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https://github.com/ppy/osu.git
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Merge branch 'frame-stability-clean-up' into spectator-replay-watcher
This commit is contained in:
commit
77d807d0f5
@ -73,21 +73,11 @@ namespace osu.Game.Rulesets.UI
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setClock();
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}
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/// <summary>
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/// Whether we are running up-to-date with our parent clock.
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/// If not, we will need to keep processing children until we catch up.
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/// </summary>
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private bool requireMoreUpdateLoops;
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private PlaybackState state;
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/// <summary>
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/// Whether we are in a valid state (ie. should we keep processing children frames).
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/// This should be set to false when the replay is, for instance, waiting for future frames to arrive.
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/// </summary>
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private bool validState;
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protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && state != PlaybackState.NotValid;
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protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && validState;
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private bool isAttached => ReplayInputHandler != null;
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private bool hasReplayAttached => ReplayInputHandler != null;
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private const double sixty_frame_time = 1000.0 / 60;
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@ -95,28 +85,26 @@ namespace osu.Game.Rulesets.UI
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public override bool UpdateSubTree()
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{
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requireMoreUpdateLoops = true;
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validState = !frameStableClock.IsPaused.Value;
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int loops = 0;
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state = frameStableClock.IsPaused.Value ? PlaybackState.NotValid : PlaybackState.Valid;
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if (frameStableClock.WaitingOnFrames.Value)
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{
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// for now, force one update loop to check if frames have arrived
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// this may have to change in the future where we want stable user pausing during replay playback.
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validState = true;
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state = PlaybackState.Valid;
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}
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while (validState && requireMoreUpdateLoops && loops++ < MaxCatchUpFrames)
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int loops = MaxCatchUpFrames;
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while (state != PlaybackState.NotValid && loops-- > 0)
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{
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updateClock();
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if (validState)
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{
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base.UpdateSubTree();
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UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat);
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}
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if (state == PlaybackState.NotValid)
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break;
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base.UpdateSubTree();
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UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat);
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}
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return true;
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@ -127,94 +115,103 @@ namespace osu.Game.Rulesets.UI
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if (parentGameplayClock == null)
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setClock(); // LoadComplete may not be run yet, but we still want the clock.
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validState = true;
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requireMoreUpdateLoops = false;
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// each update start with considering things in valid state.
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state = PlaybackState.Valid;
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var newProposedTime = parentGameplayClock.CurrentTime;
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// our goal is to catch up to the time provided by the parent clock.
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var proposedTime = parentGameplayClock.CurrentTime;
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try
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if (FrameStablePlayback)
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// if we require frame stability, the proposed time will be adjusted to move at most one known
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// frame interval in the current direction.
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applyFrameStability(ref proposedTime);
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if (hasReplayAttached)
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state = updateReplay(ref proposedTime);
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if (proposedTime != manualClock.CurrentTime)
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direction = proposedTime >= manualClock.CurrentTime ? 1 : -1;
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manualClock.CurrentTime = proposedTime;
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manualClock.Rate = Math.Abs(parentGameplayClock.Rate) * direction;
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manualClock.IsRunning = parentGameplayClock.IsRunning;
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double timeBehind = Math.Abs(manualClock.CurrentTime - parentGameplayClock.CurrentTime);
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// determine whether catch-up is required.
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if (state != PlaybackState.NotValid)
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state = timeBehind > 0 ? PlaybackState.RequiresCatchUp : PlaybackState.Valid;
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frameStableClock.IsCatchingUp.Value = timeBehind > 200;
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frameStableClock.WaitingOnFrames.Value = state == PlaybackState.NotValid;
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// The manual clock time has changed in the above code. The framed clock now needs to be updated
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// to ensure that the its time is valid for our children before input is processed
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framedClock.ProcessFrame();
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}
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/// <summary>
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/// Attempt to advance replay playback for a given time.
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/// </summary>
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/// <param name="proposedTime">The time which is to be displayed.</param>
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private PlaybackState updateReplay(ref double proposedTime)
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{
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double? newTime;
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if (FrameStablePlayback)
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{
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if (FrameStablePlayback)
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// when stability is turned on, we shouldn't execute for time values the replay is unable to satisfy.
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newTime = ReplayInputHandler.SetFrameFromTime(proposedTime);
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}
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else
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{
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// when stability is disabled, we don't really care about accuracy.
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// looping over the replay will allow it to catch up and feed out the required values
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// for the current time.
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while ((newTime = ReplayInputHandler.SetFrameFromTime(proposedTime)) != proposedTime)
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{
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if (firstConsumption)
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if (newTime == null)
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{
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// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
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// Instead we perform an initial seek to the proposed time.
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// process frame (in addition to finally clause) to clear out ElapsedTime
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manualClock.CurrentTime = newProposedTime;
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framedClock.ProcessFrame();
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firstConsumption = false;
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// special case for when the replay actually can't arrive at the required time.
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// protects from potential endless loop.
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break;
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}
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else if (manualClock.CurrentTime < gameplayStartTime)
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manualClock.CurrentTime = newProposedTime = Math.Min(gameplayStartTime, newProposedTime);
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else if (Math.Abs(manualClock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f)
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{
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newProposedTime = newProposedTime > manualClock.CurrentTime
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? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time)
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: Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time);
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}
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}
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if (isAttached)
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{
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double? newTime;
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if (FrameStablePlayback)
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{
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// when stability is turned on, we shouldn't execute for time values the replay is unable to satisfy.
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if ((newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime)) == null)
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{
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// setting invalid state here ensures that gameplay will not continue (ie. our child
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// hierarchy won't be updated).
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validState = false;
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// potentially loop to catch-up playback.
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requireMoreUpdateLoops = true;
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return;
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}
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}
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else
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{
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// when stability is disabled, we don't really care about accuracy.
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// looping over the replay will allow it to catch up and feed out the required values
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// for the current time.
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while ((newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime)) != newProposedTime)
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{
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if (newTime == null)
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{
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// special case for when the replay actually can't arrive at the required time.
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// protects from potential endless loop.
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validState = false;
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return;
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}
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}
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}
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newProposedTime = newTime.Value;
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}
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}
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finally
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if (newTime == null)
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return PlaybackState.NotValid;
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proposedTime = newTime.Value;
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return PlaybackState.Valid;
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}
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/// <summary>
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/// Apply frame stability modifier to a time.
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/// </summary>
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/// <param name="proposedTime">The time which is to be displayed.</param>
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private void applyFrameStability(ref double proposedTime)
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{
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if (firstConsumption)
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{
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if (newProposedTime != manualClock.CurrentTime)
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direction = newProposedTime >= manualClock.CurrentTime ? 1 : -1;
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// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
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// Instead we perform an initial seek to the proposed time.
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manualClock.CurrentTime = newProposedTime;
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manualClock.Rate = Math.Abs(parentGameplayClock.Rate) * direction;
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manualClock.IsRunning = parentGameplayClock.IsRunning;
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double timeBehind = Math.Abs(manualClock.CurrentTime - parentGameplayClock.CurrentTime);
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requireMoreUpdateLoops |= timeBehind != 0;
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frameStableClock.IsCatchingUp.Value = timeBehind > 200;
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frameStableClock.WaitingOnFrames.Value = !validState;
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// The manual clock time has changed in the above code. The framed clock now needs to be updated
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// to ensure that the its time is valid for our children before input is processed
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// process frame (in addition to finally clause) to clear out ElapsedTime
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manualClock.CurrentTime = proposedTime;
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framedClock.ProcessFrame();
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firstConsumption = false;
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return;
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}
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if (manualClock.CurrentTime < gameplayStartTime)
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manualClock.CurrentTime = proposedTime = Math.Min(gameplayStartTime, proposedTime);
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else if (Math.Abs(manualClock.CurrentTime - proposedTime) > sixty_frame_time * 1.2f)
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{
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proposedTime = proposedTime > manualClock.CurrentTime
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? Math.Min(proposedTime, manualClock.CurrentTime + sixty_frame_time)
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: Math.Max(proposedTime, manualClock.CurrentTime - sixty_frame_time);
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}
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}
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@ -233,6 +230,26 @@ namespace osu.Game.Rulesets.UI
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public ReplayInputHandler ReplayInputHandler { get; set; }
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private enum PlaybackState
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{
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/// <summary>
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/// Playback is not possible. Child hierarchy should not be processed.
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/// </summary>
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NotValid,
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/// <summary>
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/// Whether we are running up-to-date with our parent clock.
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/// If not, we will need to keep processing children until we catch up.
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/// </summary>
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RequiresCatchUp,
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/// <summary>
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/// Whether we are in a valid state (ie. should we keep processing children frames).
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/// This should be set to false when the replay is, for instance, waiting for future frames to arrive.
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/// </summary>
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Valid
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}
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private class FrameStabilityClock : GameplayClock, IFrameStableClock
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{
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public GameplayClock ParentGameplayClock;
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@ -43,8 +43,9 @@ using osuTK.Input;
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namespace osu.Game.Screens.Edit
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{
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[Cached(typeof(IBeatSnapProvider))]
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[Cached(typeof(ISamplePlaybackDisabler))]
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[Cached]
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public class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>, IKeyBindingHandler<PlatformAction>, IBeatSnapProvider
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public class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>, IKeyBindingHandler<PlatformAction>, IBeatSnapProvider, ISamplePlaybackDisabler
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{
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public override float BackgroundParallaxAmount => 0.1f;
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@ -64,6 +65,10 @@ namespace osu.Game.Screens.Edit
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[Resolved(canBeNull: true)]
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private DialogOverlay dialogOverlay { get; set; }
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public IBindable<bool> SamplePlaybackDisabled => samplePlaybackDisabled;
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private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
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private bool exitConfirmed;
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private string lastSavedHash;
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@ -109,9 +114,10 @@ namespace osu.Game.Screens.Edit
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UpdateClockSource();
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dependencies.CacheAs(clock);
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dependencies.CacheAs<ISamplePlaybackDisabler>(clock);
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AddInternal(clock);
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clock.SeekingOrStopped.BindValueChanged(_ => updateSampleDisabledState());
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// todo: remove caching of this and consume via editorBeatmap?
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dependencies.Cache(beatDivisor);
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@ -557,40 +563,52 @@ namespace osu.Game.Screens.Edit
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.ScaleTo(0.98f, 200, Easing.OutQuint)
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.FadeOut(200, Easing.OutQuint);
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if ((currentScreen = screenContainer.SingleOrDefault(s => s.Type == e.NewValue)) != null)
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try
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{
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screenContainer.ChangeChildDepth(currentScreen, lastScreen?.Depth + 1 ?? 0);
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if ((currentScreen = screenContainer.SingleOrDefault(s => s.Type == e.NewValue)) != null)
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{
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screenContainer.ChangeChildDepth(currentScreen, lastScreen?.Depth + 1 ?? 0);
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currentScreen
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.ScaleTo(1, 200, Easing.OutQuint)
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.FadeIn(200, Easing.OutQuint);
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return;
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currentScreen
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.ScaleTo(1, 200, Easing.OutQuint)
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.FadeIn(200, Easing.OutQuint);
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return;
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}
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switch (e.NewValue)
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{
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case EditorScreenMode.SongSetup:
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currentScreen = new SetupScreen();
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break;
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case EditorScreenMode.Compose:
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currentScreen = new ComposeScreen();
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break;
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case EditorScreenMode.Design:
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currentScreen = new DesignScreen();
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break;
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case EditorScreenMode.Timing:
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currentScreen = new TimingScreen();
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break;
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}
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LoadComponentAsync(currentScreen, newScreen =>
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{
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if (newScreen == currentScreen)
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screenContainer.Add(newScreen);
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});
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}
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switch (e.NewValue)
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finally
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{
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case EditorScreenMode.SongSetup:
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currentScreen = new SetupScreen();
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break;
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case EditorScreenMode.Compose:
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currentScreen = new ComposeScreen();
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break;
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case EditorScreenMode.Design:
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currentScreen = new DesignScreen();
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break;
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case EditorScreenMode.Timing:
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currentScreen = new TimingScreen();
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break;
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updateSampleDisabledState();
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}
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}
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LoadComponentAsync(currentScreen, newScreen =>
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{
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if (newScreen == currentScreen)
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screenContainer.Add(newScreen);
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});
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private void updateSampleDisabledState()
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{
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samplePlaybackDisabled.Value = clock.SeekingOrStopped.Value || !(currentScreen is ComposeScreen);
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}
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private void seek(UIEvent e, int direction)
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@ -11,14 +11,13 @@ using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Screens.Play;
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namespace osu.Game.Screens.Edit
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{
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/// <summary>
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/// A decoupled clock which adds editor-specific functionality, such as snapping to a user-defined beat divisor.
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/// </summary>
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public class EditorClock : Component, IFrameBasedClock, IAdjustableClock, ISourceChangeableClock, ISamplePlaybackDisabler
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public class EditorClock : Component, IFrameBasedClock, IAdjustableClock, ISourceChangeableClock
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{
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public IBindable<Track> Track => track;
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@ -32,9 +31,9 @@ namespace osu.Game.Screens.Edit
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private readonly DecoupleableInterpolatingFramedClock underlyingClock;
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public IBindable<bool> SamplePlaybackDisabled => samplePlaybackDisabled;
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public IBindable<bool> SeekingOrStopped => seekingOrStopped;
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private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
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private readonly Bindable<bool> seekingOrStopped = new Bindable<bool>(true);
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public EditorClock(WorkingBeatmap beatmap, BindableBeatDivisor beatDivisor)
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: this(beatmap.Beatmap.ControlPointInfo, beatmap.Track.Length, beatDivisor)
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@ -171,13 +170,13 @@ namespace osu.Game.Screens.Edit
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public void Stop()
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{
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samplePlaybackDisabled.Value = true;
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seekingOrStopped.Value = true;
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underlyingClock.Stop();
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}
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public bool Seek(double position)
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{
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samplePlaybackDisabled.Value = true;
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seekingOrStopped.Value = true;
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ClearTransforms();
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return underlyingClock.Seek(position);
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@ -228,7 +227,7 @@ namespace osu.Game.Screens.Edit
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private void updateSeekingState()
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{
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if (samplePlaybackDisabled.Value)
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if (seekingOrStopped.Value)
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{
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if (track.Value?.IsRunning != true)
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{
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@ -240,13 +239,13 @@ namespace osu.Game.Screens.Edit
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// we are either running a seek tween or doing an immediate seek.
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// in the case of an immediate seek the seeking bool will be set to false after one update.
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// this allows for silencing hit sounds and the likes.
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samplePlaybackDisabled.Value = Transforms.Any();
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seekingOrStopped.Value = Transforms.Any();
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}
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}
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public void SeekTo(double seekDestination)
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{
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samplePlaybackDisabled.Value = true;
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seekingOrStopped.Value = true;
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if (IsRunning)
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Seek(seekDestination);
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