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Update usages of GameplayClockContainer.GameplayClock
to access properties directly
This commit is contained in:
parent
224f3eaa84
commit
6d78218142
@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Mods
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{
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{
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Mod = mod,
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Mod = mod,
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PassCondition = () => Player.ScoreProcessor.JudgedHits >= 2 &&
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PassCondition = () => Player.ScoreProcessor.JudgedHits >= 2 &&
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Precision.AlmostEquals(Player.GameplayClockContainer.GameplayClock.Rate, mod.SpeedChange.Value)
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Precision.AlmostEquals(Player.GameplayClockContainer.Rate, mod.SpeedChange.Value)
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});
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});
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}
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}
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}
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}
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@ -45,7 +45,7 @@ namespace osu.Game.Tests.Gameplay
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});
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});
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AddStep("start clock", () => gameplayClockContainer.Start());
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AddStep("start clock", () => gameplayClockContainer.Start());
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AddUntilStep("elapsed greater than zero", () => gameplayClockContainer.GameplayClock.ElapsedFrameTime > 0);
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AddUntilStep("elapsed greater than zero", () => gameplayClockContainer.ElapsedFrameTime > 0);
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}
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}
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[Test]
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[Test]
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@ -60,16 +60,16 @@ namespace osu.Game.Tests.Gameplay
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});
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});
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AddStep("start clock", () => gameplayClockContainer.Start());
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AddStep("start clock", () => gameplayClockContainer.Start());
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AddUntilStep("current time greater 2000", () => gameplayClockContainer.GameplayClock.CurrentTime > 2000);
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AddUntilStep("current time greater 2000", () => gameplayClockContainer.CurrentTime > 2000);
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double timeAtReset = 0;
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double timeAtReset = 0;
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AddStep("reset clock", () =>
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AddStep("reset clock", () =>
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{
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{
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timeAtReset = gameplayClockContainer.GameplayClock.CurrentTime;
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timeAtReset = gameplayClockContainer.CurrentTime;
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gameplayClockContainer.Reset();
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gameplayClockContainer.Reset();
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});
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});
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AddAssert("current time < time at reset", () => gameplayClockContainer.GameplayClock.CurrentTime < timeAtReset);
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AddAssert("current time < time at reset", () => gameplayClockContainer.CurrentTime < timeAtReset);
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}
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}
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[Test]
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[Test]
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@ -141,7 +141,7 @@ namespace osu.Game.Tests.Gameplay
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beatmapSkinSourceContainer.Add(sample = new TestDrawableStoryboardSample(new StoryboardSampleInfo("test-sample", 1, 1))
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beatmapSkinSourceContainer.Add(sample = new TestDrawableStoryboardSample(new StoryboardSampleInfo("test-sample", 1, 1))
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{
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{
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Clock = gameplayContainer.GameplayClock
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Clock = gameplayContainer
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});
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});
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});
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});
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@ -130,7 +130,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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public double FirstHitObjectTime => DrawableRuleset.Objects.First().StartTime;
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public double FirstHitObjectTime => DrawableRuleset.Objects.First().StartTime;
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public double GameplayClockTime => GameplayClockContainer.GameplayClock.CurrentTime;
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public double GameplayClockTime => GameplayClockContainer.CurrentTime;
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protected override void UpdateAfterChildren()
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protected override void UpdateAfterChildren()
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{
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{
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@ -138,7 +138,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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if (!FirstFrameClockTime.HasValue)
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if (!FirstFrameClockTime.HasValue)
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{
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{
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FirstFrameClockTime = GameplayClockContainer.GameplayClock.CurrentTime;
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FirstFrameClockTime = GameplayClockContainer.CurrentTime;
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AddInternal(new OsuSpriteText
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AddInternal(new OsuSpriteText
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{
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{
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Text = $"GameplayStartTime: {DrawableRuleset.GameplayStartTime} "
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Text = $"GameplayStartTime: {DrawableRuleset.GameplayStartTime} "
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@ -19,7 +19,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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base.SetUpSteps();
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base.SetUpSteps();
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AddUntilStep("gameplay has started",
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AddUntilStep("gameplay has started",
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() => Player.GameplayClockContainer.GameplayClock.CurrentTime > Player.DrawableRuleset.GameplayStartTime);
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() => Player.GameplayClockContainer.CurrentTime > Player.DrawableRuleset.GameplayStartTime);
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}
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}
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[Test]
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[Test]
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@ -313,7 +313,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("pause again", () =>
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AddUntilStep("pause again", () =>
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{
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{
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Player.Pause();
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Player.Pause();
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return !Player.GameplayClockContainer.GameplayClock.IsRunning;
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return !Player.GameplayClockContainer.IsRunning;
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});
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});
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AddAssert("loop is playing", () => getLoop().IsPlaying);
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AddAssert("loop is playing", () => getLoop().IsPlaying);
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@ -378,7 +378,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("pause overlay " + (isShown ? "shown" : "hidden"), () => Player.PauseOverlayVisible == isShown);
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AddAssert("pause overlay " + (isShown ? "shown" : "hidden"), () => Player.PauseOverlayVisible == isShown);
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private void confirmClockRunning(bool isRunning) =>
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private void confirmClockRunning(bool isRunning) =>
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AddUntilStep("clock " + (isRunning ? "running" : "stopped"), () => Player.GameplayClockContainer.GameplayClock.IsRunning == isRunning);
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AddUntilStep("clock " + (isRunning ? "running" : "stopped"), () => Player.GameplayClockContainer.IsRunning == isRunning);
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protected override bool AllowFail => true;
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protected override bool AllowFail => true;
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@ -6,6 +6,7 @@
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using NUnit.Framework;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Timing;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play;
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using osuTK;
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using osuTK;
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@ -22,7 +23,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private double increment;
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private double increment;
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private GameplayClockContainer gameplayClockContainer;
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private GameplayClockContainer gameplayClockContainer;
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private GameplayClock gameplayClock;
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private IFrameBasedClock gameplayClock;
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private const double skip_time = 6000;
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private const double skip_time = 6000;
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@ -51,7 +52,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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};
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};
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gameplayClockContainer.Start();
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gameplayClockContainer.Start();
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gameplayClock = gameplayClockContainer.GameplayClock;
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gameplayClock = gameplayClockContainer;
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});
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});
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[Test]
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[Test]
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@ -30,7 +30,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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Add(gameplayClockContainer = new MasterGameplayClockContainer(Beatmap.Value, skip_target_time));
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Add(gameplayClockContainer = new MasterGameplayClockContainer(Beatmap.Value, skip_target_time));
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Dependencies.CacheAs(gameplayClockContainer.GameplayClock);
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Dependencies.CacheAs(gameplayClockContainer);
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}
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}
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[SetUpSteps]
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[SetUpSteps]
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@ -64,7 +64,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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public void TestStoryboardNoSkipOutro()
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public void TestStoryboardNoSkipOutro()
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{
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{
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CreateTest();
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CreateTest();
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("wait for score shown", () => Player.IsScoreShown);
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AddUntilStep("wait for score shown", () => Player.IsScoreShown);
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}
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}
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@ -100,7 +100,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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});
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});
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
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AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
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}
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}
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@ -111,7 +111,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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{
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AddStep("set ShowResults = false", () => showResults = false);
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AddStep("set ShowResults = false", () => showResults = false);
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});
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});
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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AddWaitStep("wait", 10);
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AddWaitStep("wait", 10);
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AddAssert("no score shown", () => !Player.IsScoreShown);
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AddAssert("no score shown", () => !Player.IsScoreShown);
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}
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}
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@ -120,7 +120,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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public void TestStoryboardEndsBeforeCompletion()
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public void TestStoryboardEndsBeforeCompletion()
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{
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{
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CreateTest(() => AddStep("set storyboard duration to .1s", () => currentStoryboardDuration = 100));
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CreateTest(() => AddStep("set storyboard duration to .1s", () => currentStoryboardDuration = 100));
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
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AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
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AddUntilStep("wait for score shown", () => Player.IsScoreShown);
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AddUntilStep("wait for score shown", () => Player.IsScoreShown);
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}
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}
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@ -138,7 +138,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("skip overlay content not visible", () => fadeContainer().State == Visibility.Hidden);
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AddUntilStep("skip overlay content not visible", () => fadeContainer().State == Visibility.Hidden);
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AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible);
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AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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}
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}
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[Test]
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[Test]
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@ -451,7 +451,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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}
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private void checkPaused(int userId, bool state)
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private void checkPaused(int userId, bool state)
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=> AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
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=> AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().IsRunning != state);
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private void checkPausedInstant(int userId, bool state)
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private void checkPausedInstant(int userId, bool state)
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{
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{
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@ -671,7 +671,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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for (double i = 1000; i < TestResources.QUICK_BEATMAP_LENGTH; i += 1000)
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for (double i = 1000; i < TestResources.QUICK_BEATMAP_LENGTH; i += 1000)
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{
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{
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double time = i;
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double time = i;
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AddUntilStep($"wait for time > {i}", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.GameplayClock.CurrentTime > time);
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AddUntilStep($"wait for time > {i}", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.CurrentTime > time);
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}
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}
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AddUntilStep("wait for results", () => multiplayerComponents.CurrentScreen is ResultsScreen);
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AddUntilStep("wait for results", () => multiplayerComponents.CurrentScreen is ResultsScreen);
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@ -126,7 +126,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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for (int i = 0; i < Users.Count; i++)
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for (int i = 0; i < Users.Count; i++)
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{
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{
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grid.Add(instances[i] = new PlayerArea(Users[i], masterClockContainer.GameplayClock));
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grid.Add(instances[i] = new PlayerArea(Users[i], masterClockContainer));
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syncManager.AddPlayerClock(instances[i].GameplayClock);
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syncManager.AddPlayerClock(instances[i].GameplayClock);
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}
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}
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@ -1,11 +1,10 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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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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@ -16,13 +15,8 @@ namespace osu.Game.Screens.Play
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/// <summary>
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/// <summary>
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/// Encapsulates gameplay timing logic and provides a <see cref="GameplayClock"/> via DI for gameplay components to use.
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/// Encapsulates gameplay timing logic and provides a <see cref="GameplayClock"/> via DI for gameplay components to use.
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/// </summary>
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/// </summary>
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public class GameplayClockContainer : Container, IAdjustableClock
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public class GameplayClockContainer : Container, IAdjustableClock, IFrameBasedClock
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{
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{
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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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public GameplayClock GameplayClock { get; private set; }
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/// <summary>
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/// <summary>
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/// Whether gameplay is paused.
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/// Whether gameplay is paused.
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/// </summary>
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/// </summary>
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@ -41,7 +35,7 @@ namespace osu.Game.Screens.Play
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/// <summary>
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/// <summary>
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/// Invoked when a seek has been performed via <see cref="Seek"/>
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/// Invoked when a seek has been performed via <see cref="Seek"/>
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/// </summary>
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/// </summary>
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public event Action OnSeek;
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public event Action? OnSeek;
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private double? startTime;
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private double? startTime;
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@ -59,11 +53,16 @@ namespace osu.Game.Screens.Play
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{
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{
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startTime = value;
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startTime = value;
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if (GameplayClock != null)
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if (GameplayClock.IsNotNull())
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GameplayClock.StartTime = value;
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GameplayClock.StartTime = value;
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}
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}
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}
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}
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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 GameplayClock GameplayClock { get; private set; } = null!;
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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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@ -215,12 +214,23 @@ namespace osu.Game.Screens.Play
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set => throw new NotSupportedException();
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set => throw new NotSupportedException();
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}
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}
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double IClock.Rate => GameplayClock.Rate;
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public double Rate => GameplayClock.Rate;
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public double CurrentTime => GameplayClock.CurrentTime;
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public double CurrentTime => GameplayClock.CurrentTime;
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public bool IsRunning => GameplayClock.IsRunning;
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public bool IsRunning => GameplayClock.IsRunning;
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#endregion
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#endregion
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public void ProcessFrame()
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{
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// Handled via update. Don't process here to safeguard from external usages potentially processing frames additional times.
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}
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public double ElapsedFrameTime => GameplayClock.ElapsedFrameTime;
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public double FramesPerSecond => GameplayClock.FramesPerSecond;
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public FrameTimeInfo TimeInfo => GameplayClock.TimeInfo;
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}
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}
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}
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}
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@ -475,7 +475,7 @@ namespace osu.Game.Screens.Play
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private void updateSampleDisabledState()
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private void updateSampleDisabledState()
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{
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{
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samplePlaybackDisabled.Value = DrawableRuleset.FrameStableClock.IsCatchingUp.Value || GameplayClockContainer.GameplayClock.IsPaused.Value;
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samplePlaybackDisabled.Value = DrawableRuleset.FrameStableClock.IsCatchingUp.Value || GameplayClockContainer.IsPaused.Value;
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}
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}
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private void updatePauseOnFocusLostState()
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private void updatePauseOnFocusLostState()
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@ -877,7 +877,7 @@ namespace osu.Game.Screens.Play
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private double? lastPauseActionTime;
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private double? lastPauseActionTime;
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protected bool PauseCooldownActive =>
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protected bool PauseCooldownActive =>
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lastPauseActionTime.HasValue && GameplayClockContainer.GameplayClock.CurrentTime < lastPauseActionTime + pause_cooldown;
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lastPauseActionTime.HasValue && GameplayClockContainer.CurrentTime < lastPauseActionTime + pause_cooldown;
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/// <summary>
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/// <summary>
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/// A set of conditionals which defines whether the current game state and configuration allows for
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/// A set of conditionals which defines whether the current game state and configuration allows for
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@ -915,7 +915,7 @@ namespace osu.Game.Screens.Play
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GameplayClockContainer.Stop();
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GameplayClockContainer.Stop();
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PauseOverlay.Show();
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PauseOverlay.Show();
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lastPauseActionTime = GameplayClockContainer.GameplayClock.CurrentTime;
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lastPauseActionTime = GameplayClockContainer.CurrentTime;
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return true;
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return true;
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}
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}
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@ -1005,7 +1005,7 @@ namespace osu.Game.Screens.Play
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/// </summary>
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/// </summary>
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protected virtual void StartGameplay()
|
protected virtual void StartGameplay()
|
||||||
{
|
{
|
||||||
if (GameplayClockContainer.GameplayClock.IsRunning)
|
if (GameplayClockContainer.IsRunning)
|
||||||
throw new InvalidOperationException($"{nameof(StartGameplay)} should not be called when the gameplay clock is already running");
|
throw new InvalidOperationException($"{nameof(StartGameplay)} should not be called when the gameplay clock is already running");
|
||||||
|
|
||||||
GameplayClockContainer.Reset(true);
|
GameplayClockContainer.Reset(true);
|
||||||
|
Loading…
Reference in New Issue
Block a user