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mirror of https://github.com/ppy/osu.git synced 2024-12-15 23:03:21 +08:00

Move sample pausing logic out of FrameStabilityContainer

This commit is contained in:
Dean Herbert 2020-10-27 13:54:33 +09:00
parent 11ebd2d7f8
commit 6853da459d
5 changed files with 47 additions and 50 deletions

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@ -26,7 +26,7 @@ namespace osu.Game.Tests.Visual.Gameplay
AddStep("get variables", () => AddStep("get variables", () =>
{ {
gameplayClock = Player.ChildrenOfType<FrameStabilityContainer>().First(); gameplayClock = Player as ISamplePlaybackDisabler;
slider = Player.ChildrenOfType<DrawableSlider>().OrderBy(s => s.HitObject.StartTime).First(); slider = Player.ChildrenOfType<DrawableSlider>().OrderBy(s => s.HitObject.StartTime).First();
samples = slider.ChildrenOfType<DrawableSample>().ToArray(); samples = slider.ChildrenOfType<DrawableSample>().ToArray();
}); });

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@ -65,7 +65,7 @@ namespace osu.Game.Rulesets.UI
public override Container FrameStableComponents { get; } = new Container { RelativeSizeAxes = Axes.Both }; public override Container FrameStableComponents { get; } = new Container { RelativeSizeAxes = Axes.Both };
public override GameplayClock FrameStableClock => frameStabilityContainer.GameplayClock; public override FrameStableClock FrameStableClock => frameStabilityContainer.FrameStableClock;
private bool frameStablePlayback = true; private bool frameStablePlayback = true;
@ -404,7 +404,7 @@ namespace osu.Game.Rulesets.UI
/// <summary> /// <summary>
/// The frame-stable clock which is being used for playfield display. /// The frame-stable clock which is being used for playfield display.
/// </summary> /// </summary>
public abstract GameplayClock FrameStableClock { get; } public abstract FrameStableClock FrameStableClock { get; }
/// <summary>~ /// <summary>~
/// The associated ruleset. /// The associated ruleset.

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@ -2,10 +2,7 @@
// See the LICENCE file in the repository root for full licence text. // See the LICENCE file in the repository root for full licence text.
using System; using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Timing; using osu.Framework.Timing;
@ -18,11 +15,8 @@ namespace osu.Game.Rulesets.UI
/// A container which consumes a parent gameplay clock and standardises frame counts for children. /// A container which consumes a parent gameplay clock and standardises frame counts for children.
/// Will ensure a minimum of 50 frames per clock second is maintained, regardless of any system lag or seeks. /// Will ensure a minimum of 50 frames per clock second is maintained, regardless of any system lag or seeks.
/// </summary> /// </summary>
[Cached(typeof(ISamplePlaybackDisabler))] public class FrameStabilityContainer : Container, IHasReplayHandler
public class FrameStabilityContainer : Container, IHasReplayHandler, ISamplePlaybackDisabler
{ {
private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
private readonly double gameplayStartTime; private readonly double gameplayStartTime;
/// <summary> /// <summary>
@ -35,16 +29,14 @@ namespace osu.Game.Rulesets.UI
/// </summary> /// </summary>
internal bool FrameStablePlayback = true; internal bool FrameStablePlayback = true;
public GameplayClock GameplayClock => stabilityGameplayClock;
[Cached(typeof(GameplayClock))] [Cached(typeof(GameplayClock))]
private readonly StabilityGameplayClock stabilityGameplayClock; public readonly FrameStableClock FrameStableClock;
public FrameStabilityContainer(double gameplayStartTime = double.MinValue) public FrameStabilityContainer(double gameplayStartTime = double.MinValue)
{ {
RelativeSizeAxes = Axes.Both; RelativeSizeAxes = Axes.Both;
stabilityGameplayClock = new StabilityGameplayClock(framedClock = new FramedClock(manualClock = new ManualClock())); FrameStableClock = new FrameStableClock(framedClock = new FramedClock(manualClock = new ManualClock()));
this.gameplayStartTime = gameplayStartTime; this.gameplayStartTime = gameplayStartTime;
} }
@ -65,12 +57,9 @@ namespace osu.Game.Rulesets.UI
{ {
if (clock != null) if (clock != null)
{ {
parentGameplayClock = stabilityGameplayClock.ParentGameplayClock = clock; parentGameplayClock = FrameStableClock.ParentGameplayClock = clock;
GameplayClock.IsPaused.BindTo(clock.IsPaused); FrameStableClock.IsPaused.BindTo(clock.IsPaused);
} }
// this is a bit temporary. should really be done inside of GameplayClock (but requires large structural changes).
stabilityGameplayClock.ParentSampleDisabler = sampleDisabler;
} }
protected override void LoadComplete() protected override void LoadComplete()
@ -102,9 +91,7 @@ namespace osu.Game.Rulesets.UI
public override bool UpdateSubTree() public override bool UpdateSubTree()
{ {
requireMoreUpdateLoops = true; requireMoreUpdateLoops = true;
validState = !GameplayClock.IsPaused.Value; validState = !FrameStableClock.IsPaused.Value;
samplePlaybackDisabled.Value = stabilityGameplayClock.ShouldDisableSamplePlayback;
int loops = 0; int loops = 0;
@ -222,32 +209,10 @@ namespace osu.Game.Rulesets.UI
} }
else else
{ {
Clock = GameplayClock; Clock = FrameStableClock;
} }
} }
public ReplayInputHandler ReplayInputHandler { get; set; } public ReplayInputHandler ReplayInputHandler { get; set; }
IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
private class StabilityGameplayClock : GameplayClock
{
public GameplayClock ParentGameplayClock;
public ISamplePlaybackDisabler ParentSampleDisabler;
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => ParentGameplayClock?.NonGameplayAdjustments ?? Enumerable.Empty<Bindable<double>>();
public StabilityGameplayClock(FramedClock underlyingClock)
: base(underlyingClock)
{
}
public override bool ShouldDisableSamplePlayback =>
// handle the case where playback is catching up to real-time.
base.ShouldDisableSamplePlayback
|| ParentSampleDisabler?.SamplePlaybackDisabled.Value == true
|| (ParentGameplayClock != null && Math.Abs(CurrentTime - ParentGameplayClock.CurrentTime) > 200);
}
} }
} }

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@ -0,0 +1,28 @@
// 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.Bindables;
using osu.Framework.Timing;
using osu.Game.Screens.Play;
namespace osu.Game.Rulesets.UI
{
public class FrameStableClock : GameplayClock
{
public GameplayClock ParentGameplayClock;
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => ParentGameplayClock?.NonGameplayAdjustments ?? Enumerable.Empty<Bindable<double>>();
public FrameStableClock(FramedClock underlyingClock)
: base(underlyingClock)
{
}
public override bool ShouldDisableSamplePlayback =>
// handle the case where playback is catching up to real-time.
base.ShouldDisableSamplePlayback || (ParentGameplayClock != null && Math.Abs(CurrentTime - ParentGameplayClock.CurrentTime) > 200);
}
}

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@ -238,11 +238,8 @@ namespace osu.Game.Screens.Play
skipOverlay.Hide(); skipOverlay.Hide();
} }
DrawableRuleset.IsPaused.BindValueChanged(paused => DrawableRuleset.IsPaused.BindValueChanged(_ => updateGameplayState());
{
updateGameplayState();
samplePlaybackDisabled.Value = paused.NewValue;
});
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState()); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState());
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
@ -370,6 +367,13 @@ namespace osu.Game.Screens.Play
} }
}; };
protected override void Update()
{
base.Update();
samplePlaybackDisabled.Value = DrawableRuleset.FrameStableClock.ShouldDisableSamplePlayback;
}
private void onBreakTimeChanged(ValueChangedEvent<bool> isBreakTime) private void onBreakTimeChanged(ValueChangedEvent<bool> isBreakTime)
{ {
updateGameplayState(); updateGameplayState();