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Merge branch 'frame-stability-clean-up' into spectator-replay-watcher

This commit is contained in:
Dean Herbert 2020-10-28 15:26:02 +09:00
commit 77d807d0f5
3 changed files with 175 additions and 141 deletions

View File

@ -73,21 +73,11 @@ namespace osu.Game.Rulesets.UI
setClock(); setClock();
} }
/// <summary> private PlaybackState state;
/// Whether we are running up-to-date with our parent clock.
/// If not, we will need to keep processing children until we catch up.
/// </summary>
private bool requireMoreUpdateLoops;
/// <summary> protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && state != PlaybackState.NotValid;
/// Whether we are in a valid state (ie. should we keep processing children frames).
/// This should be set to false when the replay is, for instance, waiting for future frames to arrive.
/// </summary>
private bool validState;
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && validState; private bool hasReplayAttached => ReplayInputHandler != null;
private bool isAttached => ReplayInputHandler != null;
private const double sixty_frame_time = 1000.0 / 60; private const double sixty_frame_time = 1000.0 / 60;
@ -95,28 +85,26 @@ namespace osu.Game.Rulesets.UI
public override bool UpdateSubTree() public override bool UpdateSubTree()
{ {
requireMoreUpdateLoops = true; state = frameStableClock.IsPaused.Value ? PlaybackState.NotValid : PlaybackState.Valid;
validState = !frameStableClock.IsPaused.Value;
int loops = 0;
if (frameStableClock.WaitingOnFrames.Value) if (frameStableClock.WaitingOnFrames.Value)
{ {
// for now, force one update loop to check if frames have arrived // for now, force one update loop to check if frames have arrived
// this may have to change in the future where we want stable user pausing during replay playback. // this may have to change in the future where we want stable user pausing during replay playback.
validState = true; state = PlaybackState.Valid;
} }
while (validState && requireMoreUpdateLoops && loops++ < MaxCatchUpFrames) int loops = MaxCatchUpFrames;
while (state != PlaybackState.NotValid && loops-- > 0)
{ {
updateClock(); updateClock();
if (validState) if (state == PlaybackState.NotValid)
{ break;
base.UpdateSubTree();
UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat); base.UpdateSubTree();
} UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat);
} }
return true; return true;
@ -127,94 +115,103 @@ namespace osu.Game.Rulesets.UI
if (parentGameplayClock == null) if (parentGameplayClock == null)
setClock(); // LoadComplete may not be run yet, but we still want the clock. setClock(); // LoadComplete may not be run yet, but we still want the clock.
validState = true; // each update start with considering things in valid state.
requireMoreUpdateLoops = false; state = PlaybackState.Valid;
var newProposedTime = parentGameplayClock.CurrentTime; // our goal is to catch up to the time provided by the parent clock.
var proposedTime = parentGameplayClock.CurrentTime;
try if (FrameStablePlayback)
// if we require frame stability, the proposed time will be adjusted to move at most one known
// frame interval in the current direction.
applyFrameStability(ref proposedTime);
if (hasReplayAttached)
state = updateReplay(ref proposedTime);
if (proposedTime != manualClock.CurrentTime)
direction = proposedTime >= manualClock.CurrentTime ? 1 : -1;
manualClock.CurrentTime = proposedTime;
manualClock.Rate = Math.Abs(parentGameplayClock.Rate) * direction;
manualClock.IsRunning = parentGameplayClock.IsRunning;
double timeBehind = Math.Abs(manualClock.CurrentTime - parentGameplayClock.CurrentTime);
// determine whether catch-up is required.
if (state != PlaybackState.NotValid)
state = timeBehind > 0 ? PlaybackState.RequiresCatchUp : PlaybackState.Valid;
frameStableClock.IsCatchingUp.Value = timeBehind > 200;
frameStableClock.WaitingOnFrames.Value = state == PlaybackState.NotValid;
// The manual clock time has changed in the above code. The framed clock now needs to be updated
// to ensure that the its time is valid for our children before input is processed
framedClock.ProcessFrame();
}
/// <summary>
/// Attempt to advance replay playback for a given time.
/// </summary>
/// <param name="proposedTime">The time which is to be displayed.</param>
private PlaybackState updateReplay(ref double proposedTime)
{
double? newTime;
if (FrameStablePlayback)
{ {
if (FrameStablePlayback) // when stability is turned on, we shouldn't execute for time values the replay is unable to satisfy.
newTime = ReplayInputHandler.SetFrameFromTime(proposedTime);
}
else
{
// when stability is disabled, we don't really care about accuracy.
// looping over the replay will allow it to catch up and feed out the required values
// for the current time.
while ((newTime = ReplayInputHandler.SetFrameFromTime(proposedTime)) != proposedTime)
{ {
if (firstConsumption) if (newTime == null)
{ {
// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour. // special case for when the replay actually can't arrive at the required time.
// Instead we perform an initial seek to the proposed time. // protects from potential endless loop.
break;
// process frame (in addition to finally clause) to clear out ElapsedTime
manualClock.CurrentTime = newProposedTime;
framedClock.ProcessFrame();
firstConsumption = false;
} }
else if (manualClock.CurrentTime < gameplayStartTime)
manualClock.CurrentTime = newProposedTime = Math.Min(gameplayStartTime, newProposedTime);
else if (Math.Abs(manualClock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f)
{
newProposedTime = newProposedTime > manualClock.CurrentTime
? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time)
: Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time);
}
}
if (isAttached)
{
double? newTime;
if (FrameStablePlayback)
{
// when stability is turned on, we shouldn't execute for time values the replay is unable to satisfy.
if ((newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime)) == null)
{
// setting invalid state here ensures that gameplay will not continue (ie. our child
// hierarchy won't be updated).
validState = false;
// potentially loop to catch-up playback.
requireMoreUpdateLoops = true;
return;
}
}
else
{
// when stability is disabled, we don't really care about accuracy.
// looping over the replay will allow it to catch up and feed out the required values
// for the current time.
while ((newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime)) != newProposedTime)
{
if (newTime == null)
{
// special case for when the replay actually can't arrive at the required time.
// protects from potential endless loop.
validState = false;
return;
}
}
}
newProposedTime = newTime.Value;
} }
} }
finally
if (newTime == null)
return PlaybackState.NotValid;
proposedTime = newTime.Value;
return PlaybackState.Valid;
}
/// <summary>
/// Apply frame stability modifier to a time.
/// </summary>
/// <param name="proposedTime">The time which is to be displayed.</param>
private void applyFrameStability(ref double proposedTime)
{
if (firstConsumption)
{ {
if (newProposedTime != manualClock.CurrentTime) // On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
direction = newProposedTime >= manualClock.CurrentTime ? 1 : -1; // Instead we perform an initial seek to the proposed time.
manualClock.CurrentTime = newProposedTime; // process frame (in addition to finally clause) to clear out ElapsedTime
manualClock.Rate = Math.Abs(parentGameplayClock.Rate) * direction; manualClock.CurrentTime = proposedTime;
manualClock.IsRunning = parentGameplayClock.IsRunning;
double timeBehind = Math.Abs(manualClock.CurrentTime - parentGameplayClock.CurrentTime);
requireMoreUpdateLoops |= timeBehind != 0;
frameStableClock.IsCatchingUp.Value = timeBehind > 200;
frameStableClock.WaitingOnFrames.Value = !validState;
// The manual clock time has changed in the above code. The framed clock now needs to be updated
// to ensure that the its time is valid for our children before input is processed
framedClock.ProcessFrame(); framedClock.ProcessFrame();
firstConsumption = false;
return;
}
if (manualClock.CurrentTime < gameplayStartTime)
manualClock.CurrentTime = proposedTime = Math.Min(gameplayStartTime, proposedTime);
else if (Math.Abs(manualClock.CurrentTime - proposedTime) > sixty_frame_time * 1.2f)
{
proposedTime = proposedTime > manualClock.CurrentTime
? Math.Min(proposedTime, manualClock.CurrentTime + sixty_frame_time)
: Math.Max(proposedTime, manualClock.CurrentTime - sixty_frame_time);
} }
} }
@ -233,6 +230,26 @@ namespace osu.Game.Rulesets.UI
public ReplayInputHandler ReplayInputHandler { get; set; } public ReplayInputHandler ReplayInputHandler { get; set; }
private enum PlaybackState
{
/// <summary>
/// Playback is not possible. Child hierarchy should not be processed.
/// </summary>
NotValid,
/// <summary>
/// Whether we are running up-to-date with our parent clock.
/// If not, we will need to keep processing children until we catch up.
/// </summary>
RequiresCatchUp,
/// <summary>
/// Whether we are in a valid state (ie. should we keep processing children frames).
/// This should be set to false when the replay is, for instance, waiting for future frames to arrive.
/// </summary>
Valid
}
private class FrameStabilityClock : GameplayClock, IFrameStableClock private class FrameStabilityClock : GameplayClock, IFrameStableClock
{ {
public GameplayClock ParentGameplayClock; public GameplayClock ParentGameplayClock;

View File

@ -43,8 +43,9 @@ using osuTK.Input;
namespace osu.Game.Screens.Edit namespace osu.Game.Screens.Edit
{ {
[Cached(typeof(IBeatSnapProvider))] [Cached(typeof(IBeatSnapProvider))]
[Cached(typeof(ISamplePlaybackDisabler))]
[Cached] [Cached]
public class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>, IKeyBindingHandler<PlatformAction>, IBeatSnapProvider public class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>, IKeyBindingHandler<PlatformAction>, IBeatSnapProvider, ISamplePlaybackDisabler
{ {
public override float BackgroundParallaxAmount => 0.1f; public override float BackgroundParallaxAmount => 0.1f;
@ -64,6 +65,10 @@ namespace osu.Game.Screens.Edit
[Resolved(canBeNull: true)] [Resolved(canBeNull: true)]
private DialogOverlay dialogOverlay { get; set; } private DialogOverlay dialogOverlay { get; set; }
public IBindable<bool> SamplePlaybackDisabled => samplePlaybackDisabled;
private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
private bool exitConfirmed; private bool exitConfirmed;
private string lastSavedHash; private string lastSavedHash;
@ -109,9 +114,10 @@ namespace osu.Game.Screens.Edit
UpdateClockSource(); UpdateClockSource();
dependencies.CacheAs(clock); dependencies.CacheAs(clock);
dependencies.CacheAs<ISamplePlaybackDisabler>(clock);
AddInternal(clock); AddInternal(clock);
clock.SeekingOrStopped.BindValueChanged(_ => updateSampleDisabledState());
// todo: remove caching of this and consume via editorBeatmap? // todo: remove caching of this and consume via editorBeatmap?
dependencies.Cache(beatDivisor); dependencies.Cache(beatDivisor);
@ -557,40 +563,52 @@ namespace osu.Game.Screens.Edit
.ScaleTo(0.98f, 200, Easing.OutQuint) .ScaleTo(0.98f, 200, Easing.OutQuint)
.FadeOut(200, Easing.OutQuint); .FadeOut(200, Easing.OutQuint);
if ((currentScreen = screenContainer.SingleOrDefault(s => s.Type == e.NewValue)) != null) try
{ {
screenContainer.ChangeChildDepth(currentScreen, lastScreen?.Depth + 1 ?? 0); if ((currentScreen = screenContainer.SingleOrDefault(s => s.Type == e.NewValue)) != null)
{
screenContainer.ChangeChildDepth(currentScreen, lastScreen?.Depth + 1 ?? 0);
currentScreen currentScreen
.ScaleTo(1, 200, Easing.OutQuint) .ScaleTo(1, 200, Easing.OutQuint)
.FadeIn(200, Easing.OutQuint); .FadeIn(200, Easing.OutQuint);
return; return;
}
switch (e.NewValue)
{
case EditorScreenMode.SongSetup:
currentScreen = new SetupScreen();
break;
case EditorScreenMode.Compose:
currentScreen = new ComposeScreen();
break;
case EditorScreenMode.Design:
currentScreen = new DesignScreen();
break;
case EditorScreenMode.Timing:
currentScreen = new TimingScreen();
break;
}
LoadComponentAsync(currentScreen, newScreen =>
{
if (newScreen == currentScreen)
screenContainer.Add(newScreen);
});
} }
finally
switch (e.NewValue)
{ {
case EditorScreenMode.SongSetup: updateSampleDisabledState();
currentScreen = new SetupScreen();
break;
case EditorScreenMode.Compose:
currentScreen = new ComposeScreen();
break;
case EditorScreenMode.Design:
currentScreen = new DesignScreen();
break;
case EditorScreenMode.Timing:
currentScreen = new TimingScreen();
break;
} }
}
LoadComponentAsync(currentScreen, newScreen => private void updateSampleDisabledState()
{ {
if (newScreen == currentScreen) samplePlaybackDisabled.Value = clock.SeekingOrStopped.Value || !(currentScreen is ComposeScreen);
screenContainer.Add(newScreen);
});
} }
private void seek(UIEvent e, int direction) private void seek(UIEvent e, int direction)

View File

@ -11,14 +11,13 @@ using osu.Framework.Timing;
using osu.Framework.Utils; using osu.Framework.Utils;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints; using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Screens.Play;
namespace osu.Game.Screens.Edit namespace osu.Game.Screens.Edit
{ {
/// <summary> /// <summary>
/// A decoupled clock which adds editor-specific functionality, such as snapping to a user-defined beat divisor. /// A decoupled clock which adds editor-specific functionality, such as snapping to a user-defined beat divisor.
/// </summary> /// </summary>
public class EditorClock : Component, IFrameBasedClock, IAdjustableClock, ISourceChangeableClock, ISamplePlaybackDisabler public class EditorClock : Component, IFrameBasedClock, IAdjustableClock, ISourceChangeableClock
{ {
public IBindable<Track> Track => track; public IBindable<Track> Track => track;
@ -32,9 +31,9 @@ namespace osu.Game.Screens.Edit
private readonly DecoupleableInterpolatingFramedClock underlyingClock; private readonly DecoupleableInterpolatingFramedClock underlyingClock;
public IBindable<bool> SamplePlaybackDisabled => samplePlaybackDisabled; public IBindable<bool> SeekingOrStopped => seekingOrStopped;
private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>(); private readonly Bindable<bool> seekingOrStopped = new Bindable<bool>(true);
public EditorClock(WorkingBeatmap beatmap, BindableBeatDivisor beatDivisor) public EditorClock(WorkingBeatmap beatmap, BindableBeatDivisor beatDivisor)
: this(beatmap.Beatmap.ControlPointInfo, beatmap.Track.Length, beatDivisor) : this(beatmap.Beatmap.ControlPointInfo, beatmap.Track.Length, beatDivisor)
@ -171,13 +170,13 @@ namespace osu.Game.Screens.Edit
public void Stop() public void Stop()
{ {
samplePlaybackDisabled.Value = true; seekingOrStopped.Value = true;
underlyingClock.Stop(); underlyingClock.Stop();
} }
public bool Seek(double position) public bool Seek(double position)
{ {
samplePlaybackDisabled.Value = true; seekingOrStopped.Value = true;
ClearTransforms(); ClearTransforms();
return underlyingClock.Seek(position); return underlyingClock.Seek(position);
@ -228,7 +227,7 @@ namespace osu.Game.Screens.Edit
private void updateSeekingState() private void updateSeekingState()
{ {
if (samplePlaybackDisabled.Value) if (seekingOrStopped.Value)
{ {
if (track.Value?.IsRunning != true) if (track.Value?.IsRunning != true)
{ {
@ -240,13 +239,13 @@ namespace osu.Game.Screens.Edit
// we are either running a seek tween or doing an immediate seek. // we are either running a seek tween or doing an immediate seek.
// in the case of an immediate seek the seeking bool will be set to false after one update. // in the case of an immediate seek the seeking bool will be set to false after one update.
// this allows for silencing hit sounds and the likes. // this allows for silencing hit sounds and the likes.
samplePlaybackDisabled.Value = Transforms.Any(); seekingOrStopped.Value = Transforms.Any();
} }
} }
public void SeekTo(double seekDestination) public void SeekTo(double seekDestination)
{ {
samplePlaybackDisabled.Value = true; seekingOrStopped.Value = true;
if (IsRunning) if (IsRunning)
Seek(seekDestination); Seek(seekDestination);