1
0
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:
Bartłomiej Dach 2025-01-24 14:01:25 +01:00 committed by GitHub
commit 7845c5cfb7
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
6 changed files with 23 additions and 16 deletions

View File

@ -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;

View File

@ -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

View File

@ -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);

View File

@ -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>

View File

@ -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;

View File

@ -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)