume);
RelativeSizeAxes = Axes.Both
},
OnRetry = () => OnRetry(),
OnQuit = () => OnQuit(),
});
pauseOverlay = new PauseOverlay
{
OnResume = () =>
{
IsResuming = true;
this.Delay(400).Schedule(Resume);
},
OnRetry = () => OnRetry(),
OnQuit = () => OnQuit(),
}
};
}
public void Pause(bool force = false) => Schedule(() => // Scheduled to ensure a stable position in execution order, no matter how it was called.
@ -93,7 +77,7 @@ namespace osu.Game.Screens.Play
if (IsPaused.Value) return;
// stop the seekable clock (stops the audio eventually)
adjustableClock.Stop();
Stop?.Invoke();
IsPaused.Value = true;
pauseOverlay.Show();
@ -105,14 +89,12 @@ namespace osu.Game.Screens.Play
{
if (!IsPaused.Value) return;
IsPaused.Value = false;
IsResuming = false;
lastPauseActionTime = Time.Current;
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
// This accounts for the audio clock source potentially taking time to enter a completely stopped state
adjustableClock.Seek(adjustableClock.CurrentTime);
adjustableClock.Start();
IsPaused.Value = false;
Start?.Invoke();
pauseOverlay.Hide();
}
@ -131,9 +113,6 @@ namespace osu.Game.Screens.Play
if (!game.IsActive.Value && CanPause)
Pause();
if (!IsPaused.Value)
offsetClock.ProcessFrame();
base.Update();
}

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@ -3,8 +3,6 @@
using System;
using System.Linq;
using System.Threading.Tasks;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
@ -16,7 +14,6 @@ using osu.Framework.Input.Events;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Framework.Threading;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics.Containers;
@ -53,7 +50,6 @@ namespace osu.Game.Screens.Play
public bool AllowResults { get; set; } = true;
private Bindable<bool> mouseWheelDisabled;
private Bindable<double> userAudioOffset;
private readonly Bindable<bool> storyboardReplacesBackground = new Bindable<bool>();
@ -62,13 +58,6 @@ namespace osu.Game.Screens.Play
public CursorContainer Cursor => RulesetContainer.Cursor;
public bool ProvidingUserCursor => RulesetContainer?.Cursor != null && !RulesetContainer.HasReplayLoaded.Value;
private IAdjustableClock sourceClock;
/// <summary>
/// The decoupled clock used for gameplay. Should be used for seeks and clock control.
/// </summary>
private DecoupleableInterpolatingFramedClock adjustableClock;
[Resolved]
private ScoreManager scoreManager { get; set; }
@ -98,25 +87,117 @@ namespace osu.Game.Screens.Play
public bool LoadedBeatmapSuccessfully => RulesetContainer?.Objects.Any() == true;
private GameplayClockContainer gameplayClockContainer;
[BackgroundDependencyLoader]
private void load(AudioManager audio, APIAccess api, OsuConfigManager config)
{
this.api = api;
WorkingBeatmap working = Beatmap.Value;
if (working is DummyWorkingBeatmap)
WorkingBeatmap working = loadBeatmap();
if (working == null)
return;
sampleRestart = audio.Sample.Get(@"Gameplay/restart");
mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
IBeatmap beatmap;
ScoreProcessor = RulesetContainer.CreateScoreProcessor();
if (!ScoreProcessor.Mode.Disabled)
config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
InternalChild = gameplayClockContainer = new GameplayClockContainer(working, AllowLeadIn, RulesetContainer.GameplayStartTime);
gameplayClockContainer.Children = new Drawable[]
{
PausableGameplayContainer = new PausableGameplayContainer
{
Retries = RestartCount,
OnRetry = restart,
OnQuit = performUserRequestedExit,
Start = gameplayClockContainer.Start,
Stop = gameplayClockContainer.Stop,
CheckCanPause = () => AllowPause && ValidForResume && !HasFailed && !RulesetContainer.HasReplayLoaded.Value,
Children = new Container[]
{
StoryboardContainer = CreateStoryboardContainer(),
new ScalingContainer(ScalingMode.Gameplay)
{
Child = new LocalSkinOverrideContainer(working.Skin)
{
RelativeSizeAxes = Axes.Both,
Child = RulesetContainer
}
},
new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Breaks = working.Beatmap.Breaks
},
new ScalingContainer(ScalingMode.Gameplay)
{
Child = RulesetContainer.Cursor?.CreateProxy() ?? new Container(),
},
HUDOverlay = new HUDOverlay(ScoreProcessor, RulesetContainer, working)
{
RequestSeek = gameplayClockContainer.Seek,
Anchor = Anchor.Centre,
Origin = Anchor.Centre
},
new SkipOverlay(RulesetContainer.GameplayStartTime)
{
RequestSeek = gameplayClockContainer.Seek
},
}
},
failOverlay = new FailOverlay
{
OnRetry = restart,
OnQuit = performUserRequestedExit,
},
new HotkeyRetryOverlay
{
Action = () =>
{
if (!this.IsCurrentScreen()) return;
fadeOut(true);
restart();
},
}
};
// bind clock into components that require it
PausableGameplayContainer.IsPaused.BindTo(gameplayClockContainer.IsPaused);
RulesetContainer.IsPaused.BindTo(gameplayClockContainer.IsPaused);
HUDOverlay.PlayerSettingsOverlay.PlaybackSettings.UserPlaybackRate.BindTo(gameplayClockContainer.UserPlaybackRate);
HUDOverlay.HoldToQuit.Action = performUserRequestedExit;
HUDOverlay.KeyCounter.Visible.BindTo(RulesetContainer.HasReplayLoaded);
if (ShowStoryboard.Value)
initializeStoryboard(false);
// Bind ScoreProcessor to ourselves
ScoreProcessor.AllJudged += onCompletion;
ScoreProcessor.Failed += onFail;
foreach (var mod in Beatmap.Value.Mods.Value.OfType<IApplicableToScoreProcessor>())
mod.ApplyToScoreProcessor(ScoreProcessor);
}
private WorkingBeatmap loadBeatmap()
{
WorkingBeatmap working = Beatmap.Value;
if (working is DummyWorkingBeatmap)
return null;
try
{
beatmap = working.Beatmap;
var beatmap = working.Beatmap;
if (beatmap == null)
throw new InvalidOperationException("Beatmap was not loaded");
@ -140,119 +221,17 @@ namespace osu.Game.Screens.Play
if (!RulesetContainer.Objects.Any())
{
Logger.Log("Beatmap contains no hit objects!", level: LogLevel.Error);
return;
return null;
}
}
catch (Exception e)
{
Logger.Error(e, "Could not load beatmap sucessfully!");
//couldn't load, hard abort!
return;
return null;
}
sourceClock = (IAdjustableClock)working.Track ?? new StopwatchClock();
adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
adjustableClock.Seek(AllowLeadIn
? Math.Min(0, RulesetContainer.GameplayStartTime - beatmap.BeatmapInfo.AudioLeadIn)
: RulesetContainer.GameplayStartTime);
adjustableClock.ProcessFrame();
// 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.
var platformOffsetClock = new FramedOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 22 : 0 };
// the final usable gameplay clock with user-set offsets applied.
var offsetClock = new FramedOffsetClock(platformOffsetClock);
userAudioOffset.ValueChanged += offset => offsetClock.Offset = offset.NewValue;
userAudioOffset.TriggerChange();
ScoreProcessor = RulesetContainer.CreateScoreProcessor();
if (!ScoreProcessor.Mode.Disabled)
config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
InternalChildren = new Drawable[]
{
PausableGameplayContainer = new PausableGameplayContainer(offsetClock, adjustableClock)
{
Retries = RestartCount,
OnRetry = restart,
OnQuit = performUserRequestedExit,
CheckCanPause = () => AllowPause && ValidForResume && !HasFailed && !RulesetContainer.HasReplayLoaded.Value,
Children = new Container[]
{
StoryboardContainer = CreateStoryboardContainer(),
new ScalingContainer(ScalingMode.Gameplay)
{
Child = new LocalSkinOverrideContainer(working.Skin)
{
RelativeSizeAxes = Axes.Both,
Child = RulesetContainer
}
},
new BreakOverlay(beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Breaks = beatmap.Breaks
},
new ScalingContainer(ScalingMode.Gameplay)
{
Child = RulesetContainer.Cursor?.CreateProxy() ?? new Container(),
},
HUDOverlay = new HUDOverlay(ScoreProcessor, RulesetContainer, working, adjustableClock)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre
},
new SkipOverlay(RulesetContainer.GameplayStartTime)
{
RequestSeek = time => adjustableClock.Seek(time)
},
}
},
failOverlay = new FailOverlay
{
OnRetry = restart,
OnQuit = performUserRequestedExit,
},
new HotkeyRetryOverlay
{
Action = () =>
{
if (!this.IsCurrentScreen()) return;
fadeOut(true);
restart();
},
}
};
HUDOverlay.HoldToQuit.Action = performUserRequestedExit;
HUDOverlay.KeyCounter.Visible.BindTo(RulesetContainer.HasReplayLoaded);
RulesetContainer.IsPaused.BindTo(PausableGameplayContainer.IsPaused);
if (ShowStoryboard.Value)
initializeStoryboard(false);
// Bind ScoreProcessor to ourselves
ScoreProcessor.AllJudged += onCompletion;
ScoreProcessor.Failed += onFail;
foreach (var mod in Beatmap.Value.Mods.Value.OfType<IApplicableToScoreProcessor>())
mod.ApplyToScoreProcessor(ScoreProcessor);
}
private void applyRateFromMods()
{
if (sourceClock == null) return;
sourceClock.Rate = 1;
foreach (var mod in Beatmap.Value.Mods.Value.OfType<IApplicableToClock>())
mod.ApplyToClock(sourceClock);
return working;
}
private void performUserRequestedExit()
@ -321,7 +300,7 @@ namespace osu.Game.Screens.Play
if (Beatmap.Value.Mods.Value.OfType<IApplicableFailOverride>().Any(m => !m.AllowFail))
return false;
adjustableClock.Stop();
gameplayClockContainer.Stop();
HasFailed = true;
failOverlay.Retries = RestartCount;
@ -355,24 +334,7 @@ namespace osu.Game.Screens.Play
storyboardReplacesBackground.Value = Beatmap.Value.Storyboard.ReplacesBackground && Beatmap.Value.Storyboard.HasDrawable;
Task.Run(() =>
{
sourceClock.Reset();
Schedule(() =>
{
adjustableClock.ChangeSource(sourceClock);
applyRateFromMods();
this.Delay(750).Schedule(() =>
{
if (!PausableGameplayContainer.IsPaused.Value)
{
adjustableClock.Start();
}
});
});
});
gameplayClockContainer.Restart();
PausableGameplayContainer.Alpha = 0;
PausableGameplayContainer.FadeIn(750, Easing.OutQuint);
@ -395,8 +357,8 @@ namespace osu.Game.Screens.Play
if ((!AllowPause || HasFailed || !ValidForResume || PausableGameplayContainer?.IsPaused.Value != false || RulesetContainer?.HasReplayLoaded.Value != false) && (!PausableGameplayContainer?.IsResuming ?? true))
{
// In the case of replays, we may have changed the playback rate.
applyRateFromMods();
gameplayClockContainer.ResetLocalAdjustments();
fadeOut();
return base.OnExiting(next);
}

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@ -4,7 +4,6 @@
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
@ -16,7 +15,13 @@ namespace osu.Game.Screens.Play.PlayerSettings
protected override string Title => @"playback";
public IAdjustableClock AdjustableClock { set; get; }
public readonly Bindable<double> UserPlaybackRate = new BindableDouble(1)
{
Default = 1,
MinValue = 0.5,
MaxValue = 2,
Precision = 0.1,
};
private readonly PlayerSliderBar<double> rateSlider;
@ -47,31 +52,13 @@ namespace osu.Game.Screens.Play.PlayerSettings
}
},
},
rateSlider = new PlayerSliderBar<double>
{
Bindable = new BindableDouble(1)
{
Default = 1,
MinValue = 0.5,
MaxValue = 2,
Precision = 0.1,
},
}
rateSlider = new PlayerSliderBar<double> { Bindable = UserPlaybackRate }
};
}
protected override void LoadComplete()
{
base.LoadComplete();
if (AdjustableClock == null)
return;
var clockRate = AdjustableClock.Rate;
// can't trigger this line instantly as the underlying clock may not be ready to accept adjustments yet.
rateSlider.Bindable.ValueChanged += multiplier => AdjustableClock.Rate = clockRate * multiplier.NewValue;
rateSlider.Bindable.BindValueChanged(multiplier => multiplierText.Text = $"{multiplier.NewValue:0.0}x", true);
}
}