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Make TrackVirtualTracking more accurate on seeks/stops
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parent
f2ad2931c7
commit
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@ -50,28 +50,32 @@ namespace osu.Game.Tests.Beatmaps
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public class TrackVirtualManual : Track
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public class TrackVirtualManual : Track
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{
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{
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private readonly IFrameBasedClock referenceClock;
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private readonly IFrameBasedClock referenceClock;
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private readonly ManualClock clock;
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private readonly ManualClock clock = new ManualClock();
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private bool running;
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private bool running;
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/// <summary>
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/// Local offset added to the reference clock to resolve correct time.
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/// </summary>
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private double offset;
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private double offset;
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public TrackVirtualManual(IFrameBasedClock referenceClock)
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public TrackVirtualManual(IFrameBasedClock referenceClock)
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{
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{
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this.referenceClock = referenceClock;
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this.referenceClock = referenceClock;
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Length = double.PositiveInfinity;
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Length = double.PositiveInfinity;
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clock = new ManualClock();
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}
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}
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public override bool Seek(double seek)
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public override bool Seek(double seek)
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{
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{
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offset = MathHelper.Clamp(seek, 0, Length) - referenceClock.CurrentTime;
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offset = MathHelper.Clamp(seek, 0, Length);
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lastReferenceTime = null;
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return true;
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return true;
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}
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}
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public override void Start()
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public override void Start()
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{
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{
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running = true;
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running = true;
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Seek(0);
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}
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}
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public override void Reset()
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public override void Reset()
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@ -81,19 +85,42 @@ namespace osu.Game.Tests.Beatmaps
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}
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}
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public override void Stop()
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public override void Stop()
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{
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if (running)
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{
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{
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running = false;
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running = false;
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// on stopping, the current value should be transferred out of the clock, as we can no longer rely on
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// the referenceClock (which will still be counting time).
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offset = clock.CurrentTime;
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lastReferenceTime = null;
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}
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}
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}
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public override bool IsRunning => running;
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public override bool IsRunning => running;
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public override double CurrentTime => running ? clock.CurrentTime : 0;
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private double? lastReferenceTime;
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public override double CurrentTime => clock.CurrentTime;
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protected override void UpdateState()
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protected override void UpdateState()
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{
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{
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base.UpdateState();
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base.UpdateState();
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clock.CurrentTime = Math.Min(referenceClock.CurrentTime + offset, Length);
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if (running)
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{
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double refTime = referenceClock.CurrentTime;
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if (!lastReferenceTime.HasValue)
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{
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// if the clock just started running, the current value should be transferred to the offset
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// (to zero the progression of time).
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offset -= refTime;
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}
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lastReferenceTime = referenceClock.CurrentTime;
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}
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clock.CurrentTime = Math.Min((lastReferenceTime ?? 0) + offset, Length);
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if (CurrentTime >= Length)
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if (CurrentTime >= Length)
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{
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{
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