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Merge branch 'master' into master

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Josh 2022-08-16 12:29:25 +08:00 committed by GitHub
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36 changed files with 253 additions and 205 deletions

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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Mods
{ {
Mod = mod, Mod = mod,
PassCondition = () => Player.ScoreProcessor.JudgedHits >= 2 && PassCondition = () => Player.ScoreProcessor.JudgedHits >= 2 &&
Precision.AlmostEquals(Player.GameplayClockContainer.GameplayClock.Rate, mod.SpeedChange.Value) Precision.AlmostEquals(Player.GameplayClockContainer.Rate, mod.SpeedChange.Value)
}); });
} }
} }

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@ -59,7 +59,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
private bool rotationTransferred; private bool rotationTransferred;
[Resolved(canBeNull: true)] [Resolved(canBeNull: true)]
private GameplayClock gameplayClock { get; set; } private IGameplayClock gameplayClock { get; set; }
protected override void Update() protected override void Update()
{ {

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@ -45,7 +45,7 @@ namespace osu.Game.Tests.Gameplay
}); });
AddStep("start clock", () => gameplayClockContainer.Start()); AddStep("start clock", () => gameplayClockContainer.Start());
AddUntilStep("elapsed greater than zero", () => gameplayClockContainer.GameplayClock.ElapsedFrameTime > 0); AddUntilStep("elapsed greater than zero", () => gameplayClockContainer.ElapsedFrameTime > 0);
} }
[Test] [Test]
@ -60,16 +60,16 @@ namespace osu.Game.Tests.Gameplay
}); });
AddStep("start clock", () => gameplayClockContainer.Start()); AddStep("start clock", () => gameplayClockContainer.Start());
AddUntilStep("current time greater 2000", () => gameplayClockContainer.GameplayClock.CurrentTime > 2000); AddUntilStep("current time greater 2000", () => gameplayClockContainer.CurrentTime > 2000);
double timeAtReset = 0; double timeAtReset = 0;
AddStep("reset clock", () => AddStep("reset clock", () =>
{ {
timeAtReset = gameplayClockContainer.GameplayClock.CurrentTime; timeAtReset = gameplayClockContainer.CurrentTime;
gameplayClockContainer.Reset(); gameplayClockContainer.Reset();
}); });
AddAssert("current time < time at reset", () => gameplayClockContainer.GameplayClock.CurrentTime < timeAtReset); AddAssert("current time < time at reset", () => gameplayClockContainer.CurrentTime < timeAtReset);
} }
[Test] [Test]

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@ -77,7 +77,6 @@ namespace osu.Game.Tests.Gameplay
Add(gameplayContainer = new MasterGameplayClockContainer(working, 0) Add(gameplayContainer = new MasterGameplayClockContainer(working, 0)
{ {
IsPaused = { Value = true },
Child = new FrameStabilityContainer Child = new FrameStabilityContainer
{ {
Child = sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1)) Child = sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
@ -106,7 +105,6 @@ namespace osu.Game.Tests.Gameplay
Add(gameplayContainer = new MasterGameplayClockContainer(working, start_time) Add(gameplayContainer = new MasterGameplayClockContainer(working, start_time)
{ {
StartTime = start_time, StartTime = start_time,
IsPaused = { Value = true },
Child = new FrameStabilityContainer Child = new FrameStabilityContainer
{ {
Child = sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1)) Child = sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
@ -141,7 +139,7 @@ namespace osu.Game.Tests.Gameplay
beatmapSkinSourceContainer.Add(sample = new TestDrawableStoryboardSample(new StoryboardSampleInfo("test-sample", 1, 1)) beatmapSkinSourceContainer.Add(sample = new TestDrawableStoryboardSample(new StoryboardSampleInfo("test-sample", 1, 1))
{ {
Clock = gameplayContainer.GameplayClock Clock = gameplayContainer
}); });
}); });

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@ -4,6 +4,7 @@
#nullable disable #nullable disable
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using NUnit.Framework; using NUnit.Framework;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Timing; using osu.Framework.Timing;
@ -30,7 +31,7 @@ namespace osu.Game.Tests.NonVisual
{ {
public List<Bindable<double>> MutableNonGameplayAdjustments { get; } = new List<Bindable<double>>(); public List<Bindable<double>> MutableNonGameplayAdjustments { get; } = new List<Bindable<double>>();
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments; public override IEnumerable<double> NonGameplayAdjustments => MutableNonGameplayAdjustments.Select(b => b.Value);
public TestGameplayClock(IFrameBasedClock underlyingClock) public TestGameplayClock(IFrameBasedClock underlyingClock)
: base(underlyingClock) : base(underlyingClock)

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@ -80,7 +80,7 @@ namespace osu.Game.Tests.Visual.Gameplay
(typeof(ScoreProcessor), actualComponentsContainer.Dependencies.Get<ScoreProcessor>()), (typeof(ScoreProcessor), actualComponentsContainer.Dependencies.Get<ScoreProcessor>()),
(typeof(HealthProcessor), actualComponentsContainer.Dependencies.Get<HealthProcessor>()), (typeof(HealthProcessor), actualComponentsContainer.Dependencies.Get<HealthProcessor>()),
(typeof(GameplayState), actualComponentsContainer.Dependencies.Get<GameplayState>()), (typeof(GameplayState), actualComponentsContainer.Dependencies.Get<GameplayState>()),
(typeof(GameplayClock), actualComponentsContainer.Dependencies.Get<GameplayClock>()) (typeof(IGameplayClock), actualComponentsContainer.Dependencies.Get<IGameplayClock>())
}, },
}; };

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@ -137,13 +137,13 @@ namespace osu.Game.Tests.Visual.Gameplay
private void seekManualTo(double time) => AddStep($"seek manual clock to {time}", () => manualClock.CurrentTime = time); private void seekManualTo(double time) => AddStep($"seek manual clock to {time}", () => manualClock.CurrentTime = time);
private void confirmSeek(double time) => AddUntilStep($"wait for seek to {time}", () => consumer.Clock.CurrentTime == time); private void confirmSeek(double time) => AddUntilStep($"wait for seek to {time}", () => consumer.Clock.CurrentTime, () => Is.EqualTo(time));
private void checkFrameCount(int frames) => private void checkFrameCount(int frames) =>
AddAssert($"elapsed frames is {frames}", () => consumer.ElapsedFrames == frames); AddAssert($"elapsed frames is {frames}", () => consumer.ElapsedFrames, () => Is.EqualTo(frames));
private void checkRate(double rate) => private void checkRate(double rate) =>
AddAssert($"clock rate is {rate}", () => consumer.Clock.Rate == rate); AddAssert($"clock rate is {rate}", () => consumer.Clock.Rate, () => Is.EqualTo(rate));
public class ClockConsumingChild : CompositeDrawable public class ClockConsumingChild : CompositeDrawable
{ {

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@ -1,8 +1,6 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
#nullable disable
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using NUnit.Framework; using NUnit.Framework;
@ -21,22 +19,22 @@ namespace osu.Game.Tests.Visual.Gameplay
[Test] [Test]
public void TestAllSamplesStopDuringSeek() public void TestAllSamplesStopDuringSeek()
{ {
DrawableSlider slider = null; DrawableSlider? slider = null;
PoolableSkinnableSample[] samples = null; PoolableSkinnableSample[] samples = null!;
ISamplePlaybackDisabler sampleDisabler = null; ISamplePlaybackDisabler sampleDisabler = null!;
AddUntilStep("get variables", () => AddUntilStep("get variables", () =>
{ {
sampleDisabler = Player; sampleDisabler = Player;
slider = Player.ChildrenOfType<DrawableSlider>().MinBy(s => s.HitObject.StartTime); slider = Player.ChildrenOfType<DrawableSlider>().MinBy(s => s.HitObject.StartTime);
samples = slider?.ChildrenOfType<PoolableSkinnableSample>().ToArray(); samples = slider.ChildrenOfType<PoolableSkinnableSample>().ToArray();
return slider != null; return slider != null;
}); });
AddUntilStep("wait for slider sliding then seek", () => AddUntilStep("wait for slider sliding then seek", () =>
{ {
if (!slider.Tracking.Value) if (slider?.Tracking.Value != true)
return false; return false;
if (!samples.Any(s => s.Playing)) if (!samples.Any(s => s.Playing))

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@ -38,8 +38,8 @@ namespace osu.Game.Tests.Visual.Gameplay
[Cached] [Cached]
private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset()); private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
[Cached] [Cached(typeof(IGameplayClock))]
private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock()); private readonly IGameplayClock gameplayClock = new GameplayClock(new FramedClock());
// best way to check without exposing. // best way to check without exposing.
private Drawable hideTarget => hudOverlay.KeyCounter; private Drawable hideTarget => hudOverlay.KeyCounter;

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@ -130,7 +130,7 @@ namespace osu.Game.Tests.Visual.Gameplay
public double FirstHitObjectTime => DrawableRuleset.Objects.First().StartTime; public double FirstHitObjectTime => DrawableRuleset.Objects.First().StartTime;
public double GameplayClockTime => GameplayClockContainer.GameplayClock.CurrentTime; public double GameplayClockTime => GameplayClockContainer.CurrentTime;
protected override void UpdateAfterChildren() protected override void UpdateAfterChildren()
{ {
@ -138,7 +138,7 @@ namespace osu.Game.Tests.Visual.Gameplay
if (!FirstFrameClockTime.HasValue) if (!FirstFrameClockTime.HasValue)
{ {
FirstFrameClockTime = GameplayClockContainer.GameplayClock.CurrentTime; FirstFrameClockTime = GameplayClockContainer.CurrentTime;
AddInternal(new OsuSpriteText AddInternal(new OsuSpriteText
{ {
Text = $"GameplayStartTime: {DrawableRuleset.GameplayStartTime} " Text = $"GameplayStartTime: {DrawableRuleset.GameplayStartTime} "

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@ -19,7 +19,7 @@ namespace osu.Game.Tests.Visual.Gameplay
base.SetUpSteps(); base.SetUpSteps();
AddUntilStep("gameplay has started", AddUntilStep("gameplay has started",
() => Player.GameplayClockContainer.GameplayClock.CurrentTime > Player.DrawableRuleset.GameplayStartTime); () => Player.GameplayClockContainer.CurrentTime > Player.DrawableRuleset.GameplayStartTime);
} }
[Test] [Test]

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@ -313,7 +313,7 @@ namespace osu.Game.Tests.Visual.Gameplay
AddUntilStep("pause again", () => AddUntilStep("pause again", () =>
{ {
Player.Pause(); Player.Pause();
return !Player.GameplayClockContainer.GameplayClock.IsRunning; return !Player.GameplayClockContainer.IsRunning;
}); });
AddAssert("loop is playing", () => getLoop().IsPlaying); AddAssert("loop is playing", () => getLoop().IsPlaying);
@ -378,7 +378,7 @@ namespace osu.Game.Tests.Visual.Gameplay
AddAssert("pause overlay " + (isShown ? "shown" : "hidden"), () => Player.PauseOverlayVisible == isShown); AddAssert("pause overlay " + (isShown ? "shown" : "hidden"), () => Player.PauseOverlayVisible == isShown);
private void confirmClockRunning(bool isRunning) => private void confirmClockRunning(bool isRunning) =>
AddUntilStep("clock " + (isRunning ? "running" : "stopped"), () => Player.GameplayClockContainer.GameplayClock.IsRunning == isRunning); AddUntilStep("clock " + (isRunning ? "running" : "stopped"), () => Player.GameplayClockContainer.IsRunning == isRunning);
protected override bool AllowFail => true; protected override bool AllowFail => true;

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@ -29,8 +29,8 @@ namespace osu.Game.Tests.Visual.Gameplay
[Cached] [Cached]
private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset()); private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
[Cached] [Cached(typeof(IGameplayClock))]
private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock()); private readonly IGameplayClock gameplayClock = new GameplayClock(new FramedClock());
[SetUpSteps] [SetUpSteps]
public void SetUpSteps() public void SetUpSteps()

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@ -36,8 +36,8 @@ namespace osu.Game.Tests.Visual.Gameplay
[Cached] [Cached]
private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset()); private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
[Cached] [Cached(typeof(IGameplayClock))]
private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock()); private readonly IGameplayClock gameplayClock = new GameplayClock(new FramedClock());
private IEnumerable<HUDOverlay> hudOverlays => CreatedDrawables.OfType<HUDOverlay>(); private IEnumerable<HUDOverlay> hudOverlays => CreatedDrawables.OfType<HUDOverlay>();

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@ -6,6 +6,7 @@
using NUnit.Framework; using NUnit.Framework;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Game.Rulesets.Osu; using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Play; using osu.Game.Screens.Play;
using osuTK; using osuTK;
@ -22,7 +23,7 @@ namespace osu.Game.Tests.Visual.Gameplay
private double increment; private double increment;
private GameplayClockContainer gameplayClockContainer; private GameplayClockContainer gameplayClockContainer;
private GameplayClock gameplayClock; private IFrameBasedClock gameplayClock;
private const double skip_time = 6000; private const double skip_time = 6000;
@ -51,7 +52,7 @@ namespace osu.Game.Tests.Visual.Gameplay
}; };
gameplayClockContainer.Start(); gameplayClockContainer.Start();
gameplayClock = gameplayClockContainer.GameplayClock; gameplayClock = gameplayClockContainer;
}); });
[Test] [Test]

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@ -30,7 +30,7 @@ namespace osu.Game.Tests.Visual.Gameplay
Add(gameplayClockContainer = new MasterGameplayClockContainer(Beatmap.Value, skip_target_time)); Add(gameplayClockContainer = new MasterGameplayClockContainer(Beatmap.Value, skip_target_time));
Dependencies.CacheAs(gameplayClockContainer.GameplayClock); Dependencies.CacheAs<IGameplayClock>(gameplayClockContainer);
} }
[SetUpSteps] [SetUpSteps]

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@ -363,7 +363,7 @@ namespace osu.Game.Tests.Visual.Gameplay
private Player player => Stack.CurrentScreen as Player; private Player player => Stack.CurrentScreen as Player;
private double currentFrameStableTime private double currentFrameStableTime
=> player.ChildrenOfType<FrameStabilityContainer>().First().FrameStableClock.CurrentTime; => player.ChildrenOfType<FrameStabilityContainer>().First().CurrentTime;
private void waitForPlayer() => AddUntilStep("wait for player", () => (Stack.CurrentScreen as Player)?.IsLoaded == true); 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
public void TestStoryboardNoSkipOutro() public void TestStoryboardNoSkipOutro()
{ {
CreateTest(); CreateTest();
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration); AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
AddUntilStep("wait for score shown", () => Player.IsScoreShown); AddUntilStep("wait for score shown", () => Player.IsScoreShown);
} }
@ -100,7 +100,7 @@ namespace osu.Game.Tests.Visual.Gameplay
}); });
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed); AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration); AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible); AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
} }
@ -111,7 +111,7 @@ namespace osu.Game.Tests.Visual.Gameplay
{ {
AddStep("set ShowResults = false", () => showResults = false); AddStep("set ShowResults = false", () => showResults = false);
}); });
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration); AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
AddWaitStep("wait", 10); AddWaitStep("wait", 10);
AddAssert("no score shown", () => !Player.IsScoreShown); AddAssert("no score shown", () => !Player.IsScoreShown);
} }
@ -120,7 +120,7 @@ namespace osu.Game.Tests.Visual.Gameplay
public void TestStoryboardEndsBeforeCompletion() public void TestStoryboardEndsBeforeCompletion()
{ {
CreateTest(() => AddStep("set storyboard duration to .1s", () => currentStoryboardDuration = 100)); CreateTest(() => AddStep("set storyboard duration to .1s", () => currentStoryboardDuration = 100));
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration); AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value); AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
AddUntilStep("wait for score shown", () => Player.IsScoreShown); 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 not visible", () => fadeContainer().State == Visibility.Hidden);
AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible); 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] [Test]

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@ -451,7 +451,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
} }
private void checkPaused(int userId, bool state) 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) private void checkPausedInstant(int userId, bool state)
{ {

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@ -671,7 +671,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
for (double i = 1000; i < TestResources.QUICK_BEATMAP_LENGTH; i += 1000) for (double i = 1000; i < TestResources.QUICK_BEATMAP_LENGTH; i += 1000)
{ {
double time = i; 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); AddUntilStep("wait for results", () => multiplayerComponents.CurrentScreen is ResultsScreen);

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@ -67,7 +67,7 @@ namespace osu.Game.Rulesets.UI
public override Container FrameStableComponents { get; } = new Container { RelativeSizeAxes = Axes.Both }; 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; private bool frameStablePlayback = true;

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@ -1,16 +1,16 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
#nullable disable
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics;
using System.Linq; using System.Linq;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Timing; using osu.Framework.Timing;
using osu.Framework.Utils;
using osu.Game.Input.Handlers; using osu.Game.Input.Handlers;
using osu.Game.Screens.Play; 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. /// 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. /// Will ensure a minimum of 50 frames per clock second is maintained, regardless of any system lag or seeks.
/// </summary> /// </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> /// <summary>
/// The number of frames (per parent frame) which can be run in an attempt to catch-up to real-time. /// 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> /// <summary>
/// Whether to enable frame-stable playback. /// Whether to enable frame-stable playback.
/// </summary> /// </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 Bindable<bool> isCatchingUp = new Bindable<bool>();
private readonly FrameStabilityClock frameStableClock;
public FrameStabilityContainer(double gameplayStartTime = double.MinValue) private readonly Bindable<bool> waitingOnFrames = new Bindable<bool>();
{
RelativeSizeAxes = Axes.Both;
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; 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 readonly FramedClock framedClock;
private IFrameBasedClock parentGameplayClock;
/// <summary> /// <summary>
/// The current direction of playback to be exposed to frame stable children. /// The current direction of playback to be exposed to frame stable children.
/// </summary> /// </summary>
@ -62,32 +71,34 @@ namespace osu.Game.Rulesets.UI
/// </remarks> /// </remarks>
private int direction = 1; 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; private PlaybackState state;
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && state != PlaybackState.NotValid;
private bool hasReplayAttached => ReplayInputHandler != null; private bool hasReplayAttached => ReplayInputHandler != null;
private const double sixty_frame_time = 1000.0 / 60;
private bool firstConsumption = true; 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() public override bool UpdateSubTree()
{ {
int loops = MaxCatchUpFrames; int loops = MaxCatchUpFrames;
@ -110,12 +121,12 @@ namespace osu.Game.Rulesets.UI
private void updateClock() private void updateClock()
{ {
if (frameStableClock.WaitingOnFrames.Value) if (waitingOnFrames.Value)
{ {
// if waiting on frames, run one update loop to determine if frames have arrived. // if waiting on frames, run one update loop to determine if frames have arrived.
state = PlaybackState.Valid; state = PlaybackState.Valid;
} }
else if (frameStableClock.IsPaused.Value) else if (IsPaused.Value)
{ {
// time should not advance while paused, nor should anything run. // time should not advance while paused, nor should anything run.
state = PlaybackState.NotValid; state = PlaybackState.NotValid;
@ -126,10 +137,7 @@ namespace osu.Game.Rulesets.UI
state = PlaybackState.Valid; state = PlaybackState.Valid;
} }
if (parentGameplayClock == null) double proposedTime = referenceClock.CurrentTime;
setClock(); // LoadComplete may not be run yet, but we still want the clock.
double proposedTime = parentGameplayClock.CurrentTime;
if (FrameStablePlayback) if (FrameStablePlayback)
// if we require frame stability, the proposed time will be adjusted to move at most one known // 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) if (state == PlaybackState.Valid && proposedTime != manualClock.CurrentTime)
direction = proposedTime >= manualClock.CurrentTime ? 1 : -1; 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; isCatchingUp.Value = timeBehind > 200;
frameStableClock.WaitingOnFrames.Value = state == PlaybackState.NotValid; waitingOnFrames.Value = state == PlaybackState.NotValid;
manualClock.CurrentTime = proposedTime; manualClock.CurrentTime = proposedTime;
manualClock.Rate = Math.Abs(parentGameplayClock.Rate) * direction; manualClock.Rate = Math.Abs(referenceClock.Rate) * direction;
manualClock.IsRunning = parentGameplayClock.IsRunning; manualClock.IsRunning = referenceClock.IsRunning;
// determine whether catch-up is required. // determine whether catch-up is required.
if (state == PlaybackState.Valid && timeBehind > 0) if (state == PlaybackState.Valid && timeBehind > 0)
@ -174,6 +182,8 @@ namespace osu.Game.Rulesets.UI
/// <returns>Whether playback is still valid.</returns> /// <returns>Whether playback is still valid.</returns>
private bool updateReplay(ref double proposedTime) private bool updateReplay(ref double proposedTime)
{ {
Debug.Assert(ReplayInputHandler != null);
double? newTime; double? newTime;
if (FrameStablePlayback) if (FrameStablePlayback)
@ -210,6 +220,8 @@ namespace osu.Game.Rulesets.UI
/// <param name="proposedTime">The time which is to be displayed.</param> /// <param name="proposedTime">The time which is to be displayed.</param>
private void applyFrameStability(ref double proposedTime) private void applyFrameStability(ref double proposedTime)
{ {
const double sixty_frame_time = 1000.0 / 60;
if (firstConsumption) if (firstConsumption)
{ {
// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour. // 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. double baseRate = Rate;
parentGameplayClock ??= Clock;
} foreach (double adjustment in NonGameplayAdjustments)
else {
{ if (Precision.AlmostEquals(adjustment, 0))
Clock = frameStableClock; 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 private enum PlaybackState
{ {
@ -266,25 +312,5 @@ namespace osu.Game.Rulesets.UI
/// </summary> /// </summary>
Valid 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;
}
} }
} }

View File

@ -1,8 +1,6 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
#nullable disable
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Timing; using osu.Framework.Timing;

View File

@ -1,12 +1,8 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
#nullable disable
using JetBrains.Annotations;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Timing;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Scoring; using osu.Game.Scoring;
using osu.Game.Screens.Play; using osu.Game.Screens.Play;
@ -26,7 +22,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
/// </summary> /// </summary>
/// <param name="score">The score containing the player's replay.</param> /// <param name="score">The score containing the player's replay.</param>
/// <param name="spectatorPlayerClock">The clock controlling the gameplay running state.</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 }) : base(score, new PlayerConfiguration { AllowUserInteraction = false })
{ {
this.spectatorPlayerClock = spectatorPlayerClock; this.spectatorPlayerClock = spectatorPlayerClock;
@ -41,6 +37,19 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
HUDOverlay.HoldToQuit.Expire(); 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() protected override void UpdateAfterChildren()
{ {
base.UpdateAfterChildren(); base.UpdateAfterChildren();
@ -50,28 +59,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
} }
protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
=> new SpectatorGameplayClockContainer(spectatorPlayerClock); => new GameplayClockContainer(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);
}
} }
} }

View File

@ -126,7 +126,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
for (int i = 0; i < Users.Count; i++) 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); syncManager.AddPlayerClock(instances[i].GameplayClock);
} }

View File

@ -45,7 +45,7 @@ namespace osu.Game.Screens.Play
private ISamplePlaybackDisabler samplePlaybackDisabler { get; set; } private ISamplePlaybackDisabler samplePlaybackDisabler { get; set; }
[Resolved] [Resolved]
private GameplayClock gameplayClock { get; set; } private IGameplayClock gameplayClock { get; set; }
private void onComboChange(ValueChangedEvent<int> combo) private void onComboChange(ValueChangedEvent<int> combo)
{ {

View File

@ -19,51 +19,39 @@ namespace osu.Game.Screens.Play
/// <see cref="IFrameBasedClock"/>, as this should only be done once to ensure accuracy. /// <see cref="IFrameBasedClock"/>, as this should only be done once to ensure accuracy.
/// </remarks> /// </remarks>
/// </summary> /// </summary>
public class GameplayClock : IFrameBasedClock public class GameplayClock : IGameplayClock
{ {
internal readonly IFrameBasedClock UnderlyingClock; internal readonly IFrameBasedClock UnderlyingClock;
public readonly BindableBool IsPaused = new BindableBool(); public readonly BindableBool IsPaused = new BindableBool();
/// <summary> IBindable<bool> IGameplayClock.IsPaused => IsPaused;
/// All adjustments applied to this clock which don't come from gameplay or mods.
/// </summary> public virtual IEnumerable<double> NonGameplayAdjustments => Enumerable.Empty<double>();
public virtual IEnumerable<Bindable<double>> NonGameplayAdjustments => Enumerable.Empty<Bindable<double>>();
public GameplayClock(IFrameBasedClock underlyingClock) public GameplayClock(IFrameBasedClock underlyingClock)
{ {
UnderlyingClock = 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? StartTime { get; internal set; }
public double CurrentTime => UnderlyingClock.CurrentTime; public double CurrentTime => UnderlyingClock.CurrentTime;
public double Rate => UnderlyingClock.Rate; 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 public double TrueGameplayRate
{ {
get get
{ {
double baseRate = Rate; 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; return 0;
baseRate /= adjustment.Value; baseRate /= adjustment;
} }
return baseRate; return baseRate;

View File

@ -1,11 +1,11 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
#nullable disable
using System; using System;
using System.Collections.Generic;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Logging; using osu.Framework.Logging;
@ -16,17 +16,14 @@ namespace osu.Game.Screens.Play
/// <summary> /// <summary>
/// Encapsulates gameplay timing logic and provides a <see cref="GameplayClock"/> via DI for gameplay components to use. /// Encapsulates gameplay timing logic and provides a <see cref="GameplayClock"/> via DI for gameplay components to use.
/// </summary> /// </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> /// <summary>
/// Whether gameplay is paused. /// Whether gameplay is paused.
/// </summary> /// </summary>
public readonly BindableBool IsPaused = new BindableBool(true); public IBindable<bool> IsPaused => isPaused;
private readonly BindableBool isPaused = new BindableBool(true);
/// <summary> /// <summary>
/// The adjustable source clock used for gameplay. Should be used for seeks and clock control. /// 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> /// <summary>
/// The source clock. /// The source clock.
/// </summary> /// </summary>
protected IClock SourceClock { get; private set; } public IClock SourceClock { get; private set; }
/// <summary> /// <summary>
/// Invoked when a seek has been performed via <see cref="Seek"/> /// Invoked when a seek has been performed via <see cref="Seek"/>
/// </summary> /// </summary>
public event Action OnSeek; public event Action? OnSeek;
private double? startTime; private double? startTime;
@ -59,16 +56,23 @@ namespace osu.Game.Screens.Play
{ {
startTime = value; startTime = value;
if (GameplayClock != null) if (GameplayClock.IsNotNull())
GameplayClock.StartTime = value; 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> /// <summary>
/// Creates a new <see cref="GameplayClockContainer"/>. /// Creates a new <see cref="GameplayClockContainer"/>.
/// </summary> /// </summary>
/// <param name="sourceClock">The source <see cref="IClock"/> used for timing.</param> /// <param name="sourceClock">The source <see cref="IClock"/> used for timing.</param>
protected GameplayClockContainer(IClock sourceClock) public GameplayClockContainer(IClock sourceClock)
{ {
SourceClock = sourceClock; SourceClock = sourceClock;
@ -82,10 +86,12 @@ namespace osu.Game.Screens.Play
{ {
var dependencies = new DependencyContainer(base.CreateChildDependencies(parent)); var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
dependencies.CacheAs(GameplayClock = CreateGameplayClock(AdjustableSource)); GameplayClock = CreateGameplayClock(AdjustableSource);
dependencies.CacheAs<IGameplayClock>(this);
GameplayClock.StartTime = StartTime; GameplayClock.StartTime = StartTime;
GameplayClock.IsPaused.BindTo(IsPaused); GameplayClock.IsPaused.BindTo(isPaused);
return dependencies; return dependencies;
} }
@ -106,7 +112,7 @@ namespace osu.Game.Screens.Play
AdjustableSource.Start(); AdjustableSource.Start();
} }
IsPaused.Value = false; isPaused.Value = false;
} }
/// <summary> /// <summary>
@ -128,7 +134,7 @@ namespace osu.Game.Screens.Play
/// <summary> /// <summary>
/// Stops gameplay. /// Stops gameplay.
/// </summary> /// </summary>
public void Stop() => IsPaused.Value = true; public void Stop() => isPaused.Value = true;
/// <summary> /// <summary>
/// Resets this <see cref="GameplayClockContainer"/> and the source to an initial state ready for gameplay. /// 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> /// </remarks>
/// <param name="source">The <see cref="IFrameBasedClock"/> providing the source time.</param> /// <param name="source">The <see cref="IFrameBasedClock"/> providing the source time.</param>
/// <returns>The final <see cref="GameplayClock"/>.</returns> /// <returns>The final <see cref="GameplayClock"/>.</returns>
protected abstract GameplayClock CreateGameplayClock(IFrameBasedClock source); protected virtual GameplayClock CreateGameplayClock(IFrameBasedClock source) => new GameplayClock(source);
#region IAdjustableClock #region IAdjustableClock
@ -205,9 +211,7 @@ namespace osu.Game.Screens.Play
void IAdjustableClock.Reset() => Reset(); void IAdjustableClock.Reset() => Reset();
public void ResetSpeedAdjustments() public void ResetSpeedAdjustments() => throw new NotImplementedException();
{
}
double IAdjustableClock.Rate double IAdjustableClock.Rate
{ {
@ -215,12 +219,25 @@ namespace osu.Game.Screens.Play
set => throw new NotSupportedException(); set => throw new NotSupportedException();
} }
double IClock.Rate => GameplayClock.Rate; public double Rate => GameplayClock.Rate;
public double CurrentTime => GameplayClock.CurrentTime; public double CurrentTime => GameplayClock.CurrentTime;
public bool IsRunning => GameplayClock.IsRunning; public bool IsRunning => GameplayClock.IsRunning;
#endregion #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;
} }
} }

View File

@ -23,7 +23,7 @@ namespace osu.Game.Screens.Play.HUD
public bool UsesFixedAnchor { get; set; } public bool UsesFixedAnchor { get; set; }
[Resolved] [Resolved]
protected GameplayClock GameplayClock { get; private set; } = null!; protected IGameplayClock GameplayClock { get; private set; } = null!;
[Resolved(canBeNull: true)] [Resolved(canBeNull: true)]
private DrawableRuleset? drawableRuleset { get; set; } private DrawableRuleset? drawableRuleset { get; set; }

View File

@ -38,10 +38,10 @@ namespace osu.Game.Screens.Play.HUD
set => endTime = value; set => endTime = value;
} }
private GameplayClock gameplayClock; private IGameplayClock gameplayClock;
[BackgroundDependencyLoader(true)] [BackgroundDependencyLoader(true)]
private void load(OsuColour colours, GameplayClock clock) private void load(OsuColour colours, IGameplayClock clock)
{ {
if (clock != null) if (clock != null)
gameplayClock = clock; gameplayClock = clock;

View 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; }
}
}

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@ -303,7 +303,7 @@ namespace osu.Game.Screens.Play
private class MasterGameplayClock : GameplayClock private class MasterGameplayClock : GameplayClock
{ {
public readonly List<Bindable<double>> MutableNonGameplayAdjustments = new List<Bindable<double>>(); 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) public MasterGameplayClock(FramedOffsetClock underlyingClock)
: base(underlyingClock) : base(underlyingClock)

View File

@ -330,7 +330,7 @@ namespace osu.Game.Screens.Play
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState()); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState());
// bind clock into components that require it // bind clock into components that require it
DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused); ((IBindable<bool>)DrawableRuleset.IsPaused).BindTo(GameplayClockContainer.IsPaused);
DrawableRuleset.NewResult += r => DrawableRuleset.NewResult += r =>
{ {
@ -475,7 +475,7 @@ namespace osu.Game.Screens.Play
private void updateSampleDisabledState() 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() private void updatePauseOnFocusLostState()
@ -877,7 +877,7 @@ namespace osu.Game.Screens.Play
private double? lastPauseActionTime; private double? lastPauseActionTime;
protected bool PauseCooldownActive => protected bool PauseCooldownActive =>
lastPauseActionTime.HasValue && GameplayClockContainer.GameplayClock.CurrentTime < lastPauseActionTime + pause_cooldown; lastPauseActionTime.HasValue && GameplayClockContainer.CurrentTime < lastPauseActionTime + pause_cooldown;
/// <summary> /// <summary>
/// A set of conditionals which defines whether the current game state and configuration allows for /// 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(); GameplayClockContainer.Stop();
PauseOverlay.Show(); PauseOverlay.Show();
lastPauseActionTime = GameplayClockContainer.GameplayClock.CurrentTime; lastPauseActionTime = GameplayClockContainer.CurrentTime;
return true; return true;
} }
@ -1005,7 +1005,7 @@ namespace osu.Game.Screens.Play
/// </summary> /// </summary>
protected virtual void StartGameplay() protected virtual void StartGameplay()
{ {
if (GameplayClockContainer.GameplayClock.IsRunning) if (GameplayClockContainer.IsRunning)
throw new InvalidOperationException($"{nameof(StartGameplay)} should not be called when the gameplay clock is already running"); throw new InvalidOperationException($"{nameof(StartGameplay)} should not be called when the gameplay clock is already running");
GameplayClockContainer.Reset(true); GameplayClockContainer.Reset(true);

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@ -18,7 +18,7 @@ namespace osu.Game.Screens.Play
public class ScreenSuspensionHandler : Component public class ScreenSuspensionHandler : Component
{ {
private readonly GameplayClockContainer gameplayClockContainer; private readonly GameplayClockContainer gameplayClockContainer;
private Bindable<bool> isPaused; private IBindable<bool> isPaused;
private readonly Bindable<bool> disableSuspensionBindable = new Bindable<bool>(); private readonly Bindable<bool> disableSuspensionBindable = new Bindable<bool>();

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@ -41,7 +41,7 @@ namespace osu.Game.Screens.Play
private bool isClickable; private bool isClickable;
[Resolved] [Resolved]
private GameplayClock gameplayClock { get; set; } private IGameplayClock gameplayClock { get; set; }
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;

View File

@ -85,7 +85,7 @@ namespace osu.Game.Storyboards.Drawables
} }
[BackgroundDependencyLoader(true)] [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) if (clock != null)
Clock = clock; Clock = clock;