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Merge pull request #19775 from peppy/less-gameplay-clock
Move all usage of `GameplayClock` to `IGameplayClock`
This commit is contained in:
commit
c334a84139
@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Mods
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{
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Mod = mod,
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PassCondition = () => Player.ScoreProcessor.JudgedHits >= 2 &&
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Precision.AlmostEquals(Player.GameplayClockContainer.GameplayClock.Rate, mod.SpeedChange.Value)
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Precision.AlmostEquals(Player.GameplayClockContainer.Rate, mod.SpeedChange.Value)
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});
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}
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}
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@ -59,7 +59,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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private bool rotationTransferred;
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[Resolved(canBeNull: true)]
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private GameplayClock gameplayClock { get; set; }
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private IGameplayClock gameplayClock { get; set; }
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protected override void Update()
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{
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@ -45,7 +45,7 @@ namespace osu.Game.Tests.Gameplay
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});
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AddStep("start clock", () => gameplayClockContainer.Start());
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AddUntilStep("elapsed greater than zero", () => gameplayClockContainer.GameplayClock.ElapsedFrameTime > 0);
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AddUntilStep("elapsed greater than zero", () => gameplayClockContainer.ElapsedFrameTime > 0);
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}
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[Test]
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@ -60,16 +60,16 @@ namespace osu.Game.Tests.Gameplay
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});
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AddStep("start clock", () => gameplayClockContainer.Start());
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AddUntilStep("current time greater 2000", () => gameplayClockContainer.GameplayClock.CurrentTime > 2000);
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AddUntilStep("current time greater 2000", () => gameplayClockContainer.CurrentTime > 2000);
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double timeAtReset = 0;
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AddStep("reset clock", () =>
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{
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timeAtReset = gameplayClockContainer.GameplayClock.CurrentTime;
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timeAtReset = gameplayClockContainer.CurrentTime;
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gameplayClockContainer.Reset();
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});
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AddAssert("current time < time at reset", () => gameplayClockContainer.GameplayClock.CurrentTime < timeAtReset);
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AddAssert("current time < time at reset", () => gameplayClockContainer.CurrentTime < timeAtReset);
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}
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[Test]
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@ -77,7 +77,6 @@ namespace osu.Game.Tests.Gameplay
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Add(gameplayContainer = new MasterGameplayClockContainer(working, 0)
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{
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IsPaused = { Value = true },
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Child = new FrameStabilityContainer
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{
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Child = sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
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@ -106,7 +105,6 @@ namespace osu.Game.Tests.Gameplay
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Add(gameplayContainer = new MasterGameplayClockContainer(working, start_time)
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{
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StartTime = start_time,
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IsPaused = { Value = true },
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Child = new FrameStabilityContainer
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{
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Child = sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
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@ -141,7 +139,7 @@ namespace osu.Game.Tests.Gameplay
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beatmapSkinSourceContainer.Add(sample = new TestDrawableStoryboardSample(new StoryboardSampleInfo("test-sample", 1, 1))
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{
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Clock = gameplayContainer.GameplayClock
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Clock = gameplayContainer
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});
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});
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@ -80,7 +80,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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(typeof(ScoreProcessor), actualComponentsContainer.Dependencies.Get<ScoreProcessor>()),
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(typeof(HealthProcessor), actualComponentsContainer.Dependencies.Get<HealthProcessor>()),
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(typeof(GameplayState), actualComponentsContainer.Dependencies.Get<GameplayState>()),
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(typeof(GameplayClock), actualComponentsContainer.Dependencies.Get<GameplayClock>())
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(typeof(IGameplayClock), actualComponentsContainer.Dependencies.Get<IGameplayClock>())
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},
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};
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@ -38,8 +38,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached]
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[Cached]
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private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock());
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[Cached(typeof(IGameplayClock))]
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private readonly IGameplayClock gameplayClock = new GameplayClock(new FramedClock());
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// best way to check without exposing.
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private Drawable hideTarget => hudOverlay.KeyCounter;
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@ -130,7 +130,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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public double FirstHitObjectTime => DrawableRuleset.Objects.First().StartTime;
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public double GameplayClockTime => GameplayClockContainer.GameplayClock.CurrentTime;
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public double GameplayClockTime => GameplayClockContainer.CurrentTime;
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protected override void UpdateAfterChildren()
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{
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@ -138,7 +138,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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if (!FirstFrameClockTime.HasValue)
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{
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FirstFrameClockTime = GameplayClockContainer.GameplayClock.CurrentTime;
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FirstFrameClockTime = GameplayClockContainer.CurrentTime;
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AddInternal(new OsuSpriteText
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{
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Text = $"GameplayStartTime: {DrawableRuleset.GameplayStartTime} "
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@ -19,7 +19,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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base.SetUpSteps();
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AddUntilStep("gameplay has started",
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() => Player.GameplayClockContainer.GameplayClock.CurrentTime > Player.DrawableRuleset.GameplayStartTime);
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() => Player.GameplayClockContainer.CurrentTime > Player.DrawableRuleset.GameplayStartTime);
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}
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[Test]
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@ -313,7 +313,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("pause again", () =>
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{
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Player.Pause();
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return !Player.GameplayClockContainer.GameplayClock.IsRunning;
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return !Player.GameplayClockContainer.IsRunning;
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});
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AddAssert("loop is playing", () => getLoop().IsPlaying);
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@ -378,7 +378,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("pause overlay " + (isShown ? "shown" : "hidden"), () => Player.PauseOverlayVisible == isShown);
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private void confirmClockRunning(bool isRunning) =>
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AddUntilStep("clock " + (isRunning ? "running" : "stopped"), () => Player.GameplayClockContainer.GameplayClock.IsRunning == isRunning);
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AddUntilStep("clock " + (isRunning ? "running" : "stopped"), () => Player.GameplayClockContainer.IsRunning == isRunning);
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protected override bool AllowFail => true;
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@ -29,8 +29,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached]
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[Cached]
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private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock());
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[Cached(typeof(IGameplayClock))]
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private readonly IGameplayClock gameplayClock = new GameplayClock(new FramedClock());
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[SetUpSteps]
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public void SetUpSteps()
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@ -36,8 +36,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached]
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[Cached]
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private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock());
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[Cached(typeof(IGameplayClock))]
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private readonly IGameplayClock gameplayClock = new GameplayClock(new FramedClock());
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private IEnumerable<HUDOverlay> hudOverlays => CreatedDrawables.OfType<HUDOverlay>();
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@ -6,6 +6,7 @@
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Timing;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Play;
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using osuTK;
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@ -22,7 +23,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private double increment;
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private GameplayClockContainer gameplayClockContainer;
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private GameplayClock gameplayClock;
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private IFrameBasedClock gameplayClock;
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private const double skip_time = 6000;
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@ -51,7 +52,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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};
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gameplayClockContainer.Start();
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gameplayClock = gameplayClockContainer.GameplayClock;
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gameplayClock = gameplayClockContainer;
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});
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[Test]
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@ -30,7 +30,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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Add(gameplayClockContainer = new MasterGameplayClockContainer(Beatmap.Value, skip_target_time));
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Dependencies.CacheAs(gameplayClockContainer.GameplayClock);
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Dependencies.CacheAs<IGameplayClock>(gameplayClockContainer);
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}
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[SetUpSteps]
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@ -64,7 +64,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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public void TestStoryboardNoSkipOutro()
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{
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CreateTest();
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("wait for score shown", () => Player.IsScoreShown);
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}
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@ -100,7 +100,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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});
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
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}
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@ -111,7 +111,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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AddStep("set ShowResults = false", () => showResults = false);
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});
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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AddWaitStep("wait", 10);
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AddAssert("no score shown", () => !Player.IsScoreShown);
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}
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@ -120,7 +120,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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public void TestStoryboardEndsBeforeCompletion()
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{
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CreateTest(() => AddStep("set storyboard duration to .1s", () => currentStoryboardDuration = 100));
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
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AddUntilStep("wait for score shown", () => Player.IsScoreShown);
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}
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@ -138,7 +138,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("skip overlay content not visible", () => fadeContainer().State == Visibility.Hidden);
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AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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}
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[Test]
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@ -451,7 +451,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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private void checkPaused(int userId, bool state)
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=> AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
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=> AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().IsRunning != state);
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private void checkPausedInstant(int userId, bool state)
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{
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@ -671,7 +671,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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for (double i = 1000; i < TestResources.QUICK_BEATMAP_LENGTH; i += 1000)
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{
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double time = i;
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AddUntilStep($"wait for time > {i}", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.GameplayClock.CurrentTime > time);
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AddUntilStep($"wait for time > {i}", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.CurrentTime > time);
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}
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AddUntilStep("wait for results", () => multiplayerComponents.CurrentScreen is ResultsScreen);
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@ -5,6 +5,7 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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@ -36,7 +37,7 @@ namespace osu.Game.Rulesets.UI
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public IFrameStableClock FrameStableClock => frameStableClock;
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[Cached(typeof(GameplayClock))]
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[Cached(typeof(IGameplayClock))]
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private readonly FrameStabilityClock frameStableClock;
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public FrameStabilityContainer(double gameplayStartTime = double.MinValue)
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@ -63,12 +64,12 @@ namespace osu.Game.Rulesets.UI
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private int direction = 1;
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[BackgroundDependencyLoader(true)]
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private void load(GameplayClock clock)
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private void load(IGameplayClock clock)
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{
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if (clock != null)
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{
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parentGameplayClock = frameStableClock.ParentGameplayClock = clock;
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frameStableClock.IsPaused.BindTo(clock.IsPaused);
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((IBindable<bool>)frameStableClock.IsPaused).BindTo(clock.IsPaused);
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}
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}
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@ -129,6 +130,8 @@ namespace osu.Game.Rulesets.UI
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if (parentGameplayClock == null)
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setClock(); // LoadComplete may not be run yet, but we still want the clock.
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Debug.Assert(parentGameplayClock != null);
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double proposedTime = parentGameplayClock.CurrentTime;
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if (FrameStablePlayback)
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@ -269,7 +272,7 @@ namespace osu.Game.Rulesets.UI
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private class FrameStabilityClock : GameplayClock, IFrameStableClock
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{
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public GameplayClock ParentGameplayClock;
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public IGameplayClock ParentGameplayClock;
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public readonly Bindable<bool> IsCatchingUp = new Bindable<bool>();
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@ -1,12 +1,8 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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@ -26,7 +22,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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/// </summary>
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/// <param name="score">The score containing the player's replay.</param>
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/// <param name="spectatorPlayerClock">The clock controlling the gameplay running state.</param>
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public MultiSpectatorPlayer([NotNull] Score score, [NotNull] ISpectatorPlayerClock spectatorPlayerClock)
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public MultiSpectatorPlayer(Score score, ISpectatorPlayerClock spectatorPlayerClock)
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: base(score, new PlayerConfiguration { AllowUserInteraction = false })
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{
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this.spectatorPlayerClock = spectatorPlayerClock;
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@ -41,6 +37,19 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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HUDOverlay.HoldToQuit.Expire();
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}
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protected override void Update()
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{
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// The player clock's running state is controlled externally, but the local pausing state needs to be updated to start/stop gameplay.
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CatchUpSpectatorPlayerClock catchUpClock = (CatchUpSpectatorPlayerClock)GameplayClockContainer.SourceClock;
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if (catchUpClock.IsRunning)
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GameplayClockContainer.Start();
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else
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GameplayClockContainer.Stop();
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base.Update();
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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@ -50,28 +59,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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}
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protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart)
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=> new SpectatorGameplayClockContainer(spectatorPlayerClock);
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private class SpectatorGameplayClockContainer : GameplayClockContainer
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{
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public SpectatorGameplayClockContainer([NotNull] IClock sourceClock)
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: base(sourceClock)
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{
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}
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protected override void Update()
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{
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// The SourceClock here is always a CatchUpSpectatorPlayerClock.
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// The player clock's running state is controlled externally, but the local pausing state needs to be updated to stop gameplay.
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if (SourceClock.IsRunning)
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Start();
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else
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Stop();
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base.Update();
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}
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protected override GameplayClock CreateGameplayClock(IFrameBasedClock source) => new GameplayClock(source);
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}
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=> new GameplayClockContainer(spectatorPlayerClock);
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}
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}
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|
@ -126,7 +126,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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for (int i = 0; i < Users.Count; i++)
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{
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grid.Add(instances[i] = new PlayerArea(Users[i], masterClockContainer.GameplayClock));
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grid.Add(instances[i] = new PlayerArea(Users[i], masterClockContainer));
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syncManager.AddPlayerClock(instances[i].GameplayClock);
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}
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@ -45,7 +45,7 @@ namespace osu.Game.Screens.Play
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private ISamplePlaybackDisabler samplePlaybackDisabler { get; set; }
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[Resolved]
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private GameplayClock gameplayClock { get; set; }
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private IGameplayClock gameplayClock { get; set; }
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private void onComboChange(ValueChangedEvent<int> combo)
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{
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@ -19,15 +19,14 @@ namespace osu.Game.Screens.Play
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/// <see cref="IFrameBasedClock"/>, as this should only be done once to ensure accuracy.
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/// </remarks>
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/// </summary>
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public class GameplayClock : IFrameBasedClock
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public class GameplayClock : IGameplayClock
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{
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internal readonly IFrameBasedClock UnderlyingClock;
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public readonly BindableBool IsPaused = new BindableBool();
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/// <summary>
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/// All adjustments applied to this clock which don't come from gameplay or mods.
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/// </summary>
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IBindable<bool> IGameplayClock.IsPaused => IsPaused;
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public virtual IEnumerable<Bindable<double>> NonGameplayAdjustments => Enumerable.Empty<Bindable<double>>();
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public GameplayClock(IFrameBasedClock underlyingClock)
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@ -35,23 +34,12 @@ namespace osu.Game.Screens.Play
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UnderlyingClock = underlyingClock;
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}
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/// <summary>
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/// The time from which the clock should start. Will be seeked to on calling <see cref="GameplayClockContainer.Reset"/>.
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/// </summary>
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/// <remarks>
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/// If not set, a value of zero will be used.
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||||
/// Importantly, the value will be inferred from the current ruleset in <see cref="MasterGameplayClockContainer"/> unless specified.
|
||||
/// </remarks>
|
||||
public double? StartTime { get; internal set; }
|
||||
|
||||
public double CurrentTime => UnderlyingClock.CurrentTime;
|
||||
|
||||
public double Rate => UnderlyingClock.Rate;
|
||||
|
||||
/// <summary>
|
||||
/// The rate of gameplay when playback is at 100%.
|
||||
/// This excludes any seeking / user adjustments.
|
||||
/// </summary>
|
||||
public double TrueGameplayRate
|
||||
{
|
||||
get
|
||||
|
@ -1,11 +1,11 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
#nullable disable
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Extensions.ObjectExtensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Logging;
|
||||
@ -16,17 +16,14 @@ namespace osu.Game.Screens.Play
|
||||
/// <summary>
|
||||
/// Encapsulates gameplay timing logic and provides a <see cref="GameplayClock"/> via DI for gameplay components to use.
|
||||
/// </summary>
|
||||
public abstract class GameplayClockContainer : Container, IAdjustableClock
|
||||
public class GameplayClockContainer : Container, IAdjustableClock, IGameplayClock
|
||||
{
|
||||
/// <summary>
|
||||
/// The final clock which is exposed to gameplay components.
|
||||
/// </summary>
|
||||
public GameplayClock GameplayClock { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether gameplay is paused.
|
||||
/// </summary>
|
||||
public readonly BindableBool IsPaused = new BindableBool(true);
|
||||
public IBindable<bool> IsPaused => isPaused;
|
||||
|
||||
private readonly BindableBool isPaused = new BindableBool(true);
|
||||
|
||||
/// <summary>
|
||||
/// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
|
||||
@ -36,12 +33,12 @@ namespace osu.Game.Screens.Play
|
||||
/// <summary>
|
||||
/// The source clock.
|
||||
/// </summary>
|
||||
protected IClock SourceClock { get; private set; }
|
||||
public IClock SourceClock { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when a seek has been performed via <see cref="Seek"/>
|
||||
/// </summary>
|
||||
public event Action OnSeek;
|
||||
public event Action? OnSeek;
|
||||
|
||||
private double? startTime;
|
||||
|
||||
@ -59,16 +56,23 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
startTime = value;
|
||||
|
||||
if (GameplayClock != null)
|
||||
if (GameplayClock.IsNotNull())
|
||||
GameplayClock.StartTime = value;
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerable<Bindable<double>> NonGameplayAdjustments => GameplayClock.NonGameplayAdjustments;
|
||||
|
||||
/// <summary>
|
||||
/// The final clock which is exposed to gameplay components.
|
||||
/// </summary>
|
||||
protected GameplayClock GameplayClock { get; private set; } = null!;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new <see cref="GameplayClockContainer"/>.
|
||||
/// </summary>
|
||||
/// <param name="sourceClock">The source <see cref="IClock"/> used for timing.</param>
|
||||
protected GameplayClockContainer(IClock sourceClock)
|
||||
public GameplayClockContainer(IClock sourceClock)
|
||||
{
|
||||
SourceClock = sourceClock;
|
||||
|
||||
@ -82,10 +86,12 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
|
||||
|
||||
dependencies.CacheAs(GameplayClock = CreateGameplayClock(AdjustableSource));
|
||||
GameplayClock = CreateGameplayClock(AdjustableSource);
|
||||
|
||||
dependencies.CacheAs<IGameplayClock>(this);
|
||||
|
||||
GameplayClock.StartTime = StartTime;
|
||||
GameplayClock.IsPaused.BindTo(IsPaused);
|
||||
GameplayClock.IsPaused.BindTo(isPaused);
|
||||
|
||||
return dependencies;
|
||||
}
|
||||
@ -106,7 +112,7 @@ namespace osu.Game.Screens.Play
|
||||
AdjustableSource.Start();
|
||||
}
|
||||
|
||||
IsPaused.Value = false;
|
||||
isPaused.Value = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -128,7 +134,7 @@ namespace osu.Game.Screens.Play
|
||||
/// <summary>
|
||||
/// Stops gameplay.
|
||||
/// </summary>
|
||||
public void Stop() => IsPaused.Value = true;
|
||||
public void Stop() => isPaused.Value = true;
|
||||
|
||||
/// <summary>
|
||||
/// Resets this <see cref="GameplayClockContainer"/> and the source to an initial state ready for gameplay.
|
||||
@ -193,7 +199,7 @@ namespace osu.Game.Screens.Play
|
||||
/// </remarks>
|
||||
/// <param name="source">The <see cref="IFrameBasedClock"/> providing the source time.</param>
|
||||
/// <returns>The final <see cref="GameplayClock"/>.</returns>
|
||||
protected abstract GameplayClock CreateGameplayClock(IFrameBasedClock source);
|
||||
protected virtual GameplayClock CreateGameplayClock(IFrameBasedClock source) => new GameplayClock(source);
|
||||
|
||||
#region IAdjustableClock
|
||||
|
||||
@ -205,9 +211,7 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
void IAdjustableClock.Reset() => Reset();
|
||||
|
||||
public void ResetSpeedAdjustments()
|
||||
{
|
||||
}
|
||||
public void ResetSpeedAdjustments() => throw new NotImplementedException();
|
||||
|
||||
double IAdjustableClock.Rate
|
||||
{
|
||||
@ -215,12 +219,25 @@ namespace osu.Game.Screens.Play
|
||||
set => throw new NotSupportedException();
|
||||
}
|
||||
|
||||
double IClock.Rate => GameplayClock.Rate;
|
||||
public double Rate => GameplayClock.Rate;
|
||||
|
||||
public double CurrentTime => GameplayClock.CurrentTime;
|
||||
|
||||
public bool IsRunning => GameplayClock.IsRunning;
|
||||
|
||||
#endregion
|
||||
|
||||
public void ProcessFrame()
|
||||
{
|
||||
// Handled via update. Don't process here to safeguard from external usages potentially processing frames additional times.
|
||||
}
|
||||
|
||||
public double ElapsedFrameTime => GameplayClock.ElapsedFrameTime;
|
||||
|
||||
public double FramesPerSecond => GameplayClock.FramesPerSecond;
|
||||
|
||||
public FrameTimeInfo TimeInfo => GameplayClock.TimeInfo;
|
||||
|
||||
public double TrueGameplayRate => GameplayClock.TrueGameplayRate;
|
||||
}
|
||||
}
|
||||
|
@ -23,7 +23,7 @@ namespace osu.Game.Screens.Play.HUD
|
||||
public bool UsesFixedAnchor { get; set; }
|
||||
|
||||
[Resolved]
|
||||
protected GameplayClock GameplayClock { get; private set; } = null!;
|
||||
protected IGameplayClock GameplayClock { get; private set; } = null!;
|
||||
|
||||
[Resolved(canBeNull: true)]
|
||||
private DrawableRuleset? drawableRuleset { get; set; }
|
||||
|
@ -38,10 +38,10 @@ namespace osu.Game.Screens.Play.HUD
|
||||
set => endTime = value;
|
||||
}
|
||||
|
||||
private GameplayClock gameplayClock;
|
||||
private IGameplayClock gameplayClock;
|
||||
|
||||
[BackgroundDependencyLoader(true)]
|
||||
private void load(OsuColour colours, GameplayClock clock)
|
||||
private void load(OsuColour colours, IGameplayClock clock)
|
||||
{
|
||||
if (clock != null)
|
||||
gameplayClock = clock;
|
||||
|
34
osu.Game/Screens/Play/IGameplayClock.cs
Normal file
34
osu.Game/Screens/Play/IGameplayClock.cs
Normal file
@ -0,0 +1,34 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System.Collections.Generic;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Timing;
|
||||
|
||||
namespace osu.Game.Screens.Play
|
||||
{
|
||||
public interface IGameplayClock : IFrameBasedClock
|
||||
{
|
||||
/// <summary>
|
||||
/// The rate of gameplay when playback is at 100%.
|
||||
/// This excludes any seeking / user adjustments.
|
||||
/// </summary>
|
||||
double TrueGameplayRate { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The time from which the clock should start. Will be seeked to on calling <see cref="GameplayClockContainer.Reset"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If not set, a value of zero will be used.
|
||||
/// Importantly, the value will be inferred from the current ruleset in <see cref="MasterGameplayClockContainer"/> unless specified.
|
||||
/// </remarks>
|
||||
double? StartTime { get; }
|
||||
|
||||
/// <summary>
|
||||
/// All adjustments applied to this clock which don't come from gameplay or mods.
|
||||
/// </summary>
|
||||
IEnumerable<Bindable<double>> NonGameplayAdjustments { get; }
|
||||
|
||||
IBindable<bool> IsPaused { get; }
|
||||
}
|
||||
}
|
@ -330,7 +330,7 @@ namespace osu.Game.Screens.Play
|
||||
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState());
|
||||
|
||||
// bind clock into components that require it
|
||||
DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
|
||||
((IBindable<bool>)DrawableRuleset.IsPaused).BindTo(GameplayClockContainer.IsPaused);
|
||||
|
||||
DrawableRuleset.NewResult += r =>
|
||||
{
|
||||
@ -475,7 +475,7 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
private void updateSampleDisabledState()
|
||||
{
|
||||
samplePlaybackDisabled.Value = DrawableRuleset.FrameStableClock.IsCatchingUp.Value || GameplayClockContainer.GameplayClock.IsPaused.Value;
|
||||
samplePlaybackDisabled.Value = DrawableRuleset.FrameStableClock.IsCatchingUp.Value || GameplayClockContainer.IsPaused.Value;
|
||||
}
|
||||
|
||||
private void updatePauseOnFocusLostState()
|
||||
@ -877,7 +877,7 @@ namespace osu.Game.Screens.Play
|
||||
private double? lastPauseActionTime;
|
||||
|
||||
protected bool PauseCooldownActive =>
|
||||
lastPauseActionTime.HasValue && GameplayClockContainer.GameplayClock.CurrentTime < lastPauseActionTime + pause_cooldown;
|
||||
lastPauseActionTime.HasValue && GameplayClockContainer.CurrentTime < lastPauseActionTime + pause_cooldown;
|
||||
|
||||
/// <summary>
|
||||
/// A set of conditionals which defines whether the current game state and configuration allows for
|
||||
@ -915,7 +915,7 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
GameplayClockContainer.Stop();
|
||||
PauseOverlay.Show();
|
||||
lastPauseActionTime = GameplayClockContainer.GameplayClock.CurrentTime;
|
||||
lastPauseActionTime = GameplayClockContainer.CurrentTime;
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -1005,7 +1005,7 @@ namespace osu.Game.Screens.Play
|
||||
/// </summary>
|
||||
protected virtual void StartGameplay()
|
||||
{
|
||||
if (GameplayClockContainer.GameplayClock.IsRunning)
|
||||
if (GameplayClockContainer.IsRunning)
|
||||
throw new InvalidOperationException($"{nameof(StartGameplay)} should not be called when the gameplay clock is already running");
|
||||
|
||||
GameplayClockContainer.Reset(true);
|
||||
|
@ -18,7 +18,7 @@ namespace osu.Game.Screens.Play
|
||||
public class ScreenSuspensionHandler : Component
|
||||
{
|
||||
private readonly GameplayClockContainer gameplayClockContainer;
|
||||
private Bindable<bool> isPaused;
|
||||
private IBindable<bool> isPaused;
|
||||
|
||||
private readonly Bindable<bool> disableSuspensionBindable = new Bindable<bool>();
|
||||
|
||||
|
@ -41,7 +41,7 @@ namespace osu.Game.Screens.Play
|
||||
private bool isClickable;
|
||||
|
||||
[Resolved]
|
||||
private GameplayClock gameplayClock { get; set; }
|
||||
private IGameplayClock gameplayClock { get; set; }
|
||||
|
||||
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
|
||||
|
||||
|
@ -85,7 +85,7 @@ namespace osu.Game.Storyboards.Drawables
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader(true)]
|
||||
private void load(GameplayClock clock, CancellationToken? cancellationToken, GameHost host, RealmAccess realm)
|
||||
private void load(IGameplayClock clock, CancellationToken? cancellationToken, GameHost host, RealmAccess realm)
|
||||
{
|
||||
if (clock != null)
|
||||
Clock = clock;
|
||||
|
Loading…
Reference in New Issue
Block a user