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Remove remaining usage of GameplayClock
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@ -1,12 +1,8 @@
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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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#nullable disable
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Bindables;
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using osu.Framework.Timing;
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using osu.Game.Screens.Play;
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@ -20,20 +16,16 @@ namespace osu.Game.Tests.NonVisual
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public void TestTrueGameplayRateWithZeroAdjustment(double underlyingClockRate)
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{
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var framedClock = new FramedClock(new ManualClock { Rate = underlyingClockRate });
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var gameplayClock = new TestGameplayClock(framedClock);
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gameplayClock.MutableNonGameplayAdjustments.Add(new BindableDouble());
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var gameplayClock = new TestGameplayClockContainer(framedClock);
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Assert.That(gameplayClock.TrueGameplayRate, Is.EqualTo(0));
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}
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private class TestGameplayClock : GameplayClock
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private class TestGameplayClockContainer : GameplayClockContainer
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{
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public List<Bindable<double>> MutableNonGameplayAdjustments { get; } = new List<Bindable<double>>();
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public override IEnumerable<double> NonGameplayAdjustments => new[] { 0.0 };
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public override IEnumerable<double> NonGameplayAdjustments => MutableNonGameplayAdjustments.Select(b => b.Value);
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public TestGameplayClock(IFrameBasedClock underlyingClock)
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public TestGameplayClockContainer(IFrameBasedClock underlyingClock)
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: base(underlyingClock)
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{
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}
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@ -39,7 +39,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[Cached(typeof(IGameplayClock))]
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private readonly IGameplayClock gameplayClock = new GameplayClock(new FramedClock());
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private readonly IGameplayClock gameplayClock = new GameplayClockContainer(new FramedClock());
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// best way to check without exposing.
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private Drawable hideTarget => hudOverlay.KeyCounter;
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@ -30,7 +30,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[Cached(typeof(IGameplayClock))]
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private readonly IGameplayClock gameplayClock = new GameplayClock(new FramedClock());
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private readonly IGameplayClock gameplayClock = new GameplayClockContainer(new FramedClock());
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[SetUpSteps]
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public void SetUpSteps()
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@ -37,7 +37,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[Cached(typeof(IGameplayClock))]
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private readonly IGameplayClock gameplayClock = new GameplayClock(new FramedClock());
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private readonly IGameplayClock gameplayClock = new GameplayClockContainer(new FramedClock());
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private IEnumerable<HUDOverlay> hudOverlays => CreatedDrawables.OfType<HUDOverlay>();
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@ -1,76 +0,0 @@
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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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#nullable disable
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// A clock which is used for gameplay elements that need to follow audio time 1:1.
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/// Exposed via DI by <see cref="GameplayClockContainer"/>.
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/// <remarks>
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/// The main purpose of this clock is to stop components using it from accidentally processing the main
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/// <see cref="IFrameBasedClock"/>, as this should only be done once to ensure accuracy.
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/// </remarks>
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/// </summary>
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public class GameplayClock : IGameplayClock
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{
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internal readonly IFrameBasedClock UnderlyingClock;
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public readonly BindableBool IsPaused = new BindableBool();
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IBindable<bool> IGameplayClock.IsPaused => IsPaused;
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public virtual IEnumerable<double> NonGameplayAdjustments => Enumerable.Empty<double>();
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public GameplayClock(IFrameBasedClock underlyingClock)
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{
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UnderlyingClock = underlyingClock;
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}
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public double? StartTime { get; internal set; }
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public double CurrentTime => UnderlyingClock.CurrentTime;
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public double Rate => UnderlyingClock.Rate;
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public double TrueGameplayRate
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{
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get
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{
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double baseRate = Rate;
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foreach (double adjustment in NonGameplayAdjustments)
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{
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if (Precision.AlmostEquals(adjustment, 0))
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return 0;
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baseRate /= adjustment;
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}
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return baseRate;
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}
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}
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public bool IsRunning => UnderlyingClock.IsRunning;
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public void ProcessFrame()
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{
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// intentionally not updating the underlying clock (handled externally).
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}
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public double ElapsedFrameTime => UnderlyingClock.ElapsedFrameTime;
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public double FramesPerSecond => UnderlyingClock.FramesPerSecond;
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public FrameTimeInfo TimeInfo => UnderlyingClock.TimeInfo;
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public IClock Source => UnderlyingClock;
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}
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}
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@ -3,13 +3,14 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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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.Containers;
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using osu.Framework.Logging;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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namespace osu.Game.Screens.Play
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{
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@ -40,8 +41,6 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public event Action? OnSeek;
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private double? startTime;
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/// <summary>
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/// The time from which the clock should start. Will be seeked to on calling <see cref="Reset"/>.
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/// </summary>
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@ -49,24 +48,14 @@ namespace osu.Game.Screens.Play
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/// If not set, a value of zero will be used.
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/// Importantly, the value will be inferred from the current ruleset in <see cref="MasterGameplayClockContainer"/> unless specified.
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/// </remarks>
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public double? StartTime
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{
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get => startTime;
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set
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{
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startTime = value;
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public double? StartTime { get; set; }
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if (GameplayClock.IsNotNull())
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GameplayClock.StartTime = value;
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}
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}
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public IEnumerable<double> NonGameplayAdjustments => GameplayClock.NonGameplayAdjustments;
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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 GameplayClock GameplayClock { get; private set; } = null!;
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protected IFrameBasedClock GameplayClock { get; private set; } = null!;
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/// <summary>
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/// Creates a new <see cref="GameplayClockContainer"/>.
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@ -90,9 +79,6 @@ namespace osu.Game.Screens.Play
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dependencies.CacheAs<IGameplayClock>(this);
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GameplayClock.StartTime = StartTime;
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GameplayClock.IsPaused.BindTo(isPaused);
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return dependencies;
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}
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@ -126,7 +112,7 @@ namespace osu.Game.Screens.Play
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AdjustableSource.Seek(time);
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// Manually process to make sure the gameplay clock is correctly updated after a seek.
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GameplayClock.UnderlyingClock.ProcessFrame();
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GameplayClock.ProcessFrame();
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OnSeek?.Invoke();
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}
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@ -174,7 +160,7 @@ namespace osu.Game.Screens.Play
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protected override void Update()
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{
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if (!IsPaused.Value)
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GameplayClock.UnderlyingClock.ProcessFrame();
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GameplayClock.ProcessFrame();
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base.Update();
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}
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@ -199,7 +185,7 @@ namespace osu.Game.Screens.Play
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/// </remarks>
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/// <param name="source">The <see cref="IFrameBasedClock"/> providing the source time.</param>
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/// <returns>The final <see cref="GameplayClock"/>.</returns>
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protected virtual GameplayClock CreateGameplayClock(IFrameBasedClock source) => new GameplayClock(source);
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protected virtual IFrameBasedClock CreateGameplayClock(IFrameBasedClock source) => source;
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#region IAdjustableClock
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@ -238,6 +224,22 @@ namespace osu.Game.Screens.Play
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public FrameTimeInfo TimeInfo => GameplayClock.TimeInfo;
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public double TrueGameplayRate => GameplayClock.TrueGameplayRate;
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public double TrueGameplayRate
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{
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get
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{
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double baseRate = Rate;
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foreach (double adjustment in NonGameplayAdjustments)
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{
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if (Precision.AlmostEquals(adjustment, 0))
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return 0;
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baseRate /= adjustment;
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}
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return baseRate;
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}
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}
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}
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}
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@ -54,7 +54,6 @@ namespace osu.Game.Screens.Play
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private HardwareCorrectionOffsetClock userGlobalOffsetClock = null!;
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private HardwareCorrectionOffsetClock userBeatmapOffsetClock = null!;
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private HardwareCorrectionOffsetClock platformOffsetClock = null!;
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private MasterGameplayClock masterGameplayClock = null!;
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private Bindable<double> userAudioOffset = null!;
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private IDisposable? beatmapOffsetSubscription;
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@ -150,7 +149,7 @@ namespace osu.Game.Screens.Play
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// We must also process underlying gameplay clocks to update rate-adjusted offsets with the new frequency adjustment.
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// Without doing this, an initial seek may be performed with the wrong offset.
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GameplayClock.UnderlyingClock.ProcessFrame();
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GameplayClock.ProcessFrame();
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}
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}
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@ -191,7 +190,7 @@ namespace osu.Game.Screens.Play
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Seek(skipTarget);
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}
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protected override GameplayClock CreateGameplayClock(IFrameBasedClock source)
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protected override IFrameBasedClock CreateGameplayClock(IFrameBasedClock source)
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{
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// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
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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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@ -199,9 +198,7 @@ namespace osu.Game.Screens.Play
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// the final usable gameplay clock with user-set offsets applied.
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userGlobalOffsetClock = new HardwareCorrectionOffsetClock(platformOffsetClock, pauseFreqAdjust);
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userBeatmapOffsetClock = new HardwareCorrectionOffsetClock(userGlobalOffsetClock, pauseFreqAdjust);
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return masterGameplayClock = new MasterGameplayClock(userBeatmapOffsetClock);
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return userBeatmapOffsetClock = new HardwareCorrectionOffsetClock(userGlobalOffsetClock, pauseFreqAdjust);
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}
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/// <summary>
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@ -224,8 +221,8 @@ namespace osu.Game.Screens.Play
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Track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
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Track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
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masterGameplayClock.MutableNonGameplayAdjustments.Add(pauseFreqAdjust);
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masterGameplayClock.MutableNonGameplayAdjustments.Add(UserPlaybackRate);
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nonGameplayAdjustments.Add(pauseFreqAdjust);
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nonGameplayAdjustments.Add(UserPlaybackRate);
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speedAdjustmentsApplied = true;
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}
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@ -238,8 +235,8 @@ namespace osu.Game.Screens.Play
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Track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
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Track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
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masterGameplayClock.MutableNonGameplayAdjustments.Remove(pauseFreqAdjust);
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masterGameplayClock.MutableNonGameplayAdjustments.Remove(UserPlaybackRate);
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nonGameplayAdjustments.Remove(pauseFreqAdjust);
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nonGameplayAdjustments.Remove(UserPlaybackRate);
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speedAdjustmentsApplied = false;
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}
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@ -252,7 +249,7 @@ namespace osu.Game.Screens.Play
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}
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ControlPointInfo IBeatSyncProvider.ControlPoints => beatmap.Beatmap.ControlPointInfo;
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IClock IBeatSyncProvider.Clock => GameplayClock;
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IClock IBeatSyncProvider.Clock => this;
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ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => beatmap.TrackLoaded ? beatmap.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
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private class HardwareCorrectionOffsetClock : FramedOffsetClock
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@ -300,15 +297,8 @@ namespace osu.Game.Screens.Play
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}
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}
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private class MasterGameplayClock : GameplayClock
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{
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public readonly List<Bindable<double>> MutableNonGameplayAdjustments = new List<Bindable<double>>();
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public override IEnumerable<double> NonGameplayAdjustments => MutableNonGameplayAdjustments.Select(b => b.Value);
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private readonly List<Bindable<double>> nonGameplayAdjustments = new List<Bindable<double>>();
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public MasterGameplayClock(FramedOffsetClock underlyingClock)
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: base(underlyingClock)
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{
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}
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}
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public override IEnumerable<double> NonGameplayAdjustments => nonGameplayAdjustments.Select(b => b.Value);
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}
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}
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