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Make editor remain frame stable during normal playback
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@ -1,6 +1,7 @@
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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.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.ObjectExtensions;
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@ -26,6 +27,9 @@ namespace osu.Game.Rulesets.Edit
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[Resolved]
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private EditorBeatmap beatmap { get; set; } = null!;
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[Resolved]
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private EditorClock editorClock { get; set; } = null!;
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public DrawableEditorRulesetWrapper(DrawableRuleset<TObject> drawableRuleset)
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{
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this.drawableRuleset = drawableRuleset;
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@ -38,7 +42,6 @@ namespace osu.Game.Rulesets.Edit
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[BackgroundDependencyLoader]
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private void load()
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{
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drawableRuleset.FrameStablePlayback = false;
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Playfield.DisplayJudgements.Value = false;
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}
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@ -65,6 +68,22 @@ namespace osu.Game.Rulesets.Edit
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Scheduler.AddOnce(regenerateAutoplay);
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}
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protected override void Update()
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{
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base.Update();
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// Whenever possible, we want to stay in frame stability playback.
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// Without doing so, we run into bugs with some gameplay elements not behaving as expected.
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//
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// Note that this is not using EditorClock.IsSeeking as that would exit frame stability
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// on all seeks. The intention here is to retain frame stability for small seeks.
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//
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// I still think no gameplay elements should require frame stability in the first place, but maybe that ship has sailed already..
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bool shouldBypassFrameStability = Math.Abs(drawableRuleset.FrameStableClock.CurrentTime - editorClock.CurrentTime) > 1000;
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drawableRuleset.FrameStablePlayback = !shouldBypassFrameStability;
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}
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private void regenerateAutoplay()
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{
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var autoplayMod = drawableRuleset.Mods.OfType<ModAutoplay>().Single();
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