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Merge pull request #17302 from peppy/fix-spectator-seeks

Fix spectator not starting from current player position
This commit is contained in:
Dan Balasescu 2022-04-15 13:28:49 +09:00 committed by GitHub
commit 8a55f9b968
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GPG Key ID: 4AEE18F83AFDEB23
15 changed files with 183 additions and 104 deletions

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@ -26,6 +26,12 @@ namespace osu.Game.Tests.Gameplay
Dependencies.Cache(localConfig = new OsuConfigManager(LocalStorage));
}
[SetUpSteps]
public void SetUpSteps()
{
AddStep("reset audio offset", () => localConfig.SetValue(OsuSetting.AudioOffset, 0.0));
}
[Test]
public void TestStartThenElapsedTime()
{
@ -36,7 +42,7 @@ namespace osu.Game.Tests.Gameplay
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
working.LoadTrack();
Add(gameplayClockContainer = new MasterGameplayClockContainer(working, 0));
Child = gameplayClockContainer = new MasterGameplayClockContainer(working, 0);
});
AddStep("start clock", () => gameplayClockContainer.Start());
@ -53,7 +59,7 @@ namespace osu.Game.Tests.Gameplay
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
working.LoadTrack();
Add(gameplayClockContainer = new MasterGameplayClockContainer(working, 0));
Child = gameplayClockContainer = new MasterGameplayClockContainer(working, 0);
});
AddStep("start clock", () => gameplayClockContainer.Start());
@ -73,26 +79,29 @@ namespace osu.Game.Tests.Gameplay
public void TestSeekPerformsInGameplayTime(
[Values(1.0, 0.5, 2.0)] double clockRate,
[Values(0.0, 200.0, -200.0)] double userOffset,
[Values(false, true)] bool whileStopped)
[Values(false, true)] bool whileStopped,
[Values(false, true)] bool setAudioOffsetBeforeConstruction)
{
ClockBackedTestWorkingBeatmap working = null;
GameplayClockContainer gameplayClockContainer = null;
if (setAudioOffsetBeforeConstruction)
AddStep($"preset audio offset to {userOffset}", () => localConfig.SetValue(OsuSetting.AudioOffset, userOffset));
AddStep("create container", () =>
{
working = new ClockBackedTestWorkingBeatmap(new OsuRuleset().RulesetInfo, new FramedClock(new ManualClock()), Audio);
working.LoadTrack();
Add(gameplayClockContainer = new MasterGameplayClockContainer(working, 0));
Child = gameplayClockContainer = new MasterGameplayClockContainer(working, 0);
if (whileStopped)
gameplayClockContainer.Stop();
gameplayClockContainer.Reset();
gameplayClockContainer.Reset(startClock: !whileStopped);
});
AddStep($"set clock rate to {clockRate}", () => working.Track.AddAdjustment(AdjustableProperty.Frequency, new BindableDouble(clockRate)));
AddStep($"set audio offset to {userOffset}", () => localConfig.SetValue(OsuSetting.AudioOffset, userOffset));
if (!setAudioOffsetBeforeConstruction)
AddStep($"set audio offset to {userOffset}", () => localConfig.SetValue(OsuSetting.AudioOffset, userOffset));
AddStep("seek to 2500", () => gameplayClockContainer.Seek(2500));
AddAssert("gameplay clock time = 2500", () => Precision.AlmostEquals(gameplayClockContainer.CurrentTime, 2500, 10f));

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@ -88,7 +88,7 @@ namespace osu.Game.Tests.Gameplay
[Test]
public void TestSampleHasLifetimeEndWithInitialClockTime()
{
GameplayClockContainer gameplayContainer = null;
MasterGameplayClockContainer gameplayContainer = null;
DrawableStoryboardSample sample = null;
AddStep("create container", () =>
@ -96,8 +96,11 @@ namespace osu.Game.Tests.Gameplay
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
working.LoadTrack();
Add(gameplayContainer = new MasterGameplayClockContainer(working, 1000, true)
const double start_time = 1000;
Add(gameplayContainer = new MasterGameplayClockContainer(working, start_time)
{
StartTime = start_time,
IsPaused = { Value = true },
Child = new FrameStabilityContainer
{

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@ -56,10 +56,11 @@ namespace osu.Game.Tests.Visual.Gameplay
private double lastFrequency = double.MaxValue;
protected override void Update()
protected override void UpdateAfterChildren()
{
base.Update();
base.UpdateAfterChildren();
// This must be done in UpdateAfterChildren to allow the gameplay clock to have updated before checking values.
double freq = Beatmap.Value.Track.AggregateFrequency.Value;
FrequencyIncreased |= freq > lastFrequency;

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@ -1,12 +1,10 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Diagnostics;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Graphics;
using osu.Framework.Timing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets.Osu;
@ -36,10 +34,10 @@ namespace osu.Game.Tests.Visual.Gameplay
BeatmapInfo = { AudioLeadIn = leadIn }
});
AddAssert($"first frame is {expectedStartTime}", () =>
AddStep("check first frame time", () =>
{
Debug.Assert(player.FirstFrameClockTime != null);
return Precision.AlmostEquals(player.FirstFrameClockTime.Value, expectedStartTime, lenience_ms);
Assert.That(player.FirstFrameClockTime, Is.Not.Null);
Assert.That(player.FirstFrameClockTime.Value, Is.EqualTo(expectedStartTime).Within(lenience_ms));
});
}
@ -59,10 +57,10 @@ namespace osu.Game.Tests.Visual.Gameplay
loadPlayerWithBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo), storyboard);
AddAssert($"first frame is {expectedStartTime}", () =>
AddStep("check first frame time", () =>
{
Debug.Assert(player.FirstFrameClockTime != null);
return Precision.AlmostEquals(player.FirstFrameClockTime.Value, expectedStartTime, lenience_ms);
Assert.That(player.FirstFrameClockTime, Is.Not.Null);
Assert.That(player.FirstFrameClockTime.Value, Is.EqualTo(expectedStartTime).Within(lenience_ms));
});
}
@ -97,10 +95,10 @@ namespace osu.Game.Tests.Visual.Gameplay
loadPlayerWithBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo), storyboard);
AddAssert($"first frame is {expectedStartTime}", () =>
AddStep("check first frame time", () =>
{
Debug.Assert(player.FirstFrameClockTime != null);
return Precision.AlmostEquals(player.FirstFrameClockTime.Value, expectedStartTime, lenience_ms);
Assert.That(player.FirstFrameClockTime, Is.Not.Null);
Assert.That(player.FirstFrameClockTime.Value, Is.EqualTo(expectedStartTime).Within(lenience_ms));
});
}

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@ -464,16 +464,16 @@ namespace osu.Game.Tests.Visual.Multiplayer
private class TestMultiSpectatorScreen : MultiSpectatorScreen
{
private readonly double? gameplayStartTime;
private readonly double? startTime;
public TestMultiSpectatorScreen(Room room, MultiplayerRoomUser[] users, double? gameplayStartTime = null)
public TestMultiSpectatorScreen(Room room, MultiplayerRoomUser[] users, double? startTime = null)
: base(room, users)
{
this.gameplayStartTime = gameplayStartTime;
this.startTime = startTime;
}
protected override MasterGameplayClockContainer CreateMasterGameplayClockContainer(WorkingBeatmap beatmap)
=> new MasterGameplayClockContainer(beatmap, gameplayStartTime ?? 0, gameplayStartTime.HasValue);
=> new MasterGameplayClockContainer(beatmap, 0) { StartTime = startTime ?? 0 };
}
}
}

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@ -495,17 +495,20 @@ namespace osu.Game.Tests.Visual.Multiplayer
AddUntilStep("wait for song select", () => this.ChildrenOfType<MultiplayerMatchSongSelect>().FirstOrDefault()?.BeatmapSetsLoaded == true);
AddAssert("Mods match current item", () => SelectedMods.Value.Select(m => m.Acronym).SequenceEqual(multiplayerClient.Room.AsNonNull().Playlist.First().RequiredMods.Select(m => m.Acronym)));
AddAssert("Mods match current item",
() => SelectedMods.Value.Select(m => m.Acronym).SequenceEqual(multiplayerClient.Room.AsNonNull().Playlist.First().RequiredMods.Select(m => m.Acronym)));
AddStep("Switch required mods", () => ((MultiplayerMatchSongSelect)multiplayerComponents.MultiplayerScreen.CurrentSubScreen).Mods.Value = new Mod[] { new OsuModDoubleTime() });
AddAssert("Mods don't match current item", () => !SelectedMods.Value.Select(m => m.Acronym).SequenceEqual(multiplayerClient.Room.AsNonNull().Playlist.First().RequiredMods.Select(m => m.Acronym)));
AddAssert("Mods don't match current item",
() => !SelectedMods.Value.Select(m => m.Acronym).SequenceEqual(multiplayerClient.Room.AsNonNull().Playlist.First().RequiredMods.Select(m => m.Acronym)));
AddStep("start match externally", () => multiplayerClient.StartMatch().WaitSafely());
AddUntilStep("play started", () => multiplayerComponents.CurrentScreen is Player);
AddAssert("Mods match current item", () => SelectedMods.Value.Select(m => m.Acronym).SequenceEqual(multiplayerClient.Room.AsNonNull().Playlist.First().RequiredMods.Select(m => m.Acronym)));
AddAssert("Mods match current item",
() => SelectedMods.Value.Select(m => m.Acronym).SequenceEqual(multiplayerClient.Room.AsNonNull().Playlist.First().RequiredMods.Select(m => m.Acronym)));
}
[Test]
@ -665,6 +668,41 @@ namespace osu.Game.Tests.Visual.Multiplayer
AddUntilStep("wait for results", () => multiplayerComponents.CurrentScreen is ResultsScreen);
}
[Test]
public void TestGameplayDoesntStartWithNonLoadedUser()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID,
}
}
});
pressReadyButton();
AddStep("join other user and ready", () =>
{
multiplayerClient.AddUser(new APIUser { Id = 1234 });
multiplayerClient.ChangeUserState(1234, MultiplayerUserState.Ready);
});
AddStep("start match", () =>
{
multiplayerClient.StartMatch();
});
AddUntilStep("wait for player", () => multiplayerComponents.CurrentScreen is Player);
AddWaitStep("wait some", 20);
AddAssert("ensure gameplay hasn't started", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.IsRunning == false);
}
[Test]
public void TestRoomSettingsReQueriedWhenJoiningRoom()
{

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@ -133,6 +133,11 @@ namespace osu.Game.Rulesets.UI
p.NewResult += (_, r) => NewResult?.Invoke(r);
p.RevertResult += (_, r) => RevertResult?.Invoke(r);
}));
}
protected override void LoadComplete()
{
base.LoadComplete();
IsPaused.ValueChanged += paused =>
{

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@ -25,7 +25,7 @@ namespace osu.Game.Screens.Edit.GameplayTest
}
protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
=> new MasterGameplayClockContainer(beatmap, editorState.Time, true);
=> new MasterGameplayClockContainer(beatmap, gameplayStart) { StartTime = editorState.Time };
protected override void LoadComplete()
{

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@ -17,8 +17,11 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
Bindable<bool> WaitingOnFrames { get; }
/// <summary>
/// Whether this clock is resynchronising to the master clock.
/// Whether this clock is behind the master clock and running at a higher rate to catch up to it.
/// </summary>
/// <remarks>
/// Of note, this will be false if this clock is *ahead* of the master clock.
/// </remarks>
bool IsCatchingUp { get; set; }
/// <summary>

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@ -55,12 +55,11 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
public SpectatorGameplayClockContainer([NotNull] IClock sourceClock)
: base(sourceClock)
{
// the container should initially be in a stopped state until the catch-up clock is started by the sync manager.
Stop();
}
protected override void Update()
{
// The SourceClock here is always a CatchUpSpectatorPlayerClock.
// The player clock's running state is controlled externally, but the local pausing state needs to be updated to stop gameplay.
if (SourceClock.IsRunning)
Start();

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@ -164,7 +164,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
base.LoadComplete();
masterClockContainer.Reset();
masterClockContainer.Stop();
syncManager.ReadyToStart += onReadyToStart;
syncManager.MasterState.BindValueChanged(onMasterStateChanged, true);
@ -198,8 +197,8 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
.DefaultIfEmpty(0)
.Min();
masterClockContainer.Seek(startTime);
masterClockContainer.Start();
masterClockContainer.StartTime = startTime;
masterClockContainer.Reset(true);
// Although the clock has been started, this flag is set to allow for later synchronisation state changes to also be able to start it.
canStartMasterClock = true;

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@ -24,7 +24,7 @@ namespace osu.Game.Screens.Play
/// <summary>
/// Whether gameplay is paused.
/// </summary>
public readonly BindableBool IsPaused = new BindableBool();
public readonly BindableBool IsPaused = new BindableBool(true);
/// <summary>
/// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
@ -41,6 +41,15 @@ namespace osu.Game.Screens.Play
/// </summary>
public event Action OnSeek;
/// <summary>
/// The time from which the clock should start. Will be seeked to on calling <see cref="Reset"/>.
/// </summary>
/// <remarks>
/// If not set, a value of zero will be used.
/// Importantly, the value will be inferred from the current ruleset in <see cref="MasterGameplayClockContainer"/> unless specified.
/// </remarks>
public double? StartTime { get; set; }
/// <summary>
/// Creates a new <see cref="GameplayClockContainer"/>.
/// </summary>
@ -106,16 +115,17 @@ namespace osu.Game.Screens.Play
/// <summary>
/// Resets this <see cref="GameplayClockContainer"/> and the source to an initial state ready for gameplay.
/// </summary>
public virtual void Reset()
/// <param name="startClock">Whether to start the clock immediately, if not already started.</param>
public void Reset(bool startClock = false)
{
ensureSourceClockSet();
Seek(0);
// Manually stop the source in order to not affect the IsPaused state.
AdjustableSource.Stop();
if (!IsPaused.Value)
if (!IsPaused.Value || startClock)
Start();
ensureSourceClockSet();
Seek(StartTime ?? 0);
}
/// <summary>

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@ -46,36 +46,36 @@ namespace osu.Game.Screens.Play
private double totalAppliedOffset => userBeatmapOffsetClock.RateAdjustedOffset + userGlobalOffsetClock.RateAdjustedOffset + platformOffsetClock.RateAdjustedOffset;
private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1);
private readonly BindableDouble pauseFreqAdjust = new BindableDouble(); // Important that this starts at zero, matching the paused state of the clock.
private readonly WorkingBeatmap beatmap;
private readonly double gameplayStartTime;
private readonly bool startAtGameplayStart;
private readonly double firstHitObjectTime;
private HardwareCorrectionOffsetClock userGlobalOffsetClock;
private HardwareCorrectionOffsetClock userBeatmapOffsetClock;
private HardwareCorrectionOffsetClock platformOffsetClock;
private MasterGameplayClock masterGameplayClock;
private Bindable<double> userAudioOffset;
private double startOffset;
private IDisposable beatmapOffsetSubscription;
private readonly double skipTargetTime;
[Resolved]
private RealmAccess realm { get; set; }
[Resolved]
private OsuConfigManager config { get; set; }
public MasterGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime, bool startAtGameplayStart = false)
/// <summary>
/// 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)
: base(beatmap.Track)
{
this.beatmap = beatmap;
this.gameplayStartTime = gameplayStartTime;
this.startAtGameplayStart = startAtGameplayStart;
firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
this.skipTargetTime = skipTargetTime;
}
protected override void LoadComplete()
@ -90,41 +90,67 @@ namespace osu.Game.Screens.Play
settings => settings.Offset,
val => userBeatmapOffsetClock.Offset = val);
// sane default provided by ruleset.
startOffset = gameplayStartTime;
// Reset may have been called externally before LoadComplete.
// If it was, and the clock is in a playing state, we want to ensure that it isn't stopped here.
bool isStarted = !IsPaused.Value;
if (!startAtGameplayStart)
{
startOffset = Math.Min(0, startOffset);
// If a custom start time was not specified, calculate the best value to use.
StartTime ??= findEarliestStartTime();
// 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.
double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
if (firstStoryboardEvent != null)
startOffset = Math.Min(startOffset, firstStoryboardEvent.Value);
Reset(startClock: isStarted);
}
// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
// this is not available as an option in the live editor but can still be applied via .osu editing.
if (beatmap.BeatmapInfo.AudioLeadIn > 0)
startOffset = Math.Min(startOffset, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
}
private double findEarliestStartTime()
{
// 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.
Seek(startOffset);
// start with the originally provided latest time (if before zero).
double time = Math.Min(0, skipTargetTime);
// 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.
double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
if (firstStoryboardEvent != null)
time = Math.Min(time, firstStoryboardEvent.Value);
// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
// this is not available as an option in the live editor but can still be applied via .osu editing.
double firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
if (beatmap.BeatmapInfo.AudioLeadIn > 0)
time = Math.Min(time, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
return time;
}
protected override void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
{
// The source is stopped by a frequency fade first.
if (isPaused.NewValue)
if (IsLoaded)
{
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ =>
// During normal operation, the source is stopped after performing a frequency ramp.
if (isPaused.NewValue)
{
if (IsPaused.Value == isPaused.NewValue)
AdjustableSource.Stop();
});
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ =>
{
if (IsPaused.Value == isPaused.NewValue)
AdjustableSource.Stop();
});
}
else
this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
}
else
this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
{
if (isPaused.NewValue)
AdjustableSource.Stop();
// If not yet loaded, we still want to ensure relevant state is correct, as it is used for offset calculations.
pauseFreqAdjust.Value = isPaused.NewValue ? 0 : 1;
// We must also process underlying gameplay clocks to update rate-adjusted offsets with the new frequency adjustment.
// Without doing this, an initial seek may be performed with the wrong offset.
GameplayClock.UnderlyingClock.ProcessFrame();
}
}
public override void Start()
@ -152,10 +178,10 @@ namespace osu.Game.Screens.Play
/// </summary>
public void Skip()
{
if (GameplayClock.CurrentTime > gameplayStartTime - MINIMUM_SKIP_TIME)
if (GameplayClock.CurrentTime > skipTargetTime - MINIMUM_SKIP_TIME)
return;
double skipTarget = gameplayStartTime - MINIMUM_SKIP_TIME;
double skipTarget = skipTargetTime - MINIMUM_SKIP_TIME;
if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
// double skip exception for storyboards with very long intros
@ -164,12 +190,6 @@ namespace osu.Game.Screens.Play
Seek(skipTarget);
}
public override void Reset()
{
base.Reset();
Seek(startOffset);
}
protected override GameplayClock CreateGameplayClock(IFrameBasedClock source)
{
// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
@ -278,7 +298,6 @@ namespace osu.Game.Screens.Play
private class MasterGameplayClock : GameplayClock
{
public readonly List<Bindable<double>> MutableNonGameplayAdjustments = new List<Bindable<double>>();
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments;
public MasterGameplayClock(FramedOffsetClock underlyingClock)

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@ -607,30 +607,25 @@ namespace osu.Game.Screens.Play
private ScheduledDelegate frameStablePlaybackResetDelegate;
/// <summary>
/// Seeks to a specific time in gameplay, bypassing frame stability.
/// Specify and seek to a custom start time from which gameplay should be observed.
/// </summary>
/// <remarks>
/// Intermediate hitobject judgements may not be applied or reverted correctly during this seek.
/// This performs a non-frame-stable seek. Intermediate hitobject judgements may not be applied or reverted correctly during this seek.
/// </remarks>
/// <param name="time">The destination time to seek to.</param>
internal void NonFrameStableSeek(double time)
protected void SetGameplayStartTime(double time)
{
// TODO: This schedule should not be required and is a temporary hotfix.
// See https://github.com/ppy/osu/issues/17267 for the issue.
// See https://github.com/ppy/osu/pull/17302 for a better fix which needs some more time.
ScheduleAfterChildren(() =>
{
if (frameStablePlaybackResetDelegate?.Cancelled == false && !frameStablePlaybackResetDelegate.Completed)
frameStablePlaybackResetDelegate.RunTask();
if (frameStablePlaybackResetDelegate?.Cancelled == false && !frameStablePlaybackResetDelegate.Completed)
frameStablePlaybackResetDelegate.RunTask();
bool wasFrameStable = DrawableRuleset.FrameStablePlayback;
DrawableRuleset.FrameStablePlayback = false;
bool wasFrameStable = DrawableRuleset.FrameStablePlayback;
DrawableRuleset.FrameStablePlayback = false;
Seek(time);
GameplayClockContainer.StartTime = time;
GameplayClockContainer.Reset();
// Delay resetting frame-stable playback for one frame to give the FrameStabilityContainer a chance to seek.
frameStablePlaybackResetDelegate = ScheduleAfterChildren(() => DrawableRuleset.FrameStablePlayback = wasFrameStable);
});
// Delay resetting frame-stable playback for one frame to give the FrameStabilityContainer a chance to seek.
frameStablePlaybackResetDelegate = ScheduleAfterChildren(() => DrawableRuleset.FrameStablePlayback = wasFrameStable);
}
/// <summary>
@ -987,7 +982,7 @@ namespace osu.Game.Screens.Play
if (GameplayClockContainer.GameplayClock.IsRunning)
throw new InvalidOperationException($"{nameof(StartGameplay)} should not be called when the gameplay clock is already running");
GameplayClockContainer.Reset();
GameplayClockContainer.Reset(true);
}
public override void OnSuspending(IScreen next)

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@ -78,7 +78,7 @@ namespace osu.Game.Screens.Play
}
if (isFirstBundle && score.Replay.Frames.Count > 0)
NonFrameStableSeek(score.Replay.Frames[0].Time);
SetGameplayStartTime(score.Replay.Frames[0].Time);
}
protected override Score CreateScore(IBeatmap beatmap) => score;