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Merge pull request #9281 from peppy/fix-gameplay-elapsed-time
Fix gameplay clock not correctly reporting elapsed time
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commit
ac414a5db8
25
osu.Game.Tests/Gameplay/TestSceneGameplayClockContainer.cs
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25
osu.Game.Tests/Gameplay/TestSceneGameplayClockContainer.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using NUnit.Framework;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Tests.Gameplay
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{
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public class TestSceneGameplayClockContainer : OsuTestScene
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{
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[Test]
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public void TestStartThenElapsedTime()
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{
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GameplayClockContainer gcc = null;
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AddStep("create container", () => Add(gcc = new GameplayClockContainer(CreateWorkingBeatmap(new OsuRuleset().RulesetInfo), Array.Empty<Mod>(), 0)));
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AddStep("start track", () => gcc.Start());
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AddUntilStep("elapsed greater than zero", () => gcc.GameplayClock.ElapsedFrameTime > 0);
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}
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}
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}
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@ -251,8 +251,9 @@ namespace osu.Game.Screens.Play
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private class HardwareCorrectionOffsetClock : FramedOffsetClock
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private class HardwareCorrectionOffsetClock : FramedOffsetClock
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{
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{
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// we always want to apply the same real-time offset, so it should be adjusted by the playback rate to achieve this.
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// we always want to apply the same real-time offset, so it should be adjusted by the difference in playback rate (from realtime) to achieve this.
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public override double CurrentTime => SourceTime + Offset * Rate;
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// base implementation already adds offset at 1.0 rate, so we only add the difference from that here.
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public override double CurrentTime => base.CurrentTime + Offset * (Rate - 1);
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public HardwareCorrectionOffsetClock(IClock source, bool processSource = true)
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public HardwareCorrectionOffsetClock(IClock source, bool processSource = true)
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: base(source, processSource)
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: base(source, processSource)
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