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synced 2024-12-24 23:53:02 +08:00
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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Mod = mod,
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Mod = mod,
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PassCondition = () => Player.ScoreProcessor.JudgedHits >= 2 &&
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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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}
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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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private bool rotationTransferred;
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|
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[Resolved(canBeNull: true)]
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[Resolved(canBeNull: true)]
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private GameplayClock gameplayClock { get; set; }
|
private IGameplayClock gameplayClock { get; set; }
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|
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protected override void Update()
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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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|
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AddStep("start clock", () => gameplayClockContainer.Start());
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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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}
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|
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[Test]
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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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|
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AddStep("start clock", () => gameplayClockContainer.Start());
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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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|
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double timeAtReset = 0;
|
double timeAtReset = 0;
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AddStep("reset clock", () =>
|
AddStep("reset clock", () =>
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{
|
{
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timeAtReset = gameplayClockContainer.GameplayClock.CurrentTime;
|
timeAtReset = gameplayClockContainer.CurrentTime;
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gameplayClockContainer.Reset();
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gameplayClockContainer.Reset();
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});
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});
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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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}
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|
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[Test]
|
[Test]
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|
@ -77,7 +77,6 @@ namespace osu.Game.Tests.Gameplay
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|
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Add(gameplayContainer = new MasterGameplayClockContainer(working, 0)
|
Add(gameplayContainer = new MasterGameplayClockContainer(working, 0)
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{
|
{
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IsPaused = { Value = true },
|
|
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Child = new FrameStabilityContainer
|
Child = new FrameStabilityContainer
|
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{
|
{
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Child = sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
|
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)
|
Add(gameplayContainer = new MasterGameplayClockContainer(working, start_time)
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{
|
{
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StartTime = start_time,
|
StartTime = start_time,
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IsPaused = { Value = true },
|
|
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Child = new FrameStabilityContainer
|
Child = new FrameStabilityContainer
|
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{
|
{
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Child = sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
|
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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|
|
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beatmapSkinSourceContainer.Add(sample = new TestDrawableStoryboardSample(new StoryboardSampleInfo("test-sample", 1, 1))
|
beatmapSkinSourceContainer.Add(sample = new TestDrawableStoryboardSample(new StoryboardSampleInfo("test-sample", 1, 1))
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{
|
{
|
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Clock = gameplayContainer.GameplayClock
|
Clock = gameplayContainer
|
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});
|
});
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});
|
});
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|
|
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|
@ -4,6 +4,7 @@
|
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#nullable disable
|
#nullable disable
|
||||||
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
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|
using System.Linq;
|
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using NUnit.Framework;
|
using NUnit.Framework;
|
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using osu.Framework.Bindables;
|
using osu.Framework.Bindables;
|
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using osu.Framework.Timing;
|
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>>();
|
public List<Bindable<double>> MutableNonGameplayAdjustments { get; } = new List<Bindable<double>>();
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|
|
||||||
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments;
|
public override IEnumerable<double> NonGameplayAdjustments => MutableNonGameplayAdjustments.Select(b => b.Value);
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|
|
||||||
public TestGameplayClock(IFrameBasedClock underlyingClock)
|
public TestGameplayClock(IFrameBasedClock underlyingClock)
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: base(underlyingClock)
|
: 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>()),
|
(typeof(ScoreProcessor), actualComponentsContainer.Dependencies.Get<ScoreProcessor>()),
|
||||||
(typeof(HealthProcessor), actualComponentsContainer.Dependencies.Get<HealthProcessor>()),
|
(typeof(HealthProcessor), actualComponentsContainer.Dependencies.Get<HealthProcessor>()),
|
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(typeof(GameplayState), actualComponentsContainer.Dependencies.Get<GameplayState>()),
|
(typeof(GameplayState), actualComponentsContainer.Dependencies.Get<GameplayState>()),
|
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(typeof(GameplayClock), actualComponentsContainer.Dependencies.Get<GameplayClock>())
|
(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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|
|
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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) =>
|
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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
|
||||||
{
|
{
|
||||||
|
@ -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
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|||||||
[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))
|
||||||
|
@ -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;
|
||||||
|
@ -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} "
|
||||||
|
@ -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]
|
||||||
|
@ -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;
|
||||||
|
|
||||||
|
@ -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()
|
||||||
|
@ -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>();
|
||||||
|
|
||||||
|
@ -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]
|
||||||
|
@ -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]
|
||||||
|
@ -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);
|
||||||
|
|
||||||
|
@ -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]
|
||||||
|
@ -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($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().IsRunning != state);
|
||||||
|
|
||||||
private void checkPausedInstant(int userId, bool state)
|
private void checkPausedInstant(int userId, bool state)
|
||||||
{
|
{
|
||||||
|
@ -671,7 +671,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
|||||||
for (double i = 1000; i < TestResources.QUICK_BEATMAP_LENGTH; i += 1000)
|
for (double i = 1000; i < TestResources.QUICK_BEATMAP_LENGTH; i += 1000)
|
||||||
{
|
{
|
||||||
double time = i;
|
double time = i;
|
||||||
AddUntilStep($"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);
|
||||||
|
@ -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;
|
||||||
|
|
||||||
|
@ -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;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -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;
|
||||||
|
|
||||||
|
@ -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);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -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);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -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)
|
||||||
{
|
{
|
||||||
|
@ -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;
|
||||||
|
@ -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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -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; }
|
||||||
|
@ -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;
|
||||||
|
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
|
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)
|
||||||
|
@ -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);
|
||||||
|
@ -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>();
|
||||||
|
|
||||||
|
@ -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;
|
||||||
|
|
||||||
|
@ -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;
|
||||||
|
Loading…
Reference in New Issue
Block a user