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Fix adjustments not being removed correctly on retry from pause (#6728)

Fix adjustments not being removed correctly on retry from pause
This commit is contained in:
Dean Herbert 2019-11-06 17:54:20 +09:00 committed by GitHub
commit 813d3a0bfa
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 16 additions and 8 deletions

View File

@ -237,6 +237,7 @@ namespace osu.Game.Tests.Visual.Gameplay
AddUntilStep("player not exited", () => Player.IsCurrentScreen());
AddStep("exit", () => Player.Exit());
confirmExited();
confirmNoTrackAdjustments();
}
private void confirmPaused()
@ -258,6 +259,11 @@ namespace osu.Game.Tests.Visual.Gameplay
AddUntilStep("player exited", () => !Player.IsCurrentScreen());
}
private void confirmNoTrackAdjustments()
{
AddAssert("track has no adjustments", () => Beatmap.Value.Track.AggregateFrequency.Value == 1);
}
private void restart() => AddStep("restart", () => Player.Restart());
private void pause() => AddStep("pause", () => Player.Pause());
private void resume() => AddStep("resume", () => Player.Resume());

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@ -162,16 +162,12 @@ namespace osu.Game.Screens.Play
if (sourceClock != beatmap.Track)
return;
removeSourceClockAdjustments();
sourceClock = new TrackVirtual(beatmap.Track.Length);
adjustableClock.ChangeSource(sourceClock);
}
public void ResetLocalAdjustments()
{
// In the case of replays, we may have changed the playback rate.
UserPlaybackRate.Value = 1;
}
protected override void Update()
{
if (!IsPaused.Value)
@ -198,6 +194,14 @@ namespace osu.Game.Screens.Play
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
removeSourceClockAdjustments();
sourceClock = null;
}
private void removeSourceClockAdjustments()
{
sourceClock.ResetSpeedAdjustments();
(sourceClock as IAdjustableAudioComponent)?.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
}
}

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@ -536,8 +536,6 @@ namespace osu.Game.Screens.Play
return true;
}
GameplayClockContainer.ResetLocalAdjustments();
// GameplayClockContainer performs seeks / start / stop operations on the beatmap's track.
// as we are no longer the current screen, we cannot guarantee the track is still usable.
GameplayClockContainer.StopUsingBeatmapClock();