mirror of
https://github.com/ppy/osu.git
synced 2025-01-31 15:03:21 +08:00
Merge pull request #31645 from peppy/offset-adjust-more-lenience
Make offset adjust more lenient
This commit is contained in:
commit
7845c5cfb7
@ -120,6 +120,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
public double FramesPerSecond => throw new NotImplementedException();
|
||||
public FrameTimeInfo TimeInfo => throw new NotImplementedException();
|
||||
public double StartTime => throw new NotImplementedException();
|
||||
public double GameplayStartTime => throw new NotImplementedException();
|
||||
|
||||
public IAdjustableAudioComponent AdjustmentsFromMods => adjustableAudioComponent;
|
||||
|
||||
|
@ -42,7 +42,7 @@ namespace osu.Game.Rulesets.UI
|
||||
|
||||
private readonly Bindable<bool> waitingOnFrames = new Bindable<bool>();
|
||||
|
||||
private readonly double gameplayStartTime;
|
||||
public double GameplayStartTime { get; }
|
||||
|
||||
private IGameplayClock? parentGameplayClock;
|
||||
|
||||
@ -85,7 +85,7 @@ namespace osu.Game.Rulesets.UI
|
||||
|
||||
framedClock = new FramedClock(manualClock = new ManualClock());
|
||||
|
||||
this.gameplayStartTime = gameplayStartTime;
|
||||
GameplayStartTime = gameplayStartTime;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader(true)]
|
||||
@ -257,8 +257,8 @@ namespace osu.Game.Rulesets.UI
|
||||
return;
|
||||
}
|
||||
|
||||
if (manualClock.CurrentTime < gameplayStartTime)
|
||||
manualClock.CurrentTime = proposedTime = Math.Min(gameplayStartTime, proposedTime);
|
||||
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
|
||||
|
@ -39,6 +39,8 @@ namespace osu.Game.Screens.Play
|
||||
/// </remarks>
|
||||
public double StartTime { get; protected set; }
|
||||
|
||||
public double GameplayStartTime { get; protected set; }
|
||||
|
||||
public IAdjustableAudioComponent AdjustmentsFromMods { get; } = new AudioAdjustments();
|
||||
|
||||
private readonly BindableBool isPaused = new BindableBool(true);
|
||||
|
@ -18,6 +18,11 @@ namespace osu.Game.Screens.Play
|
||||
/// </remarks>
|
||||
double StartTime { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The time from which actual gameplay should start. When intro time is skipped, this will be the seeked location.
|
||||
/// </summary>
|
||||
double GameplayStartTime { get; }
|
||||
|
||||
/// <summary>
|
||||
/// All adjustments applied to this clock which come from mods.
|
||||
/// </summary>
|
||||
|
@ -57,8 +57,6 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
private Track track;
|
||||
|
||||
private readonly double skipTargetTime;
|
||||
|
||||
[Resolved]
|
||||
private MusicController musicController { get; set; } = null!;
|
||||
|
||||
@ -66,25 +64,25 @@ namespace osu.Game.Screens.Play
|
||||
/// Create a new master gameplay clock container.
|
||||
/// </summary>
|
||||
/// <param name="beatmap">The beatmap to be used for time and metadata references.</param>
|
||||
/// <param name="skipTargetTime">The latest time which should be used when introducing gameplay. Will be used when skipping forward.</param>
|
||||
public MasterGameplayClockContainer(WorkingBeatmap beatmap, double skipTargetTime)
|
||||
/// <param name="gameplayStartTime">The latest time which should be used when introducing gameplay. Will be used when skipping forward.</param>
|
||||
public MasterGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime)
|
||||
: base(beatmap.Track, applyOffsets: true, requireDecoupling: true)
|
||||
{
|
||||
this.beatmap = beatmap;
|
||||
this.skipTargetTime = skipTargetTime;
|
||||
|
||||
track = beatmap.Track;
|
||||
|
||||
StartTime = findEarliestStartTime();
|
||||
GameplayStartTime = gameplayStartTime;
|
||||
StartTime = findEarliestStartTime(gameplayStartTime, beatmap);
|
||||
}
|
||||
|
||||
private double findEarliestStartTime()
|
||||
private static double findEarliestStartTime(double gameplayStartTime, WorkingBeatmap beatmap)
|
||||
{
|
||||
// here we are trying to find the time to start playback from the "zero" point.
|
||||
// generally this is either zero, or some point earlier than zero in the case of storyboards, lead-ins etc.
|
||||
|
||||
// start with the originally provided latest time (if before zero).
|
||||
double time = Math.Min(0, skipTargetTime);
|
||||
double time = Math.Min(0, gameplayStartTime);
|
||||
|
||||
// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
|
||||
// this is commonly used to display an intro before the audio track start.
|
||||
@ -119,10 +117,10 @@ namespace osu.Game.Screens.Play
|
||||
/// </summary>
|
||||
public void Skip()
|
||||
{
|
||||
if (GameplayClock.CurrentTime > skipTargetTime - MINIMUM_SKIP_TIME)
|
||||
if (GameplayClock.CurrentTime > GameplayStartTime - MINIMUM_SKIP_TIME)
|
||||
return;
|
||||
|
||||
double skipTarget = skipTargetTime - MINIMUM_SKIP_TIME;
|
||||
double skipTarget = GameplayStartTime - MINIMUM_SKIP_TIME;
|
||||
|
||||
if (StartTime < -10000 && GameplayClock.CurrentTime < 0 && skipTarget > 6000)
|
||||
// double skip exception for storyboards with very long intros
|
||||
@ -187,7 +185,8 @@ namespace osu.Game.Screens.Play
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.Log($"Playback discrepancy detected ({playbackDiscrepancyCount} of allowed {allowed_playback_discrepancies}): {elapsedGameplayClockTime:N1} vs {elapsedValidationTime:N1}");
|
||||
Logger.Log(
|
||||
$"Playback discrepancy detected ({playbackDiscrepancyCount} of allowed {allowed_playback_discrepancies}): {elapsedGameplayClockTime:N1} vs {elapsedValidationTime:N1}");
|
||||
}
|
||||
|
||||
elapsedValidationTime = null;
|
||||
|
@ -298,7 +298,7 @@ namespace osu.Game.Screens.Play.PlayerSettings
|
||||
Debug.Assert(gameplayClock != null);
|
||||
|
||||
// TODO: the blocking conditions should probably display a message.
|
||||
if (!player.IsBreakTime.Value && gameplayClock.CurrentTime - gameplayClock.StartTime > 10000)
|
||||
if (!player.IsBreakTime.Value && gameplayClock.CurrentTime - gameplayClock.GameplayStartTime > 10000)
|
||||
return false;
|
||||
|
||||
if (gameplayClock.IsPaused.Value)
|
||||
|
Loading…
Reference in New Issue
Block a user