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Merge branch 'master' into master
This commit is contained in:
commit
a96905c410
@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Mods
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{
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Mod = mod,
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PassCondition = () => Player.ScoreProcessor.JudgedHits >= 2 &&
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Precision.AlmostEquals(Player.GameplayClockContainer.GameplayClock.Rate, mod.SpeedChange.Value)
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Precision.AlmostEquals(Player.GameplayClockContainer.Rate, mod.SpeedChange.Value)
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});
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}
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}
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|
@ -59,7 +59,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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private bool rotationTransferred;
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[Resolved(canBeNull: true)]
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private GameplayClock gameplayClock { get; set; }
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private IGameplayClock gameplayClock { get; set; }
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protected override void Update()
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{
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|
@ -45,7 +45,7 @@ namespace osu.Game.Tests.Gameplay
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});
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AddStep("start clock", () => gameplayClockContainer.Start());
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AddUntilStep("elapsed greater than zero", () => gameplayClockContainer.GameplayClock.ElapsedFrameTime > 0);
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AddUntilStep("elapsed greater than zero", () => gameplayClockContainer.ElapsedFrameTime > 0);
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}
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[Test]
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@ -60,16 +60,16 @@ namespace osu.Game.Tests.Gameplay
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});
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AddStep("start clock", () => gameplayClockContainer.Start());
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AddUntilStep("current time greater 2000", () => gameplayClockContainer.GameplayClock.CurrentTime > 2000);
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AddUntilStep("current time greater 2000", () => gameplayClockContainer.CurrentTime > 2000);
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double timeAtReset = 0;
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AddStep("reset clock", () =>
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{
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timeAtReset = gameplayClockContainer.GameplayClock.CurrentTime;
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timeAtReset = gameplayClockContainer.CurrentTime;
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gameplayClockContainer.Reset();
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});
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AddAssert("current time < time at reset", () => gameplayClockContainer.GameplayClock.CurrentTime < timeAtReset);
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AddAssert("current time < time at reset", () => gameplayClockContainer.CurrentTime < timeAtReset);
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}
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[Test]
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|
@ -77,7 +77,6 @@ namespace osu.Game.Tests.Gameplay
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Add(gameplayContainer = new MasterGameplayClockContainer(working, 0)
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{
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IsPaused = { Value = true },
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Child = new FrameStabilityContainer
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{
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Child = sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
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@ -106,7 +105,6 @@ namespace osu.Game.Tests.Gameplay
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Add(gameplayContainer = new MasterGameplayClockContainer(working, start_time)
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{
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StartTime = start_time,
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IsPaused = { Value = true },
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Child = new FrameStabilityContainer
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{
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Child = sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
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@ -141,7 +139,7 @@ namespace osu.Game.Tests.Gameplay
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beatmapSkinSourceContainer.Add(sample = new TestDrawableStoryboardSample(new StoryboardSampleInfo("test-sample", 1, 1))
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{
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Clock = gameplayContainer.GameplayClock
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Clock = gameplayContainer
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});
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});
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|
@ -4,6 +4,7 @@
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#nullable disable
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Bindables;
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using osu.Framework.Timing;
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@ -30,7 +31,7 @@ namespace osu.Game.Tests.NonVisual
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{
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public List<Bindable<double>> MutableNonGameplayAdjustments { get; } = new List<Bindable<double>>();
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public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments;
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public override IEnumerable<double> NonGameplayAdjustments => MutableNonGameplayAdjustments.Select(b => b.Value);
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public TestGameplayClock(IFrameBasedClock underlyingClock)
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: base(underlyingClock)
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|
@ -80,7 +80,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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(typeof(ScoreProcessor), actualComponentsContainer.Dependencies.Get<ScoreProcessor>()),
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(typeof(HealthProcessor), actualComponentsContainer.Dependencies.Get<HealthProcessor>()),
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(typeof(GameplayState), actualComponentsContainer.Dependencies.Get<GameplayState>()),
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(typeof(GameplayClock), actualComponentsContainer.Dependencies.Get<GameplayClock>())
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(typeof(IGameplayClock), actualComponentsContainer.Dependencies.Get<IGameplayClock>())
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},
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};
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|
@ -137,13 +137,13 @@ namespace osu.Game.Tests.Visual.Gameplay
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private void seekManualTo(double time) => AddStep($"seek manual clock to {time}", () => manualClock.CurrentTime = time);
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private void confirmSeek(double time) => AddUntilStep($"wait for seek to {time}", () => consumer.Clock.CurrentTime == time);
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private void confirmSeek(double time) => AddUntilStep($"wait for seek to {time}", () => consumer.Clock.CurrentTime, () => Is.EqualTo(time));
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private void checkFrameCount(int frames) =>
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AddAssert($"elapsed frames is {frames}", () => consumer.ElapsedFrames == frames);
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AddAssert($"elapsed frames is {frames}", () => consumer.ElapsedFrames, () => Is.EqualTo(frames));
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private void checkRate(double rate) =>
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AddAssert($"clock rate is {rate}", () => consumer.Clock.Rate == rate);
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AddAssert($"clock rate is {rate}", () => consumer.Clock.Rate, () => Is.EqualTo(rate));
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public class ClockConsumingChild : CompositeDrawable
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{
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|
@ -1,8 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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@ -21,22 +19,22 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestAllSamplesStopDuringSeek()
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{
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DrawableSlider slider = null;
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PoolableSkinnableSample[] samples = null;
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ISamplePlaybackDisabler sampleDisabler = null;
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DrawableSlider? slider = null;
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PoolableSkinnableSample[] samples = null!;
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ISamplePlaybackDisabler sampleDisabler = null!;
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AddUntilStep("get variables", () =>
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{
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sampleDisabler = Player;
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slider = Player.ChildrenOfType<DrawableSlider>().MinBy(s => s.HitObject.StartTime);
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samples = slider?.ChildrenOfType<PoolableSkinnableSample>().ToArray();
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samples = slider.ChildrenOfType<PoolableSkinnableSample>().ToArray();
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return slider != null;
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});
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AddUntilStep("wait for slider sliding then seek", () =>
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{
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if (!slider.Tracking.Value)
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if (slider?.Tracking.Value != true)
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return false;
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if (!samples.Any(s => s.Playing))
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|
@ -38,8 +38,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached]
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[Cached]
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private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock());
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[Cached(typeof(IGameplayClock))]
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private readonly IGameplayClock gameplayClock = new GameplayClock(new FramedClock());
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// best way to check without exposing.
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private Drawable hideTarget => hudOverlay.KeyCounter;
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|
@ -130,7 +130,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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public double FirstHitObjectTime => DrawableRuleset.Objects.First().StartTime;
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public double GameplayClockTime => GameplayClockContainer.GameplayClock.CurrentTime;
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public double GameplayClockTime => GameplayClockContainer.CurrentTime;
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protected override void UpdateAfterChildren()
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{
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@ -138,7 +138,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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if (!FirstFrameClockTime.HasValue)
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{
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FirstFrameClockTime = GameplayClockContainer.GameplayClock.CurrentTime;
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FirstFrameClockTime = GameplayClockContainer.CurrentTime;
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AddInternal(new OsuSpriteText
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{
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Text = $"GameplayStartTime: {DrawableRuleset.GameplayStartTime} "
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|
@ -19,7 +19,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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base.SetUpSteps();
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AddUntilStep("gameplay has started",
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() => Player.GameplayClockContainer.GameplayClock.CurrentTime > Player.DrawableRuleset.GameplayStartTime);
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() => Player.GameplayClockContainer.CurrentTime > Player.DrawableRuleset.GameplayStartTime);
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}
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[Test]
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|
@ -313,7 +313,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("pause again", () =>
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{
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Player.Pause();
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return !Player.GameplayClockContainer.GameplayClock.IsRunning;
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return !Player.GameplayClockContainer.IsRunning;
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});
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AddAssert("loop is playing", () => getLoop().IsPlaying);
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@ -378,7 +378,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("pause overlay " + (isShown ? "shown" : "hidden"), () => Player.PauseOverlayVisible == isShown);
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private void confirmClockRunning(bool isRunning) =>
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AddUntilStep("clock " + (isRunning ? "running" : "stopped"), () => Player.GameplayClockContainer.GameplayClock.IsRunning == isRunning);
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AddUntilStep("clock " + (isRunning ? "running" : "stopped"), () => Player.GameplayClockContainer.IsRunning == isRunning);
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protected override bool AllowFail => true;
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|
@ -29,8 +29,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached]
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[Cached]
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private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock());
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[Cached(typeof(IGameplayClock))]
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private readonly IGameplayClock gameplayClock = new GameplayClock(new FramedClock());
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[SetUpSteps]
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public void SetUpSteps()
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|
@ -36,8 +36,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached]
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[Cached]
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private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock());
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[Cached(typeof(IGameplayClock))]
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private readonly IGameplayClock gameplayClock = new GameplayClock(new FramedClock());
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private IEnumerable<HUDOverlay> hudOverlays => CreatedDrawables.OfType<HUDOverlay>();
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|
@ -6,6 +6,7 @@
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Timing;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Play;
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using osuTK;
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@ -22,7 +23,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private double increment;
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private GameplayClockContainer gameplayClockContainer;
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private GameplayClock gameplayClock;
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private IFrameBasedClock gameplayClock;
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private const double skip_time = 6000;
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@ -51,7 +52,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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};
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gameplayClockContainer.Start();
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gameplayClock = gameplayClockContainer.GameplayClock;
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gameplayClock = gameplayClockContainer;
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});
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[Test]
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|
@ -30,7 +30,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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Add(gameplayClockContainer = new MasterGameplayClockContainer(Beatmap.Value, skip_target_time));
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Dependencies.CacheAs(gameplayClockContainer.GameplayClock);
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Dependencies.CacheAs<IGameplayClock>(gameplayClockContainer);
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}
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[SetUpSteps]
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|
@ -363,7 +363,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private Player player => Stack.CurrentScreen as Player;
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private double currentFrameStableTime
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=> player.ChildrenOfType<FrameStabilityContainer>().First().FrameStableClock.CurrentTime;
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=> player.ChildrenOfType<FrameStabilityContainer>().First().CurrentTime;
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private void waitForPlayer() => AddUntilStep("wait for player", () => (Stack.CurrentScreen as Player)?.IsLoaded == true);
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|
@ -64,7 +64,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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public void TestStoryboardNoSkipOutro()
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{
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CreateTest();
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("wait for score shown", () => Player.IsScoreShown);
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}
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@ -100,7 +100,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
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});
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|
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
|
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}
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|
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@ -111,7 +111,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
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{
|
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AddStep("set ShowResults = false", () => showResults = false);
|
||||
});
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
|
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
|
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AddWaitStep("wait", 10);
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AddAssert("no score shown", () => !Player.IsScoreShown);
|
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}
|
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@ -120,7 +120,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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public void TestStoryboardEndsBeforeCompletion()
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||||
{
|
||||
CreateTest(() => AddStep("set storyboard duration to .1s", () => currentStoryboardDuration = 100));
|
||||
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
|
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
|
||||
AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
|
||||
AddUntilStep("wait for score shown", () => Player.IsScoreShown);
|
||||
}
|
||||
@ -138,7 +138,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
AddUntilStep("skip overlay content not visible", () => fadeContainer().State == Visibility.Hidden);
|
||||
|
||||
AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible);
|
||||
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
|
||||
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
|
||||
}
|
||||
|
||||
[Test]
|
||||
|
@ -451,7 +451,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
||||
}
|
||||
|
||||
private void checkPaused(int userId, bool state)
|
||||
=> AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
|
||||
=> AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().IsRunning != state);
|
||||
|
||||
private void checkPausedInstant(int userId, bool state)
|
||||
{
|
||||
|
@ -671,7 +671,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
||||
for (double i = 1000; i < TestResources.QUICK_BEATMAP_LENGTH; i += 1000)
|
||||
{
|
||||
double time = i;
|
||||
AddUntilStep($"wait for time > {i}", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.GameplayClock.CurrentTime > time);
|
||||
AddUntilStep($"wait for time > {i}", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.CurrentTime > time);
|
||||
}
|
||||
|
||||
AddUntilStep("wait for results", () => multiplayerComponents.CurrentScreen is ResultsScreen);
|
||||
|
@ -67,7 +67,7 @@ namespace osu.Game.Rulesets.UI
|
||||
|
||||
public override Container FrameStableComponents { get; } = new Container { RelativeSizeAxes = Axes.Both };
|
||||
|
||||
public override IFrameStableClock FrameStableClock => frameStabilityContainer.FrameStableClock;
|
||||
public override IFrameStableClock FrameStableClock => frameStabilityContainer;
|
||||
|
||||
private bool frameStablePlayback = true;
|
||||
|
||||
|
@ -1,16 +1,16 @@
|
||||
// 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.
|
||||
|
||||
#nullable disable
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Input.Handlers;
|
||||
using osu.Game.Screens.Play;
|
||||
|
||||
@ -20,9 +20,11 @@ namespace osu.Game.Rulesets.UI
|
||||
/// A container which consumes a parent gameplay clock and standardises frame counts for children.
|
||||
/// Will ensure a minimum of 50 frames per clock second is maintained, regardless of any system lag or seeks.
|
||||
/// </summary>
|
||||
public class FrameStabilityContainer : Container, IHasReplayHandler
|
||||
[Cached(typeof(IGameplayClock))]
|
||||
[Cached(typeof(IFrameStableClock))]
|
||||
public sealed class FrameStabilityContainer : Container, IHasReplayHandler, IFrameStableClock, IGameplayClock
|
||||
{
|
||||
private readonly double gameplayStartTime;
|
||||
public ReplayInputHandler? ReplayInputHandler { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The number of frames (per parent frame) which can be run in an attempt to catch-up to real-time.
|
||||
@ -32,28 +34,35 @@ namespace osu.Game.Rulesets.UI
|
||||
/// <summary>
|
||||
/// Whether to enable frame-stable playback.
|
||||
/// </summary>
|
||||
internal bool FrameStablePlayback = true;
|
||||
internal bool FrameStablePlayback { get; set; } = true;
|
||||
|
||||
public IFrameStableClock FrameStableClock => frameStableClock;
|
||||
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && state != PlaybackState.NotValid;
|
||||
|
||||
[Cached(typeof(GameplayClock))]
|
||||
private readonly FrameStabilityClock frameStableClock;
|
||||
private readonly Bindable<bool> isCatchingUp = new Bindable<bool>();
|
||||
|
||||
public FrameStabilityContainer(double gameplayStartTime = double.MinValue)
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
private readonly Bindable<bool> waitingOnFrames = new Bindable<bool>();
|
||||
|
||||
frameStableClock = new FrameStabilityClock(framedClock = new FramedClock(manualClock = new ManualClock()));
|
||||
private readonly double gameplayStartTime;
|
||||
|
||||
this.gameplayStartTime = gameplayStartTime;
|
||||
}
|
||||
private IGameplayClock? parentGameplayClock;
|
||||
|
||||
/// <summary>
|
||||
/// A clock which is used as reference for time, rate and running state.
|
||||
/// </summary>
|
||||
private IClock referenceClock = null!;
|
||||
|
||||
/// <summary>
|
||||
/// A local manual clock which tracks the reference clock.
|
||||
/// Values are transferred from <see cref="referenceClock"/> each update call.
|
||||
/// </summary>
|
||||
private readonly ManualClock manualClock;
|
||||
|
||||
/// <summary>
|
||||
/// The main framed clock which has stability applied to it.
|
||||
/// This gets exposed to children as an <see cref="IGameplayClock"/>.
|
||||
/// </summary>
|
||||
private readonly FramedClock framedClock;
|
||||
|
||||
private IFrameBasedClock parentGameplayClock;
|
||||
|
||||
/// <summary>
|
||||
/// The current direction of playback to be exposed to frame stable children.
|
||||
/// </summary>
|
||||
@ -62,32 +71,34 @@ namespace osu.Game.Rulesets.UI
|
||||
/// </remarks>
|
||||
private int direction = 1;
|
||||
|
||||
[BackgroundDependencyLoader(true)]
|
||||
private void load(GameplayClock clock)
|
||||
{
|
||||
if (clock != null)
|
||||
{
|
||||
parentGameplayClock = frameStableClock.ParentGameplayClock = clock;
|
||||
frameStableClock.IsPaused.BindTo(clock.IsPaused);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
setClock();
|
||||
}
|
||||
|
||||
private PlaybackState state;
|
||||
|
||||
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && state != PlaybackState.NotValid;
|
||||
|
||||
private bool hasReplayAttached => ReplayInputHandler != null;
|
||||
|
||||
private const double sixty_frame_time = 1000.0 / 60;
|
||||
|
||||
private bool firstConsumption = true;
|
||||
|
||||
public FrameStabilityContainer(double gameplayStartTime = double.MinValue)
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
|
||||
framedClock = new FramedClock(manualClock = new ManualClock());
|
||||
|
||||
this.gameplayStartTime = gameplayStartTime;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(IGameplayClock? gameplayClock)
|
||||
{
|
||||
if (gameplayClock != null)
|
||||
{
|
||||
parentGameplayClock = gameplayClock;
|
||||
IsPaused.BindTo(parentGameplayClock.IsPaused);
|
||||
}
|
||||
|
||||
referenceClock = gameplayClock ?? Clock;
|
||||
Clock = this;
|
||||
}
|
||||
|
||||
public override bool UpdateSubTree()
|
||||
{
|
||||
int loops = MaxCatchUpFrames;
|
||||
@ -110,12 +121,12 @@ namespace osu.Game.Rulesets.UI
|
||||
|
||||
private void updateClock()
|
||||
{
|
||||
if (frameStableClock.WaitingOnFrames.Value)
|
||||
if (waitingOnFrames.Value)
|
||||
{
|
||||
// if waiting on frames, run one update loop to determine if frames have arrived.
|
||||
state = PlaybackState.Valid;
|
||||
}
|
||||
else if (frameStableClock.IsPaused.Value)
|
||||
else if (IsPaused.Value)
|
||||
{
|
||||
// time should not advance while paused, nor should anything run.
|
||||
state = PlaybackState.NotValid;
|
||||
@ -126,10 +137,7 @@ namespace osu.Game.Rulesets.UI
|
||||
state = PlaybackState.Valid;
|
||||
}
|
||||
|
||||
if (parentGameplayClock == null)
|
||||
setClock(); // LoadComplete may not be run yet, but we still want the clock.
|
||||
|
||||
double proposedTime = parentGameplayClock.CurrentTime;
|
||||
double proposedTime = referenceClock.CurrentTime;
|
||||
|
||||
if (FrameStablePlayback)
|
||||
// if we require frame stability, the proposed time will be adjusted to move at most one known
|
||||
@ -149,14 +157,14 @@ namespace osu.Game.Rulesets.UI
|
||||
if (state == PlaybackState.Valid && proposedTime != manualClock.CurrentTime)
|
||||
direction = proposedTime >= manualClock.CurrentTime ? 1 : -1;
|
||||
|
||||
double timeBehind = Math.Abs(proposedTime - parentGameplayClock.CurrentTime);
|
||||
double timeBehind = Math.Abs(proposedTime - referenceClock.CurrentTime);
|
||||
|
||||
frameStableClock.IsCatchingUp.Value = timeBehind > 200;
|
||||
frameStableClock.WaitingOnFrames.Value = state == PlaybackState.NotValid;
|
||||
isCatchingUp.Value = timeBehind > 200;
|
||||
waitingOnFrames.Value = state == PlaybackState.NotValid;
|
||||
|
||||
manualClock.CurrentTime = proposedTime;
|
||||
manualClock.Rate = Math.Abs(parentGameplayClock.Rate) * direction;
|
||||
manualClock.IsRunning = parentGameplayClock.IsRunning;
|
||||
manualClock.Rate = Math.Abs(referenceClock.Rate) * direction;
|
||||
manualClock.IsRunning = referenceClock.IsRunning;
|
||||
|
||||
// determine whether catch-up is required.
|
||||
if (state == PlaybackState.Valid && timeBehind > 0)
|
||||
@ -174,6 +182,8 @@ namespace osu.Game.Rulesets.UI
|
||||
/// <returns>Whether playback is still valid.</returns>
|
||||
private bool updateReplay(ref double proposedTime)
|
||||
{
|
||||
Debug.Assert(ReplayInputHandler != null);
|
||||
|
||||
double? newTime;
|
||||
|
||||
if (FrameStablePlayback)
|
||||
@ -210,6 +220,8 @@ namespace osu.Game.Rulesets.UI
|
||||
/// <param name="proposedTime">The time which is to be displayed.</param>
|
||||
private void applyFrameStability(ref double proposedTime)
|
||||
{
|
||||
const double sixty_frame_time = 1000.0 / 60;
|
||||
|
||||
if (firstConsumption)
|
||||
{
|
||||
// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
|
||||
@ -233,20 +245,54 @@ namespace osu.Game.Rulesets.UI
|
||||
}
|
||||
}
|
||||
|
||||
private void setClock()
|
||||
#region Delegation of IGameplayClock
|
||||
|
||||
public IBindable<bool> IsPaused { get; } = new BindableBool();
|
||||
|
||||
public double CurrentTime => framedClock.CurrentTime;
|
||||
|
||||
public double Rate => framedClock.Rate;
|
||||
|
||||
public bool IsRunning => framedClock.IsRunning;
|
||||
|
||||
public void ProcessFrame() { }
|
||||
|
||||
public double ElapsedFrameTime => framedClock.ElapsedFrameTime;
|
||||
|
||||
public double FramesPerSecond => framedClock.FramesPerSecond;
|
||||
|
||||
public FrameTimeInfo TimeInfo => framedClock.TimeInfo;
|
||||
|
||||
public double TrueGameplayRate
|
||||
{
|
||||
if (parentGameplayClock == null)
|
||||
get
|
||||
{
|
||||
// in case a parent gameplay clock isn't available, just use the parent clock.
|
||||
parentGameplayClock ??= Clock;
|
||||
}
|
||||
else
|
||||
{
|
||||
Clock = frameStableClock;
|
||||
double baseRate = Rate;
|
||||
|
||||
foreach (double adjustment in NonGameplayAdjustments)
|
||||
{
|
||||
if (Precision.AlmostEquals(adjustment, 0))
|
||||
return 0;
|
||||
|
||||
baseRate /= adjustment;
|
||||
}
|
||||
|
||||
return baseRate;
|
||||
}
|
||||
}
|
||||
|
||||
public ReplayInputHandler ReplayInputHandler { get; set; }
|
||||
public double? StartTime => parentGameplayClock?.StartTime;
|
||||
|
||||
public IEnumerable<double> NonGameplayAdjustments => parentGameplayClock?.NonGameplayAdjustments ?? Enumerable.Empty<double>();
|
||||
|
||||
#endregion
|
||||
|
||||
#region Delegation of IFrameStableClock
|
||||
|
||||
IBindable<bool> IFrameStableClock.IsCatchingUp => isCatchingUp;
|
||||
IBindable<bool> IFrameStableClock.WaitingOnFrames => waitingOnFrames;
|
||||
|
||||
#endregion
|
||||
|
||||
private enum PlaybackState
|
||||
{
|
||||
@ -266,25 +312,5 @@ namespace osu.Game.Rulesets.UI
|
||||
/// </summary>
|
||||
Valid
|
||||
}
|
||||
|
||||
private class FrameStabilityClock : GameplayClock, IFrameStableClock
|
||||
{
|
||||
public GameplayClock ParentGameplayClock;
|
||||
|
||||
public readonly Bindable<bool> IsCatchingUp = new Bindable<bool>();
|
||||
|
||||
public readonly Bindable<bool> WaitingOnFrames = new Bindable<bool>();
|
||||
|
||||
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => ParentGameplayClock?.NonGameplayAdjustments ?? Enumerable.Empty<Bindable<double>>();
|
||||
|
||||
public FrameStabilityClock(FramedClock underlyingClock)
|
||||
: base(underlyingClock)
|
||||
{
|
||||
}
|
||||
|
||||
IBindable<bool> IFrameStableClock.IsCatchingUp => IsCatchingUp;
|
||||
|
||||
IBindable<bool> IFrameStableClock.WaitingOnFrames => WaitingOnFrames;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,8 +1,6 @@
|
||||
// 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.
|
||||
|
||||
#nullable disable
|
||||
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Timing;
|
||||
|
||||
|
@ -1,12 +1,8 @@
|
||||
// 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.
|
||||
|
||||
#nullable disable
|
||||
|
||||
using JetBrains.Annotations;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Scoring;
|
||||
using osu.Game.Screens.Play;
|
||||
@ -26,7 +22,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
|
||||
/// </summary>
|
||||
/// <param name="score">The score containing the player's replay.</param>
|
||||
/// <param name="spectatorPlayerClock">The clock controlling the gameplay running state.</param>
|
||||
public MultiSpectatorPlayer([NotNull] Score score, [NotNull] ISpectatorPlayerClock spectatorPlayerClock)
|
||||
public MultiSpectatorPlayer(Score score, ISpectatorPlayerClock spectatorPlayerClock)
|
||||
: base(score, new PlayerConfiguration { AllowUserInteraction = false })
|
||||
{
|
||||
this.spectatorPlayerClock = spectatorPlayerClock;
|
||||
@ -41,6 +37,19 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
|
||||
HUDOverlay.HoldToQuit.Expire();
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
// The player clock's running state is controlled externally, but the local pausing state needs to be updated to start/stop gameplay.
|
||||
CatchUpSpectatorPlayerClock catchUpClock = (CatchUpSpectatorPlayerClock)GameplayClockContainer.SourceClock;
|
||||
|
||||
if (catchUpClock.IsRunning)
|
||||
GameplayClockContainer.Start();
|
||||
else
|
||||
GameplayClockContainer.Stop();
|
||||
|
||||
base.Update();
|
||||
}
|
||||
|
||||
protected override void UpdateAfterChildren()
|
||||
{
|
||||
base.UpdateAfterChildren();
|
||||
@ -50,28 +59,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
|
||||
}
|
||||
|
||||
protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
|
||||
=> new SpectatorGameplayClockContainer(spectatorPlayerClock);
|
||||
|
||||
private class SpectatorGameplayClockContainer : GameplayClockContainer
|
||||
{
|
||||
public SpectatorGameplayClockContainer([NotNull] IClock sourceClock)
|
||||
: base(sourceClock)
|
||||
{
|
||||
}
|
||||
|
||||
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();
|
||||
else
|
||||
Stop();
|
||||
|
||||
base.Update();
|
||||
}
|
||||
|
||||
protected override GameplayClock CreateGameplayClock(IFrameBasedClock source) => new GameplayClock(source);
|
||||
}
|
||||
=> new GameplayClockContainer(spectatorPlayerClock);
|
||||
}
|
||||
}
|
||||
|
@ -126,7 +126,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
|
||||
|
||||
for (int i = 0; i < Users.Count; i++)
|
||||
{
|
||||
grid.Add(instances[i] = new PlayerArea(Users[i], masterClockContainer.GameplayClock));
|
||||
grid.Add(instances[i] = new PlayerArea(Users[i], masterClockContainer));
|
||||
syncManager.AddPlayerClock(instances[i].GameplayClock);
|
||||
}
|
||||
|
||||
|
@ -45,7 +45,7 @@ namespace osu.Game.Screens.Play
|
||||
private ISamplePlaybackDisabler samplePlaybackDisabler { get; set; }
|
||||
|
||||
[Resolved]
|
||||
private GameplayClock gameplayClock { get; set; }
|
||||
private IGameplayClock gameplayClock { get; set; }
|
||||
|
||||
private void onComboChange(ValueChangedEvent<int> combo)
|
||||
{
|
||||
|
@ -19,51 +19,39 @@ namespace osu.Game.Screens.Play
|
||||
/// <see cref="IFrameBasedClock"/>, as this should only be done once to ensure accuracy.
|
||||
/// </remarks>
|
||||
/// </summary>
|
||||
public class GameplayClock : IFrameBasedClock
|
||||
public class GameplayClock : IGameplayClock
|
||||
{
|
||||
internal readonly IFrameBasedClock UnderlyingClock;
|
||||
|
||||
public readonly BindableBool IsPaused = new BindableBool();
|
||||
|
||||
/// <summary>
|
||||
/// All adjustments applied to this clock which don't come from gameplay or mods.
|
||||
/// </summary>
|
||||
public virtual IEnumerable<Bindable<double>> NonGameplayAdjustments => Enumerable.Empty<Bindable<double>>();
|
||||
IBindable<bool> IGameplayClock.IsPaused => IsPaused;
|
||||
|
||||
public virtual IEnumerable<double> NonGameplayAdjustments => Enumerable.Empty<double>();
|
||||
|
||||
public GameplayClock(IFrameBasedClock underlyingClock)
|
||||
{
|
||||
UnderlyingClock = underlyingClock;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The time from which the clock should start. Will be seeked to on calling <see cref="GameplayClockContainer.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; internal set; }
|
||||
|
||||
public double CurrentTime => UnderlyingClock.CurrentTime;
|
||||
|
||||
public double Rate => UnderlyingClock.Rate;
|
||||
|
||||
/// <summary>
|
||||
/// The rate of gameplay when playback is at 100%.
|
||||
/// This excludes any seeking / user adjustments.
|
||||
/// </summary>
|
||||
public double TrueGameplayRate
|
||||
{
|
||||
get
|
||||
{
|
||||
double baseRate = Rate;
|
||||
|
||||
foreach (var adjustment in NonGameplayAdjustments)
|
||||
foreach (double adjustment in NonGameplayAdjustments)
|
||||
{
|
||||
if (Precision.AlmostEquals(adjustment.Value, 0))
|
||||
if (Precision.AlmostEquals(adjustment, 0))
|
||||
return 0;
|
||||
|
||||
baseRate /= adjustment.Value;
|
||||
baseRate /= adjustment;
|
||||
}
|
||||
|
||||
return baseRate;
|
||||
|
@ -1,11 +1,11 @@
|
||||
// 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.
|
||||
|
||||
#nullable disable
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Extensions.ObjectExtensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Logging;
|
||||
@ -16,17 +16,14 @@ namespace osu.Game.Screens.Play
|
||||
/// <summary>
|
||||
/// Encapsulates gameplay timing logic and provides a <see cref="GameplayClock"/> via DI for gameplay components to use.
|
||||
/// </summary>
|
||||
public abstract class GameplayClockContainer : Container, IAdjustableClock
|
||||
public class GameplayClockContainer : Container, IAdjustableClock, IGameplayClock
|
||||
{
|
||||
/// <summary>
|
||||
/// The final clock which is exposed to gameplay components.
|
||||
/// </summary>
|
||||
public GameplayClock GameplayClock { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether gameplay is paused.
|
||||
/// </summary>
|
||||
public readonly BindableBool IsPaused = new BindableBool(true);
|
||||
public IBindable<bool> IsPaused => isPaused;
|
||||
|
||||
private readonly BindableBool isPaused = new BindableBool(true);
|
||||
|
||||
/// <summary>
|
||||
/// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
|
||||
@ -36,12 +33,12 @@ namespace osu.Game.Screens.Play
|
||||
/// <summary>
|
||||
/// The source clock.
|
||||
/// </summary>
|
||||
protected IClock SourceClock { get; private set; }
|
||||
public IClock SourceClock { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when a seek has been performed via <see cref="Seek"/>
|
||||
/// </summary>
|
||||
public event Action OnSeek;
|
||||
public event Action? OnSeek;
|
||||
|
||||
private double? startTime;
|
||||
|
||||
@ -59,16 +56,23 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
startTime = value;
|
||||
|
||||
if (GameplayClock != null)
|
||||
if (GameplayClock.IsNotNull())
|
||||
GameplayClock.StartTime = value;
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerable<double> NonGameplayAdjustments => GameplayClock.NonGameplayAdjustments;
|
||||
|
||||
/// <summary>
|
||||
/// The final clock which is exposed to gameplay components.
|
||||
/// </summary>
|
||||
protected GameplayClock GameplayClock { get; private set; } = null!;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new <see cref="GameplayClockContainer"/>.
|
||||
/// </summary>
|
||||
/// <param name="sourceClock">The source <see cref="IClock"/> used for timing.</param>
|
||||
protected GameplayClockContainer(IClock sourceClock)
|
||||
public GameplayClockContainer(IClock sourceClock)
|
||||
{
|
||||
SourceClock = sourceClock;
|
||||
|
||||
@ -82,10 +86,12 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
|
||||
|
||||
dependencies.CacheAs(GameplayClock = CreateGameplayClock(AdjustableSource));
|
||||
GameplayClock = CreateGameplayClock(AdjustableSource);
|
||||
|
||||
dependencies.CacheAs<IGameplayClock>(this);
|
||||
|
||||
GameplayClock.StartTime = StartTime;
|
||||
GameplayClock.IsPaused.BindTo(IsPaused);
|
||||
GameplayClock.IsPaused.BindTo(isPaused);
|
||||
|
||||
return dependencies;
|
||||
}
|
||||
@ -106,7 +112,7 @@ namespace osu.Game.Screens.Play
|
||||
AdjustableSource.Start();
|
||||
}
|
||||
|
||||
IsPaused.Value = false;
|
||||
isPaused.Value = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -128,7 +134,7 @@ namespace osu.Game.Screens.Play
|
||||
/// <summary>
|
||||
/// Stops gameplay.
|
||||
/// </summary>
|
||||
public void Stop() => IsPaused.Value = true;
|
||||
public void Stop() => isPaused.Value = true;
|
||||
|
||||
/// <summary>
|
||||
/// Resets this <see cref="GameplayClockContainer"/> and the source to an initial state ready for gameplay.
|
||||
@ -193,7 +199,7 @@ namespace osu.Game.Screens.Play
|
||||
/// </remarks>
|
||||
/// <param name="source">The <see cref="IFrameBasedClock"/> providing the source time.</param>
|
||||
/// <returns>The final <see cref="GameplayClock"/>.</returns>
|
||||
protected abstract GameplayClock CreateGameplayClock(IFrameBasedClock source);
|
||||
protected virtual GameplayClock CreateGameplayClock(IFrameBasedClock source) => new GameplayClock(source);
|
||||
|
||||
#region IAdjustableClock
|
||||
|
||||
@ -205,9 +211,7 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
void IAdjustableClock.Reset() => Reset();
|
||||
|
||||
public void ResetSpeedAdjustments()
|
||||
{
|
||||
}
|
||||
public void ResetSpeedAdjustments() => throw new NotImplementedException();
|
||||
|
||||
double IAdjustableClock.Rate
|
||||
{
|
||||
@ -215,12 +219,25 @@ namespace osu.Game.Screens.Play
|
||||
set => throw new NotSupportedException();
|
||||
}
|
||||
|
||||
double IClock.Rate => GameplayClock.Rate;
|
||||
public double Rate => GameplayClock.Rate;
|
||||
|
||||
public double CurrentTime => GameplayClock.CurrentTime;
|
||||
|
||||
public bool IsRunning => GameplayClock.IsRunning;
|
||||
|
||||
#endregion
|
||||
|
||||
public void ProcessFrame()
|
||||
{
|
||||
// Handled via update. Don't process here to safeguard from external usages potentially processing frames additional times.
|
||||
}
|
||||
|
||||
public double ElapsedFrameTime => GameplayClock.ElapsedFrameTime;
|
||||
|
||||
public double FramesPerSecond => GameplayClock.FramesPerSecond;
|
||||
|
||||
public FrameTimeInfo TimeInfo => GameplayClock.TimeInfo;
|
||||
|
||||
public double TrueGameplayRate => GameplayClock.TrueGameplayRate;
|
||||
}
|
||||
}
|
||||
|
@ -23,7 +23,7 @@ namespace osu.Game.Screens.Play.HUD
|
||||
public bool UsesFixedAnchor { get; set; }
|
||||
|
||||
[Resolved]
|
||||
protected GameplayClock GameplayClock { get; private set; } = null!;
|
||||
protected IGameplayClock GameplayClock { get; private set; } = null!;
|
||||
|
||||
[Resolved(canBeNull: true)]
|
||||
private DrawableRuleset? drawableRuleset { get; set; }
|
||||
|
@ -38,10 +38,10 @@ namespace osu.Game.Screens.Play.HUD
|
||||
set => endTime = value;
|
||||
}
|
||||
|
||||
private GameplayClock gameplayClock;
|
||||
private IGameplayClock gameplayClock;
|
||||
|
||||
[BackgroundDependencyLoader(true)]
|
||||
private void load(OsuColour colours, GameplayClock clock)
|
||||
private void load(OsuColour colours, IGameplayClock clock)
|
||||
{
|
||||
if (clock != null)
|
||||
gameplayClock = clock;
|
||||
|
34
osu.Game/Screens/Play/IGameplayClock.cs
Normal file
34
osu.Game/Screens/Play/IGameplayClock.cs
Normal file
@ -0,0 +1,34 @@
|
||||
// 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.Collections.Generic;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Timing;
|
||||
|
||||
namespace osu.Game.Screens.Play
|
||||
{
|
||||
public interface IGameplayClock : IFrameBasedClock
|
||||
{
|
||||
/// <summary>
|
||||
/// The rate of gameplay when playback is at 100%.
|
||||
/// This excludes any seeking / user adjustments.
|
||||
/// </summary>
|
||||
double TrueGameplayRate { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The time from which the clock should start. Will be seeked to on calling <see cref="GameplayClockContainer.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>
|
||||
double? StartTime { get; }
|
||||
|
||||
/// <summary>
|
||||
/// All adjustments applied to this clock which don't come from gameplay or mods.
|
||||
/// </summary>
|
||||
IEnumerable<double> NonGameplayAdjustments { get; }
|
||||
|
||||
IBindable<bool> IsPaused { get; }
|
||||
}
|
||||
}
|
@ -303,7 +303,7 @@ 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 override IEnumerable<double> NonGameplayAdjustments => MutableNonGameplayAdjustments.Select(b => b.Value);
|
||||
|
||||
public MasterGameplayClock(FramedOffsetClock underlyingClock)
|
||||
: base(underlyingClock)
|
||||
|
@ -330,7 +330,7 @@ namespace osu.Game.Screens.Play
|
||||
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState());
|
||||
|
||||
// bind clock into components that require it
|
||||
DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
|
||||
((IBindable<bool>)DrawableRuleset.IsPaused).BindTo(GameplayClockContainer.IsPaused);
|
||||
|
||||
DrawableRuleset.NewResult += r =>
|
||||
{
|
||||
@ -475,7 +475,7 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
private void updateSampleDisabledState()
|
||||
{
|
||||
samplePlaybackDisabled.Value = DrawableRuleset.FrameStableClock.IsCatchingUp.Value || GameplayClockContainer.GameplayClock.IsPaused.Value;
|
||||
samplePlaybackDisabled.Value = DrawableRuleset.FrameStableClock.IsCatchingUp.Value || GameplayClockContainer.IsPaused.Value;
|
||||
}
|
||||
|
||||
private void updatePauseOnFocusLostState()
|
||||
@ -877,7 +877,7 @@ namespace osu.Game.Screens.Play
|
||||
private double? lastPauseActionTime;
|
||||
|
||||
protected bool PauseCooldownActive =>
|
||||
lastPauseActionTime.HasValue && GameplayClockContainer.GameplayClock.CurrentTime < lastPauseActionTime + pause_cooldown;
|
||||
lastPauseActionTime.HasValue && GameplayClockContainer.CurrentTime < lastPauseActionTime + pause_cooldown;
|
||||
|
||||
/// <summary>
|
||||
/// A set of conditionals which defines whether the current game state and configuration allows for
|
||||
@ -915,7 +915,7 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
GameplayClockContainer.Stop();
|
||||
PauseOverlay.Show();
|
||||
lastPauseActionTime = GameplayClockContainer.GameplayClock.CurrentTime;
|
||||
lastPauseActionTime = GameplayClockContainer.CurrentTime;
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -1005,7 +1005,7 @@ namespace osu.Game.Screens.Play
|
||||
/// </summary>
|
||||
protected virtual void StartGameplay()
|
||||
{
|
||||
if (GameplayClockContainer.GameplayClock.IsRunning)
|
||||
if (GameplayClockContainer.IsRunning)
|
||||
throw new InvalidOperationException($"{nameof(StartGameplay)} should not be called when the gameplay clock is already running");
|
||||
|
||||
GameplayClockContainer.Reset(true);
|
||||
|
@ -18,7 +18,7 @@ namespace osu.Game.Screens.Play
|
||||
public class ScreenSuspensionHandler : Component
|
||||
{
|
||||
private readonly GameplayClockContainer gameplayClockContainer;
|
||||
private Bindable<bool> isPaused;
|
||||
private IBindable<bool> isPaused;
|
||||
|
||||
private readonly Bindable<bool> disableSuspensionBindable = new Bindable<bool>();
|
||||
|
||||
|
@ -41,7 +41,7 @@ namespace osu.Game.Screens.Play
|
||||
private bool isClickable;
|
||||
|
||||
[Resolved]
|
||||
private GameplayClock gameplayClock { get; set; }
|
||||
private IGameplayClock gameplayClock { get; set; }
|
||||
|
||||
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
|
||||
|
||||
|
@ -85,7 +85,7 @@ namespace osu.Game.Storyboards.Drawables
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader(true)]
|
||||
private void load(GameplayClock clock, CancellationToken? cancellationToken, GameHost host, RealmAccess realm)
|
||||
private void load(IGameplayClock clock, CancellationToken? cancellationToken, GameHost host, RealmAccess realm)
|
||||
{
|
||||
if (clock != null)
|
||||
Clock = clock;
|
||||
|
Loading…
Reference in New Issue
Block a user