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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:
Bartłomiej Dach 2022-08-15 13:23:04 +02:00 committed by GitHub
commit c334a84139
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GPG Key ID: 4AEE18F83AFDEB23
29 changed files with 141 additions and 113 deletions

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

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

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

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

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

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

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

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

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

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

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

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

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

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@ -64,7 +64,7 @@ namespace osu.Game.Tests.Visual.Gameplay
public void TestStoryboardNoSkipOutro() public void TestStoryboardNoSkipOutro()
{ {
CreateTest(); CreateTest();
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration); AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
AddUntilStep("wait for score shown", () => Player.IsScoreShown); AddUntilStep("wait for score shown", () => Player.IsScoreShown);
} }
@ -100,7 +100,7 @@ namespace osu.Game.Tests.Visual.Gameplay
}); });
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed); AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration); AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible); AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
} }
@ -111,7 +111,7 @@ namespace osu.Game.Tests.Visual.Gameplay
{ {
AddStep("set ShowResults = false", () => showResults = false); AddStep("set ShowResults = false", () => showResults = false);
}); });
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration); AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
AddWaitStep("wait", 10); AddWaitStep("wait", 10);
AddAssert("no score shown", () => !Player.IsScoreShown); AddAssert("no score shown", () => !Player.IsScoreShown);
} }
@ -120,7 +120,7 @@ namespace osu.Game.Tests.Visual.Gameplay
public void TestStoryboardEndsBeforeCompletion() public void TestStoryboardEndsBeforeCompletion()
{ {
CreateTest(() => AddStep("set storyboard duration to .1s", () => currentStoryboardDuration = 100)); CreateTest(() => AddStep("set storyboard duration to .1s", () => currentStoryboardDuration = 100));
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration); AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value); AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
AddUntilStep("wait for score shown", () => Player.IsScoreShown); AddUntilStep("wait for score shown", () => Player.IsScoreShown);
} }
@ -138,7 +138,7 @@ namespace osu.Game.Tests.Visual.Gameplay
AddUntilStep("skip overlay content not visible", () => fadeContainer().State == Visibility.Hidden); AddUntilStep("skip overlay content not visible", () => fadeContainer().State == Visibility.Hidden);
AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible); AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible);
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= currentStoryboardDuration); AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
} }
[Test] [Test]

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@ -451,7 +451,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
} }
private void checkPaused(int userId, bool state) private void checkPaused(int userId, bool state)
=> AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state); => AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().IsRunning != state);
private void checkPausedInstant(int userId, bool state) private void checkPausedInstant(int userId, bool state)
{ {

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@ -671,7 +671,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
for (double i = 1000; i < TestResources.QUICK_BEATMAP_LENGTH; i += 1000) for (double i = 1000; i < TestResources.QUICK_BEATMAP_LENGTH; i += 1000)
{ {
double time = i; double time = i;
AddUntilStep($"wait for time > {i}", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.GameplayClock.CurrentTime > time); AddUntilStep($"wait for time > {i}", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.CurrentTime > time);
} }
AddUntilStep("wait for results", () => multiplayerComponents.CurrentScreen is ResultsScreen); AddUntilStep("wait for results", () => multiplayerComponents.CurrentScreen is ResultsScreen);

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@ -5,6 +5,7 @@
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;
@ -36,7 +37,7 @@ namespace osu.Game.Rulesets.UI
public IFrameStableClock FrameStableClock => frameStableClock; public IFrameStableClock FrameStableClock => frameStableClock;
[Cached(typeof(GameplayClock))] [Cached(typeof(IGameplayClock))]
private readonly FrameStabilityClock frameStableClock; private readonly FrameStabilityClock frameStableClock;
public FrameStabilityContainer(double gameplayStartTime = double.MinValue) public FrameStabilityContainer(double gameplayStartTime = double.MinValue)
@ -63,12 +64,12 @@ namespace osu.Game.Rulesets.UI
private int direction = 1; private int direction = 1;
[BackgroundDependencyLoader(true)] [BackgroundDependencyLoader(true)]
private void load(GameplayClock clock) private void load(IGameplayClock clock)
{ {
if (clock != null) if (clock != null)
{ {
parentGameplayClock = frameStableClock.ParentGameplayClock = clock; parentGameplayClock = frameStableClock.ParentGameplayClock = clock;
frameStableClock.IsPaused.BindTo(clock.IsPaused); ((IBindable<bool>)frameStableClock.IsPaused).BindTo(clock.IsPaused);
} }
} }
@ -129,6 +130,8 @@ namespace osu.Game.Rulesets.UI
if (parentGameplayClock == null) if (parentGameplayClock == null)
setClock(); // LoadComplete may not be run yet, but we still want the clock. setClock(); // LoadComplete may not be run yet, but we still want the clock.
Debug.Assert(parentGameplayClock != null);
double proposedTime = parentGameplayClock.CurrentTime; double proposedTime = parentGameplayClock.CurrentTime;
if (FrameStablePlayback) if (FrameStablePlayback)
@ -269,7 +272,7 @@ namespace osu.Game.Rulesets.UI
private class FrameStabilityClock : GameplayClock, IFrameStableClock private class FrameStabilityClock : GameplayClock, IFrameStableClock
{ {
public GameplayClock ParentGameplayClock; public IGameplayClock ParentGameplayClock;
public readonly Bindable<bool> IsCatchingUp = new Bindable<bool>(); public readonly Bindable<bool> IsCatchingUp = new Bindable<bool>();

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@ -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);
}
} }
} }

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@ -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);
} }

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@ -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)
{ {

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@ -19,15 +19,14 @@ 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<Bindable<double>> NonGameplayAdjustments => Enumerable.Empty<Bindable<double>>(); public virtual IEnumerable<Bindable<double>> NonGameplayAdjustments => Enumerable.Empty<Bindable<double>>();
public GameplayClock(IFrameBasedClock underlyingClock) public GameplayClock(IFrameBasedClock underlyingClock)
@ -35,23 +34,12 @@ namespace osu.Game.Screens.Play
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

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@ -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<Bindable<double>> NonGameplayAdjustments => GameplayClock.NonGameplayAdjustments;
/// <summary>
/// The final clock which is exposed to gameplay components.
/// </summary>
protected GameplayClock GameplayClock { get; private set; } = null!;
/// <summary> /// <summary>
/// Creates a new <see cref="GameplayClockContainer"/>. /// Creates a new <see cref="GameplayClockContainer"/>.
/// </summary> /// </summary>
/// <param name="sourceClock">The source <see cref="IClock"/> used for timing.</param> /// <param name="sourceClock">The source <see cref="IClock"/> used for timing.</param>
protected GameplayClockContainer(IClock sourceClock) public GameplayClockContainer(IClock sourceClock)
{ {
SourceClock = sourceClock; SourceClock = sourceClock;
@ -82,10 +86,12 @@ namespace osu.Game.Screens.Play
{ {
var dependencies = new DependencyContainer(base.CreateChildDependencies(parent)); var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
dependencies.CacheAs(GameplayClock = CreateGameplayClock(AdjustableSource)); GameplayClock = CreateGameplayClock(AdjustableSource);
dependencies.CacheAs<IGameplayClock>(this);
GameplayClock.StartTime = StartTime; GameplayClock.StartTime = StartTime;
GameplayClock.IsPaused.BindTo(IsPaused); GameplayClock.IsPaused.BindTo(isPaused);
return dependencies; return dependencies;
} }
@ -106,7 +112,7 @@ namespace osu.Game.Screens.Play
AdjustableSource.Start(); AdjustableSource.Start();
} }
IsPaused.Value = false; isPaused.Value = false;
} }
/// <summary> /// <summary>
@ -128,7 +134,7 @@ namespace osu.Game.Screens.Play
/// <summary> /// <summary>
/// Stops gameplay. /// Stops gameplay.
/// </summary> /// </summary>
public void Stop() => IsPaused.Value = true; public void Stop() => isPaused.Value = true;
/// <summary> /// <summary>
/// Resets this <see cref="GameplayClockContainer"/> and the source to an initial state ready for gameplay. /// Resets this <see cref="GameplayClockContainer"/> and the source to an initial state ready for gameplay.
@ -193,7 +199,7 @@ namespace osu.Game.Screens.Play
/// </remarks> /// </remarks>
/// <param name="source">The <see cref="IFrameBasedClock"/> providing the source time.</param> /// <param name="source">The <see cref="IFrameBasedClock"/> providing the source time.</param>
/// <returns>The final <see cref="GameplayClock"/>.</returns> /// <returns>The final <see cref="GameplayClock"/>.</returns>
protected abstract GameplayClock CreateGameplayClock(IFrameBasedClock source); protected virtual GameplayClock CreateGameplayClock(IFrameBasedClock source) => new GameplayClock(source);
#region IAdjustableClock #region IAdjustableClock
@ -205,9 +211,7 @@ namespace osu.Game.Screens.Play
void IAdjustableClock.Reset() => Reset(); void IAdjustableClock.Reset() => Reset();
public void ResetSpeedAdjustments() public void ResetSpeedAdjustments() => throw new NotImplementedException();
{
}
double IAdjustableClock.Rate double IAdjustableClock.Rate
{ {
@ -215,12 +219,25 @@ namespace osu.Game.Screens.Play
set => throw new NotSupportedException(); set => throw new NotSupportedException();
} }
double IClock.Rate => GameplayClock.Rate; public double Rate => GameplayClock.Rate;
public double CurrentTime => GameplayClock.CurrentTime; public double CurrentTime => GameplayClock.CurrentTime;
public bool IsRunning => GameplayClock.IsRunning; public bool IsRunning => GameplayClock.IsRunning;
#endregion #endregion
public void ProcessFrame()
{
// Handled via update. Don't process here to safeguard from external usages potentially processing frames additional times.
}
public double ElapsedFrameTime => GameplayClock.ElapsedFrameTime;
public double FramesPerSecond => GameplayClock.FramesPerSecond;
public FrameTimeInfo TimeInfo => GameplayClock.TimeInfo;
public double TrueGameplayRate => GameplayClock.TrueGameplayRate;
} }
} }

View File

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

View File

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

View File

@ -0,0 +1,34 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using osu.Framework.Bindables;
using osu.Framework.Timing;
namespace osu.Game.Screens.Play
{
public interface IGameplayClock : IFrameBasedClock
{
/// <summary>
/// The rate of gameplay when playback is at 100%.
/// This excludes any seeking / user adjustments.
/// </summary>
double TrueGameplayRate { get; }
/// <summary>
/// The time from which the clock should start. Will be seeked to on calling <see cref="GameplayClockContainer.Reset"/>.
/// </summary>
/// <remarks>
/// If not set, a value of zero will be used.
/// Importantly, the value will be inferred from the current ruleset in <see cref="MasterGameplayClockContainer"/> unless specified.
/// </remarks>
double? StartTime { get; }
/// <summary>
/// All adjustments applied to this clock which don't come from gameplay or mods.
/// </summary>
IEnumerable<Bindable<double>> NonGameplayAdjustments { get; }
IBindable<bool> IsPaused { get; }
}
}

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@ -330,7 +330,7 @@ namespace osu.Game.Screens.Play
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState()); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updateGameplayState());
// bind clock into components that require it // bind clock into components that require it
DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused); ((IBindable<bool>)DrawableRuleset.IsPaused).BindTo(GameplayClockContainer.IsPaused);
DrawableRuleset.NewResult += r => DrawableRuleset.NewResult += r =>
{ {
@ -475,7 +475,7 @@ namespace osu.Game.Screens.Play
private void updateSampleDisabledState() private void updateSampleDisabledState()
{ {
samplePlaybackDisabled.Value = DrawableRuleset.FrameStableClock.IsCatchingUp.Value || GameplayClockContainer.GameplayClock.IsPaused.Value; samplePlaybackDisabled.Value = DrawableRuleset.FrameStableClock.IsCatchingUp.Value || GameplayClockContainer.IsPaused.Value;
} }
private void updatePauseOnFocusLostState() private void updatePauseOnFocusLostState()
@ -877,7 +877,7 @@ namespace osu.Game.Screens.Play
private double? lastPauseActionTime; private double? lastPauseActionTime;
protected bool PauseCooldownActive => protected bool PauseCooldownActive =>
lastPauseActionTime.HasValue && GameplayClockContainer.GameplayClock.CurrentTime < lastPauseActionTime + pause_cooldown; lastPauseActionTime.HasValue && GameplayClockContainer.CurrentTime < lastPauseActionTime + pause_cooldown;
/// <summary> /// <summary>
/// A set of conditionals which defines whether the current game state and configuration allows for /// A set of conditionals which defines whether the current game state and configuration allows for
@ -915,7 +915,7 @@ namespace osu.Game.Screens.Play
GameplayClockContainer.Stop(); GameplayClockContainer.Stop();
PauseOverlay.Show(); PauseOverlay.Show();
lastPauseActionTime = GameplayClockContainer.GameplayClock.CurrentTime; lastPauseActionTime = GameplayClockContainer.CurrentTime;
return true; return true;
} }
@ -1005,7 +1005,7 @@ namespace osu.Game.Screens.Play
/// </summary> /// </summary>
protected virtual void StartGameplay() protected virtual void StartGameplay()
{ {
if (GameplayClockContainer.GameplayClock.IsRunning) if (GameplayClockContainer.IsRunning)
throw new InvalidOperationException($"{nameof(StartGameplay)} should not be called when the gameplay clock is already running"); throw new InvalidOperationException($"{nameof(StartGameplay)} should not be called when the gameplay clock is already running");
GameplayClockContainer.Reset(true); GameplayClockContainer.Reset(true);

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

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

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@ -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;