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Use IntervalList<double> for tracking break periods
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@ -52,7 +52,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep($"seek to break {breakIndex}", () => Player.GameplayClockContainer.Seek(destBreak().StartTime));
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AddStep($"seek to break {breakIndex}", () => Player.GameplayClockContainer.Seek(destBreak().StartTime));
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AddUntilStep("wait for seek to complete", () => Player.HUDOverlay.Progress.ReferenceClock.CurrentTime >= destBreak().StartTime);
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AddUntilStep("wait for seek to complete", () => Player.HUDOverlay.Progress.ReferenceClock.CurrentTime >= destBreak().StartTime);
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BreakPeriod destBreak() => Player.ChildrenOfType<BreakTracker>().First().Breaks.ElementAt(breakIndex);
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BreakPeriod destBreak() => Beatmap.Value.Beatmap.Breaks.ElementAt(breakIndex);
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}
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}
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}
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}
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}
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}
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@ -97,8 +97,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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loadBreaksStep("multiple breaks", testBreaks);
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loadBreaksStep("multiple breaks", testBreaks);
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seekAndAssertBreak("seek to break start", testBreaks[1].StartTime, true);
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seekAndAssertBreak("seek to break start", testBreaks[1].StartTime, true);
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AddAssert("is skipped to break #2", () => breakTracker.CurrentBreakIndex == 1);
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seekAndAssertBreak("seek to break middle", testBreaks[1].StartTime + testBreaks[1].Duration / 2, true);
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seekAndAssertBreak("seek to break middle", testBreaks[1].StartTime + testBreaks[1].Duration / 2, true);
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seekAndAssertBreak("seek to break end", testBreaks[1].EndTime, false);
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seekAndAssertBreak("seek to break end", testBreaks[1].EndTime, false);
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seekAndAssertBreak("seek to break after end", testBreaks[1].EndTime + 500, false);
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seekAndAssertBreak("seek to break after end", testBreaks[1].EndTime + 500, false);
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@ -174,8 +172,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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private readonly ManualClock manualClock;
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private readonly ManualClock manualClock;
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private IFrameBasedClock originalClock;
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private IFrameBasedClock originalClock;
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public new int CurrentBreakIndex => base.CurrentBreakIndex;
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public double ManualClockTime
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public double ManualClockTime
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{
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{
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get => manualClock.CurrentTime;
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get => manualClock.CurrentTime;
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@ -5,6 +5,7 @@ using System.Collections.Generic;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Lists;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Screens.Play
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namespace osu.Game.Screens.Play
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@ -20,22 +21,24 @@ namespace osu.Game.Screens.Play
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/// </summary>
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/// </summary>
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public IBindable<bool> IsBreakTime => isBreakTime;
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public IBindable<bool> IsBreakTime => isBreakTime;
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protected int CurrentBreakIndex;
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private readonly BindableBool isBreakTime = new BindableBool();
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private readonly BindableBool isBreakTime = new BindableBool();
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private IReadOnlyList<BreakPeriod> breaks;
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private readonly IntervalList<double> breakIntervals = new IntervalList<double>();
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public IReadOnlyList<BreakPeriod> Breaks
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public IReadOnlyList<BreakPeriod> Breaks
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{
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{
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get => breaks;
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set
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set
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{
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{
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breaks = value;
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// reset index in case the new breaks list is smaller than last one
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isBreakTime.Value = false;
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isBreakTime.Value = false;
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CurrentBreakIndex = 0;
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breakIntervals.Clear();
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foreach (var b in value)
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{
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if (!b.HasEffect)
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continue;
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breakIntervals.Add(b.StartTime, b.EndTime - BreakOverlay.BREAK_FADE_DURATION);
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}
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}
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}
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}
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}
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@ -49,34 +52,11 @@ namespace osu.Game.Screens.Play
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{
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{
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base.Update();
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base.Update();
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isBreakTime.Value = getCurrentBreak()?.HasEffect == true
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var time = Clock.CurrentTime;
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|| Clock.CurrentTime < gameplayStartTime
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isBreakTime.Value = breakIntervals.IsInAnyInterval(time)
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|| time < gameplayStartTime
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|| scoreProcessor?.HasCompleted == true;
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|| scoreProcessor?.HasCompleted == true;
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}
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}
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private BreakPeriod getCurrentBreak()
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{
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if (breaks?.Count > 0)
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{
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var time = Clock.CurrentTime;
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if (time > breaks[CurrentBreakIndex].EndTime)
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{
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while (time > breaks[CurrentBreakIndex].EndTime && CurrentBreakIndex < breaks.Count - 1)
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CurrentBreakIndex++;
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}
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else
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{
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while (time < breaks[CurrentBreakIndex].StartTime && CurrentBreakIndex > 0)
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CurrentBreakIndex--;
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}
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var closest = breaks[CurrentBreakIndex];
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return closest.Contains(time) ? closest : null;
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}
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return null;
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}
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}
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}
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}
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}
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