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Use FramedBeatmapClock
in GameplayClockContainer
This commit is contained in:
parent
32e127a6fa
commit
6003afafc7
@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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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;
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using System.Diagnostics;
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using osu.Framework;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Audio.Track;
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@ -16,6 +17,8 @@ namespace osu.Game.Beatmaps
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{
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{
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public class FramedBeatmapClock : Component, IFrameBasedClock, IAdjustableClock, ISourceChangeableClock
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public class FramedBeatmapClock : Component, IFrameBasedClock, IAdjustableClock, ISourceChangeableClock
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{
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{
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private readonly bool applyOffsets;
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/// <summary>
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/// <summary>
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/// The length of the underlying beatmap track. Will default to 60 seconds if unavailable.
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/// The length of the underlying beatmap track. Will default to 60 seconds if unavailable.
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/// </summary>
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/// </summary>
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@ -26,9 +29,16 @@ namespace osu.Game.Beatmaps
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/// </summary>
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/// </summary>
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public Track? Track { get; private set; } // TODO: virtual rather than null?
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public Track? Track { get; private set; } // TODO: virtual rather than null?
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private readonly OffsetCorrectionClock userGlobalOffsetClock;
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/// <summary>
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private readonly OffsetCorrectionClock platformOffsetClock;
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/// The total frequency adjustment from pause transforms. Should eventually be handled in a better way.
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private readonly OffsetCorrectionClock finalOffsetClock;
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/// </summary>
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public readonly BindableDouble ExternalPauseFrequencyAdjust = new BindableDouble(1);
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private readonly OffsetCorrectionClock? userGlobalOffsetClock;
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private readonly OffsetCorrectionClock? platformOffsetClock;
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private readonly OffsetCorrectionClock? userBeatmapOffsetClock;
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private readonly IFrameBasedClock finalClockSource;
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private Bindable<double> userAudioOffset = null!;
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private Bindable<double> userAudioOffset = null!;
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@ -36,7 +46,20 @@ namespace osu.Game.Beatmaps
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private readonly DecoupleableInterpolatingFramedClock decoupledClock;
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private readonly DecoupleableInterpolatingFramedClock decoupledClock;
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private double totalAppliedOffset => userGlobalOffsetClock.RateAdjustedOffset + finalOffsetClock.RateAdjustedOffset + platformOffsetClock.RateAdjustedOffset;
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private double totalAppliedOffset
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{
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get
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{
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if (!applyOffsets)
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return 0;
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Debug.Assert(userGlobalOffsetClock != null);
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Debug.Assert(userBeatmapOffsetClock != null);
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Debug.Assert(platformOffsetClock != null);
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return userGlobalOffsetClock.RateAdjustedOffset + userBeatmapOffsetClock.RateAdjustedOffset + platformOffsetClock.RateAdjustedOffset;
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}
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}
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[Resolved]
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[Resolved]
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private OsuConfigManager config { get; set; } = null!;
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private OsuConfigManager config { get; set; } = null!;
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@ -53,44 +76,59 @@ namespace osu.Game.Beatmaps
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set => decoupledClock.IsCoupled = value;
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set => decoupledClock.IsCoupled = value;
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}
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}
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public FramedBeatmapClock(IClock? sourceClock = null)
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public FramedBeatmapClock(IClock? sourceClock = null, bool applyOffsets = false)
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{
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{
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// TODO: Unused for now?
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this.applyOffsets = applyOffsets;
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var pauseFreqAdjust = new BindableDouble(1);
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// A decoupled clock is used to ensure precise time values even when the host audio subsystem is not reporting
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// A decoupled clock is used to ensure precise time values even when the host audio subsystem is not reporting
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// high precision times (on windows there's generally only 5-10ms reporting intervals, as an example).
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// high precision times (on windows there's generally only 5-10ms reporting intervals, as an example).
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decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = true };
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decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = true };
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decoupledClock.ChangeSource(sourceClock);
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decoupledClock.ChangeSource(sourceClock);
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// Audio timings in general with newer BASS versions don't match stable.
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if (applyOffsets)
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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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{
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platformOffsetClock = new OffsetCorrectionClock(decoupledClock, pauseFreqAdjust) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
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// Audio timings in general with newer BASS versions don't match stable.
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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 OffsetCorrectionClock(decoupledClock, ExternalPauseFrequencyAdjust) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
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// User global offset (set in settings) should also be applied.
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// User global offset (set in settings) should also be applied.
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userGlobalOffsetClock = new OffsetCorrectionClock(platformOffsetClock, pauseFreqAdjust);
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userGlobalOffsetClock = new OffsetCorrectionClock(platformOffsetClock, ExternalPauseFrequencyAdjust);
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// User per-beatmap offset will be applied to this final clock.
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// User per-beatmap offset will be applied to this final clock.
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finalOffsetClock = new OffsetCorrectionClock(userGlobalOffsetClock, pauseFreqAdjust);
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finalClockSource = userBeatmapOffsetClock = new OffsetCorrectionClock(userGlobalOffsetClock, ExternalPauseFrequencyAdjust);
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}
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else
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{
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finalClockSource = decoupledClock;
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}
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}
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}
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protected override void LoadComplete()
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protected override void LoadComplete()
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{
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{
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base.LoadComplete();
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base.LoadComplete();
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userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
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if (applyOffsets)
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userAudioOffset.BindValueChanged(offset => userGlobalOffsetClock.Offset = offset.NewValue, true);
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{
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Debug.Assert(userBeatmapOffsetClock != null);
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Debug.Assert(userGlobalOffsetClock != null);
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beatmapOffsetSubscription = realm.SubscribeToPropertyChanged(
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userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
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r => r.Find<BeatmapInfo>(beatmap.Value.BeatmapInfo.ID)?.UserSettings,
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userAudioOffset.BindValueChanged(offset => userGlobalOffsetClock.Offset = offset.NewValue, true);
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settings => settings.Offset,
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val => finalOffsetClock.Offset = val);
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beatmapOffsetSubscription = realm.SubscribeToPropertyChanged(
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r => r.Find<BeatmapInfo>(beatmap.Value.BeatmapInfo.ID)?.UserSettings,
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settings => settings.Offset,
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val =>
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{
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userBeatmapOffsetClock.Offset = val;
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});
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}
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}
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}
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protected override void Update()
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protected override void Update()
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{
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{
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base.Update();
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base.Update();
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finalOffsetClock.ProcessFrame();
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finalClockSource.ProcessFrame();
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}
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}
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protected override void Dispose(bool isDisposing)
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protected override void Dispose(bool isDisposing)
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@ -112,25 +150,25 @@ namespace osu.Game.Beatmaps
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public void Reset()
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public void Reset()
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{
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{
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decoupledClock.Reset();
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decoupledClock.Reset();
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finalOffsetClock.ProcessFrame();
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finalClockSource.ProcessFrame();
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}
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}
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public void Start()
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public void Start()
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{
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{
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decoupledClock.Start();
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decoupledClock.Start();
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finalOffsetClock.ProcessFrame();
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finalClockSource.ProcessFrame();
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}
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}
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public void Stop()
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public void Stop()
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{
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{
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decoupledClock.Stop();
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decoupledClock.Stop();
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finalOffsetClock.ProcessFrame();
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finalClockSource.ProcessFrame();
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}
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}
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public bool Seek(double position)
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public bool Seek(double position)
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{
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{
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bool success = decoupledClock.Seek(position - totalAppliedOffset);
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bool success = decoupledClock.Seek(position - totalAppliedOffset);
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finalOffsetClock.ProcessFrame();
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finalClockSource.ProcessFrame();
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return success;
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return success;
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}
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}
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@ -147,20 +185,20 @@ namespace osu.Game.Beatmaps
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#region Delegation of IFrameBasedClock to clock with all offsets applied
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#region Delegation of IFrameBasedClock to clock with all offsets applied
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public double CurrentTime => finalOffsetClock.CurrentTime;
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public double CurrentTime => finalClockSource.CurrentTime;
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public bool IsRunning => finalOffsetClock.IsRunning;
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public bool IsRunning => finalClockSource.IsRunning;
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public void ProcessFrame()
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public void ProcessFrame()
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{
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{
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// Noop to ensure an external consumer doesn't process the internal clock an extra time.
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// Noop to ensure an external consumer doesn't process the internal clock an extra time.
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}
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}
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public double ElapsedFrameTime => finalOffsetClock.ElapsedFrameTime;
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public double ElapsedFrameTime => finalClockSource.ElapsedFrameTime;
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public double FramesPerSecond => finalOffsetClock.FramesPerSecond;
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public double FramesPerSecond => finalClockSource.FramesPerSecond;
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public FrameTimeInfo TimeInfo => finalOffsetClock.TimeInfo;
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public FrameTimeInfo TimeInfo => finalClockSource.TimeInfo;
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#endregion
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#endregion
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}
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}
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@ -11,12 +11,14 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
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using osu.Framework.Logging;
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using osu.Framework.Timing;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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namespace osu.Game.Screens.Play
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namespace osu.Game.Screens.Play
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{
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{
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/// <summary>
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/// <summary>
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/// Encapsulates gameplay timing logic and provides a <see cref="IGameplayClock"/> via DI for gameplay components to use.
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/// Encapsulates gameplay timing logic and provides a <see cref="IGameplayClock"/> via DI for gameplay components to use.
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/// </summary>
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/// </summary>
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[Cached(typeof(IGameplayClock))]
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public class GameplayClockContainer : Container, IAdjustableClock, IGameplayClock
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public class GameplayClockContainer : Container, IAdjustableClock, IGameplayClock
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{
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{
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/// <summary>
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/// <summary>
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@ -45,44 +47,34 @@ namespace osu.Game.Screens.Play
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public virtual IEnumerable<double> NonGameplayAdjustments => Enumerable.Empty<double>();
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public virtual IEnumerable<double> NonGameplayAdjustments => Enumerable.Empty<double>();
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/// <summary>
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/// The final clock which is exposed to gameplay components.
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/// </summary>
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protected IFrameBasedClock FramedClock { get; private set; }
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private readonly BindableBool isPaused = new BindableBool(true);
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private readonly BindableBool isPaused = new BindableBool(true);
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/// <summary>
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/// <summary>
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/// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
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/// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
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/// This is the final clock exposed to gameplay components as an <see cref="IGameplayClock"/>.
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/// </summary>
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/// </summary>
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private readonly DecoupleableInterpolatingFramedClock decoupledClock;
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protected readonly FramedBeatmapClock GameplayClock;
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protected override Container<Drawable> Content { get; } = new Container { RelativeSizeAxes = Axes.Both };
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/// <summary>
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/// <summary>
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/// Creates a new <see cref="GameplayClockContainer"/>.
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/// Creates a new <see cref="GameplayClockContainer"/>.
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/// </summary>
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/// </summary>
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/// <param name="sourceClock">The source <see cref="IClock"/> used for timing.</param>
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/// <param name="sourceClock">The source <see cref="IClock"/> used for timing.</param>
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public GameplayClockContainer(IClock sourceClock)
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/// <param name="applyOffsets">Whether to apply platform, user and beatmap offsets to the mix.</param>
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public GameplayClockContainer(IClock sourceClock, bool applyOffsets = false)
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{
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{
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SourceClock = sourceClock;
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SourceClock = sourceClock;
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RelativeSizeAxes = Axes.Both;
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RelativeSizeAxes = Axes.Both;
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decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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InternalChildren = new Drawable[]
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{
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GameplayClock = new FramedBeatmapClock(sourceClock, applyOffsets) { IsCoupled = false },
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Content
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};
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IsPaused.BindValueChanged(OnIsPausedChanged);
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IsPaused.BindValueChanged(OnIsPausedChanged);
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// this will be replaced during load, but non-null for tests which don't add this component to the hierarchy.
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FramedClock = new FramedClock();
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}
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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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FramedClock = CreateGameplayClock(decoupledClock);
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dependencies.CacheAs<IGameplayClock>(this);
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return dependencies;
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}
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}
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/// <summary>
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/// <summary>
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@ -92,13 +84,13 @@ namespace osu.Game.Screens.Play
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{
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{
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ensureSourceClockSet();
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ensureSourceClockSet();
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if (!decoupledClock.IsRunning)
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if (!GameplayClock.IsRunning)
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{
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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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// 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 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(FramedClock.CurrentTime);
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Seek(GameplayClock.CurrentTime);
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decoupledClock.Start();
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GameplayClock.Start();
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}
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}
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isPaused.Value = false;
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isPaused.Value = false;
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@ -112,10 +104,10 @@ namespace osu.Game.Screens.Play
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{
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{
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Logger.Log($"{nameof(GameplayClockContainer)} seeking to {time}");
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Logger.Log($"{nameof(GameplayClockContainer)} seeking to {time}");
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decoupledClock.Seek(time);
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GameplayClock.Seek(time);
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// Manually process to make sure the gameplay clock is correctly updated after a seek.
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// Manually process to make sure the gameplay clock is correctly updated after a seek.
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FramedClock.ProcessFrame();
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GameplayClock.ProcessFrame();
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OnSeek?.Invoke();
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OnSeek?.Invoke();
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}
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}
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public void Reset(bool startClock = false)
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public void Reset(bool startClock = false)
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{
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{
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// Manually stop the source in order to not affect the IsPaused state.
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// Manually stop the source in order to not affect the IsPaused state.
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decoupledClock.Stop();
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GameplayClock.Stop();
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if (!IsPaused.Value || startClock)
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if (!IsPaused.Value || startClock)
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Start();
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Start();
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@ -145,10 +137,10 @@ namespace osu.Game.Screens.Play
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/// Changes the source clock.
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/// Changes the source clock.
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/// </summary>
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/// </summary>
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/// <param name="sourceClock">The new source.</param>
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/// <param name="sourceClock">The new source.</param>
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protected void ChangeSource(IClock sourceClock) => decoupledClock.ChangeSource(SourceClock = sourceClock);
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protected void ChangeSource(IClock sourceClock) => GameplayClock.ChangeSource(SourceClock = sourceClock);
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/// <summary>
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/// <summary>
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/// Ensures that the <see cref="decoupledClock"/> is set to <see cref="SourceClock"/>, if it hasn't been given a source yet.
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/// Ensures that the <see cref="GameplayClock"/> is set to <see cref="SourceClock"/>, if it hasn't been given a source yet.
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/// This is usually done before a seek to avoid accidentally seeking only the adjustable source in decoupled mode,
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/// This is usually done before a seek to avoid accidentally seeking only the adjustable source in decoupled mode,
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/// but not the actual source clock.
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/// but not the actual source clock.
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/// That will pretty much only happen on the very first call of this method, as the source clock is passed in the constructor,
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/// That will pretty much only happen on the very first call of this method, as the source clock is passed in the constructor,
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@ -156,40 +148,30 @@ namespace osu.Game.Screens.Play
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/// </summary>
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/// </summary>
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private void ensureSourceClockSet()
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private void ensureSourceClockSet()
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{
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{
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if (decoupledClock.Source == null)
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if (GameplayClock.Source == null)
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ChangeSource(SourceClock);
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ChangeSource(SourceClock);
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}
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}
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protected override void Update()
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protected override void Update()
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{
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{
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if (!IsPaused.Value)
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if (!IsPaused.Value)
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FramedClock.ProcessFrame();
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GameplayClock.ProcessFrame();
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base.Update();
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base.Update();
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}
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}
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/// <summary>
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/// <summary>
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/// Invoked when the value of <see cref="IsPaused"/> is changed to start or stop the <see cref="decoupledClock"/> clock.
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/// Invoked when the value of <see cref="IsPaused"/> is changed to start or stop the <see cref="GameplayClock"/> clock.
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/// </summary>
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/// </summary>
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/// <param name="isPaused">Whether the clock should now be paused.</param>
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/// <param name="isPaused">Whether the clock should now be paused.</param>
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protected virtual void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
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protected virtual void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
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{
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{
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if (isPaused.NewValue)
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if (isPaused.NewValue)
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decoupledClock.Stop();
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GameplayClock.Stop();
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else
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else
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decoupledClock.Start();
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GameplayClock.Start();
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}
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}
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||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Creates the final <see cref="FramedClock"/> which is exposed via DI to be used by gameplay components.
|
|
||||||
/// </summary>
|
|
||||||
/// <remarks>
|
|
||||||
/// Any intermediate clocks such as platform offsets should be applied here.
|
|
||||||
/// </remarks>
|
|
||||||
/// <param name="source">The <see cref="IFrameBasedClock"/> providing the source time.</param>
|
|
||||||
/// <returns>The final <see cref="FramedClock"/>.</returns>
|
|
||||||
protected virtual IFrameBasedClock CreateGameplayClock(IFrameBasedClock source) => source;
|
|
||||||
|
|
||||||
#region IAdjustableClock
|
#region IAdjustableClock
|
||||||
|
|
||||||
bool IAdjustableClock.Seek(double position)
|
bool IAdjustableClock.Seek(double position)
|
||||||
@ -204,15 +186,15 @@ namespace osu.Game.Screens.Play
|
|||||||
|
|
||||||
double IAdjustableClock.Rate
|
double IAdjustableClock.Rate
|
||||||
{
|
{
|
||||||
get => FramedClock.Rate;
|
get => GameplayClock.Rate;
|
||||||
set => throw new NotSupportedException();
|
set => throw new NotSupportedException();
|
||||||
}
|
}
|
||||||
|
|
||||||
public double Rate => FramedClock.Rate;
|
public double Rate => GameplayClock.Rate;
|
||||||
|
|
||||||
public double CurrentTime => FramedClock.CurrentTime;
|
public double CurrentTime => GameplayClock.CurrentTime;
|
||||||
|
|
||||||
public bool IsRunning => FramedClock.IsRunning;
|
public bool IsRunning => GameplayClock.IsRunning;
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
@ -221,11 +203,11 @@ namespace osu.Game.Screens.Play
|
|||||||
// Handled via update. Don't process here to safeguard from external usages potentially processing frames additional times.
|
// Handled via update. Don't process here to safeguard from external usages potentially processing frames additional times.
|
||||||
}
|
}
|
||||||
|
|
||||||
public double ElapsedFrameTime => FramedClock.ElapsedFrameTime;
|
public double ElapsedFrameTime => GameplayClock.ElapsedFrameTime;
|
||||||
|
|
||||||
public double FramesPerSecond => FramedClock.FramesPerSecond;
|
public double FramesPerSecond => GameplayClock.FramesPerSecond;
|
||||||
|
|
||||||
public FrameTimeInfo TimeInfo => FramedClock.TimeInfo;
|
public FrameTimeInfo TimeInfo => GameplayClock.TimeInfo;
|
||||||
|
|
||||||
public double TrueGameplayRate
|
public double TrueGameplayRate
|
||||||
{
|
{
|
||||||
|
@ -4,8 +4,6 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using osu.Framework;
|
|
||||||
using osu.Framework.Allocation;
|
|
||||||
using osu.Framework.Audio;
|
using osu.Framework.Audio;
|
||||||
using osu.Framework.Audio.Track;
|
using osu.Framework.Audio.Track;
|
||||||
using osu.Framework.Bindables;
|
using osu.Framework.Bindables;
|
||||||
@ -13,8 +11,6 @@ using osu.Framework.Graphics;
|
|||||||
using osu.Framework.Timing;
|
using osu.Framework.Timing;
|
||||||
using osu.Game.Beatmaps;
|
using osu.Game.Beatmaps;
|
||||||
using osu.Game.Beatmaps.ControlPoints;
|
using osu.Game.Beatmaps.ControlPoints;
|
||||||
using osu.Game.Configuration;
|
|
||||||
using osu.Game.Database;
|
|
||||||
|
|
||||||
namespace osu.Game.Screens.Play
|
namespace osu.Game.Screens.Play
|
||||||
{
|
{
|
||||||
@ -43,28 +39,10 @@ namespace osu.Game.Screens.Play
|
|||||||
Precision = 0.1,
|
Precision = 0.1,
|
||||||
};
|
};
|
||||||
|
|
||||||
private double totalAppliedOffset => userBeatmapOffsetClock.RateAdjustedOffset + userGlobalOffsetClock.RateAdjustedOffset + platformOffsetClock.RateAdjustedOffset;
|
|
||||||
|
|
||||||
private readonly BindableDouble pauseFreqAdjust = new BindableDouble(); // Important that this starts at zero, matching the paused state of the clock.
|
|
||||||
|
|
||||||
private readonly WorkingBeatmap beatmap;
|
private readonly WorkingBeatmap beatmap;
|
||||||
|
|
||||||
private OffsetCorrectionClock userGlobalOffsetClock = null!;
|
|
||||||
private OffsetCorrectionClock userBeatmapOffsetClock = null!;
|
|
||||||
private OffsetCorrectionClock platformOffsetClock = null!;
|
|
||||||
|
|
||||||
private Bindable<double> userAudioOffset = null!;
|
|
||||||
|
|
||||||
private IDisposable? beatmapOffsetSubscription;
|
|
||||||
|
|
||||||
private readonly double skipTargetTime;
|
private readonly double skipTargetTime;
|
||||||
|
|
||||||
[Resolved]
|
|
||||||
private RealmAccess realm { get; set; } = null!;
|
|
||||||
|
|
||||||
[Resolved]
|
|
||||||
private OsuConfigManager config { get; set; } = null!;
|
|
||||||
|
|
||||||
private readonly List<Bindable<double>> nonGameplayAdjustments = new List<Bindable<double>>();
|
private readonly List<Bindable<double>> nonGameplayAdjustments = new List<Bindable<double>>();
|
||||||
|
|
||||||
public override IEnumerable<double> NonGameplayAdjustments => nonGameplayAdjustments.Select(b => b.Value);
|
public override IEnumerable<double> NonGameplayAdjustments => nonGameplayAdjustments.Select(b => b.Value);
|
||||||
@ -75,7 +53,7 @@ namespace osu.Game.Screens.Play
|
|||||||
/// <param name="beatmap">The beatmap to be used for time and metadata references.</param>
|
/// <param name="beatmap">The beatmap to be used for time and metadata references.</param>
|
||||||
/// <param name="skipTargetTime">The latest time which should be used when introducing gameplay. Will be used when skipping forward.</param>
|
/// <param name="skipTargetTime">The latest time which should be used when introducing gameplay. Will be used when skipping forward.</param>
|
||||||
public MasterGameplayClockContainer(WorkingBeatmap beatmap, double skipTargetTime)
|
public MasterGameplayClockContainer(WorkingBeatmap beatmap, double skipTargetTime)
|
||||||
: base(beatmap.Track)
|
: base(beatmap.Track, true)
|
||||||
{
|
{
|
||||||
this.beatmap = beatmap;
|
this.beatmap = beatmap;
|
||||||
this.skipTargetTime = skipTargetTime;
|
this.skipTargetTime = skipTargetTime;
|
||||||
@ -85,14 +63,6 @@ namespace osu.Game.Screens.Play
|
|||||||
{
|
{
|
||||||
base.LoadComplete();
|
base.LoadComplete();
|
||||||
|
|
||||||
userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
|
|
||||||
userAudioOffset.BindValueChanged(offset => userGlobalOffsetClock.Offset = offset.NewValue, true);
|
|
||||||
|
|
||||||
beatmapOffsetSubscription = realm.SubscribeToPropertyChanged(
|
|
||||||
r => r.Find<BeatmapInfo>(beatmap.BeatmapInfo.ID)?.UserSettings,
|
|
||||||
settings => settings.Offset,
|
|
||||||
val => userBeatmapOffsetClock.Offset = val);
|
|
||||||
|
|
||||||
// Reset may have been called externally before LoadComplete.
|
// Reset may have been called externally before LoadComplete.
|
||||||
// If it was, and the clock is in a playing state, we want to ensure that it isn't stopped here.
|
// If it was, and the clock is in a playing state, we want to ensure that it isn't stopped here.
|
||||||
bool isStarted = !IsPaused.Value;
|
bool isStarted = !IsPaused.Value;
|
||||||
@ -133,14 +103,14 @@ namespace osu.Game.Screens.Play
|
|||||||
// During normal operation, the source is stopped after performing a frequency ramp.
|
// During normal operation, the source is stopped after performing a frequency ramp.
|
||||||
if (isPaused.NewValue)
|
if (isPaused.NewValue)
|
||||||
{
|
{
|
||||||
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ =>
|
this.TransformBindableTo(GameplayClock.ExternalPauseFrequencyAdjust, 0, 200, Easing.Out).OnComplete(_ =>
|
||||||
{
|
{
|
||||||
if (IsPaused.Value == isPaused.NewValue)
|
if (IsPaused.Value == isPaused.NewValue)
|
||||||
base.OnIsPausedChanged(isPaused);
|
base.OnIsPausedChanged(isPaused);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
|
this.TransformBindableTo(GameplayClock.ExternalPauseFrequencyAdjust, 1, 200, Easing.In);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@ -148,11 +118,11 @@ namespace osu.Game.Screens.Play
|
|||||||
base.OnIsPausedChanged(isPaused);
|
base.OnIsPausedChanged(isPaused);
|
||||||
|
|
||||||
// If not yet loaded, we still want to ensure relevant state is correct, as it is used for offset calculations.
|
// If not yet loaded, we still want to ensure relevant state is correct, as it is used for offset calculations.
|
||||||
pauseFreqAdjust.Value = isPaused.NewValue ? 0 : 1;
|
GameplayClock.ExternalPauseFrequencyAdjust.Value = isPaused.NewValue ? 0 : 1;
|
||||||
|
|
||||||
// We must also process underlying gameplay clocks to update rate-adjusted offsets with the new frequency adjustment.
|
// 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.
|
// Without doing this, an initial seek may be performed with the wrong offset.
|
||||||
FramedClock.ProcessFrame();
|
GameplayClock.ProcessFrame();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -162,48 +132,23 @@ namespace osu.Game.Screens.Play
|
|||||||
base.Start();
|
base.Start();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Seek to a specific time in gameplay.
|
|
||||||
/// </summary>
|
|
||||||
/// <remarks>
|
|
||||||
/// Adjusts for any offsets which have been applied (so the seek may not be the expected point in time on the underlying audio track).
|
|
||||||
/// </remarks>
|
|
||||||
/// <param name="time">The destination time to seek to.</param>
|
|
||||||
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 - totalAppliedOffset);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Skip forward to the next valid skip point.
|
/// Skip forward to the next valid skip point.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void Skip()
|
public void Skip()
|
||||||
{
|
{
|
||||||
if (FramedClock.CurrentTime > skipTargetTime - MINIMUM_SKIP_TIME)
|
if (GameplayClock.CurrentTime > skipTargetTime - MINIMUM_SKIP_TIME)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
double skipTarget = skipTargetTime - MINIMUM_SKIP_TIME;
|
double skipTarget = skipTargetTime - MINIMUM_SKIP_TIME;
|
||||||
|
|
||||||
if (FramedClock.CurrentTime < 0 && skipTarget > 6000)
|
if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
|
||||||
// double skip exception for storyboards with very long intros
|
// double skip exception for storyboards with very long intros
|
||||||
skipTarget = 0;
|
skipTarget = 0;
|
||||||
|
|
||||||
Seek(skipTarget);
|
Seek(skipTarget);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override IFrameBasedClock CreateGameplayClock(IFrameBasedClock 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 OffsetCorrectionClock(source, pauseFreqAdjust) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
|
|
||||||
|
|
||||||
// the final usable gameplay clock with user-set offsets applied.
|
|
||||||
userGlobalOffsetClock = new OffsetCorrectionClock(platformOffsetClock, pauseFreqAdjust);
|
|
||||||
return userBeatmapOffsetClock = new OffsetCorrectionClock(userGlobalOffsetClock, pauseFreqAdjust);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Changes the backing clock to avoid using the originally provided track.
|
/// Changes the backing clock to avoid using the originally provided track.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@ -224,10 +169,10 @@ namespace osu.Game.Screens.Play
|
|||||||
if (SourceClock is not Track track)
|
if (SourceClock is not Track track)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
track.AddAdjustment(AdjustableProperty.Frequency, GameplayClock.ExternalPauseFrequencyAdjust);
|
||||||
track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
||||||
|
|
||||||
nonGameplayAdjustments.Add(pauseFreqAdjust);
|
nonGameplayAdjustments.Add(GameplayClock.ExternalPauseFrequencyAdjust);
|
||||||
nonGameplayAdjustments.Add(UserPlaybackRate);
|
nonGameplayAdjustments.Add(UserPlaybackRate);
|
||||||
|
|
||||||
speedAdjustmentsApplied = true;
|
speedAdjustmentsApplied = true;
|
||||||
@ -241,10 +186,10 @@ namespace osu.Game.Screens.Play
|
|||||||
if (SourceClock is not Track track)
|
if (SourceClock is not Track track)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
track.RemoveAdjustment(AdjustableProperty.Frequency, GameplayClock.ExternalPauseFrequencyAdjust);
|
||||||
track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
||||||
|
|
||||||
nonGameplayAdjustments.Remove(pauseFreqAdjust);
|
nonGameplayAdjustments.Remove(GameplayClock.ExternalPauseFrequencyAdjust);
|
||||||
nonGameplayAdjustments.Remove(UserPlaybackRate);
|
nonGameplayAdjustments.Remove(UserPlaybackRate);
|
||||||
|
|
||||||
speedAdjustmentsApplied = false;
|
speedAdjustmentsApplied = false;
|
||||||
@ -253,7 +198,6 @@ namespace osu.Game.Screens.Play
|
|||||||
protected override void Dispose(bool isDisposing)
|
protected override void Dispose(bool isDisposing)
|
||||||
{
|
{
|
||||||
base.Dispose(isDisposing);
|
base.Dispose(isDisposing);
|
||||||
beatmapOffsetSubscription?.Dispose();
|
|
||||||
removeSourceClockAdjustments();
|
removeSourceClockAdjustments();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user