mirror of
https://github.com/ppy/osu.git
synced 2025-01-12 20:22:55 +08:00
Extract out frame stability state into enum for (hopefully) better clarity
This commit is contained in:
parent
8c9bda2ded
commit
a06516c900
@ -73,19 +73,9 @@ namespace osu.Game.Rulesets.UI
|
||||
setClock();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Whether we are running up-to-date with our parent clock.
|
||||
/// If not, we will need to keep processing children until we catch up.
|
||||
/// </summary>
|
||||
private bool requireMoreUpdateLoops;
|
||||
private PlaybackState state;
|
||||
|
||||
/// <summary>
|
||||
/// Whether we are in a valid state (ie. should we keep processing children frames).
|
||||
/// This should be set to false when the replay is, for instance, waiting for future frames to arrive.
|
||||
/// </summary>
|
||||
private bool validState;
|
||||
|
||||
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && validState;
|
||||
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && state != PlaybackState.NotValid;
|
||||
|
||||
private bool hasReplayAttached => ReplayInputHandler != null;
|
||||
|
||||
@ -95,20 +85,19 @@ namespace osu.Game.Rulesets.UI
|
||||
|
||||
public override bool UpdateSubTree()
|
||||
{
|
||||
requireMoreUpdateLoops = true;
|
||||
validState = !frameStableClock.IsPaused.Value;
|
||||
state = frameStableClock.IsPaused.Value ? PlaybackState.NotValid : PlaybackState.Valid;
|
||||
|
||||
int loops = 0;
|
||||
int loops = MaxCatchUpFrames;
|
||||
|
||||
while (validState && requireMoreUpdateLoops && loops++ < MaxCatchUpFrames)
|
||||
while (state != PlaybackState.NotValid && loops-- > 0)
|
||||
{
|
||||
updateClock();
|
||||
|
||||
if (validState)
|
||||
{
|
||||
base.UpdateSubTree();
|
||||
UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat);
|
||||
}
|
||||
if (state == PlaybackState.NotValid)
|
||||
break;
|
||||
|
||||
base.UpdateSubTree();
|
||||
UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat);
|
||||
}
|
||||
|
||||
return true;
|
||||
@ -120,8 +109,7 @@ namespace osu.Game.Rulesets.UI
|
||||
setClock(); // LoadComplete may not be run yet, but we still want the clock.
|
||||
|
||||
// each update start with considering things in valid state.
|
||||
validState = true;
|
||||
requireMoreUpdateLoops = false;
|
||||
state = PlaybackState.Valid;
|
||||
|
||||
// our goal is to catch up to the time provided by the parent clock.
|
||||
var proposedTime = parentGameplayClock.CurrentTime;
|
||||
@ -134,7 +122,7 @@ namespace osu.Game.Rulesets.UI
|
||||
applyFrameStability(ref proposedTime);
|
||||
|
||||
if (hasReplayAttached)
|
||||
updateReplay(ref proposedTime);
|
||||
state = updateReplay(ref proposedTime);
|
||||
}
|
||||
finally
|
||||
{
|
||||
@ -147,7 +135,9 @@ namespace osu.Game.Rulesets.UI
|
||||
|
||||
double timeBehind = Math.Abs(manualClock.CurrentTime - parentGameplayClock.CurrentTime);
|
||||
|
||||
requireMoreUpdateLoops |= timeBehind != 0;
|
||||
// determine whether catch-up is required.
|
||||
if (state != PlaybackState.NotValid)
|
||||
state = timeBehind > 0 ? PlaybackState.RequiresCatchUp : PlaybackState.Valid;
|
||||
|
||||
frameStableClock.IsCatchingUp.Value = timeBehind > 200;
|
||||
|
||||
@ -161,24 +151,14 @@ namespace osu.Game.Rulesets.UI
|
||||
/// Attempt to advance replay playback for a given time.
|
||||
/// </summary>
|
||||
/// <param name="proposedTime">The time which is to be displayed.</param>
|
||||
private bool updateReplay(ref double proposedTime)
|
||||
private PlaybackState updateReplay(ref double proposedTime)
|
||||
{
|
||||
double? newTime;
|
||||
|
||||
if (FrameStablePlayback)
|
||||
{
|
||||
// when stability is turned on, we shouldn't execute for time values the replay is unable to satisfy.
|
||||
if ((newTime = ReplayInputHandler.SetFrameFromTime(proposedTime)) == null)
|
||||
{
|
||||
// setting invalid state here ensures that gameplay will not continue (ie. our child
|
||||
// hierarchy won't be updated).
|
||||
validState = false;
|
||||
|
||||
// potentially loop to catch-up playback.
|
||||
requireMoreUpdateLoops = true;
|
||||
|
||||
return false;
|
||||
}
|
||||
newTime = ReplayInputHandler.SetFrameFromTime(proposedTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -191,13 +171,16 @@ namespace osu.Game.Rulesets.UI
|
||||
{
|
||||
// special case for when the replay actually can't arrive at the required time.
|
||||
// protects from potential endless loop.
|
||||
return false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (newTime == null)
|
||||
return PlaybackState.NotValid;
|
||||
|
||||
proposedTime = newTime.Value;
|
||||
return true;
|
||||
return PlaybackState.Valid;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -244,6 +227,26 @@ namespace osu.Game.Rulesets.UI
|
||||
|
||||
public ReplayInputHandler ReplayInputHandler { get; set; }
|
||||
|
||||
private enum PlaybackState
|
||||
{
|
||||
/// <summary>
|
||||
/// Playback is not possible. Child hierarchy should not be processed.
|
||||
/// </summary>
|
||||
NotValid,
|
||||
|
||||
/// <summary>
|
||||
/// Whether we are running up-to-date with our parent clock.
|
||||
/// If not, we will need to keep processing children until we catch up.
|
||||
/// </summary>
|
||||
RequiresCatchUp,
|
||||
|
||||
/// <summary>
|
||||
/// Whether we are in a valid state (ie. should we keep processing children frames).
|
||||
/// This should be set to false when the replay is, for instance, waiting for future frames to arrive.
|
||||
/// </summary>
|
||||
Valid
|
||||
}
|
||||
|
||||
private class FrameStabilityClock : GameplayClock, IFrameStableClock
|
||||
{
|
||||
public GameplayClock ParentGameplayClock;
|
||||
|
Loading…
Reference in New Issue
Block a user