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Add comprehensive log output to help figure out problematic clocks
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@ -38,6 +38,7 @@ namespace osu.Game.Beatmaps
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private IDisposable? beatmapOffsetSubscription;
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private readonly DecouplingFramedClock decoupledTrack;
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private readonly InterpolatingFramedClock interpolatedTrack;
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[Resolved]
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private OsuConfigManager config { get; set; } = null!;
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@ -58,7 +59,7 @@ namespace osu.Game.Beatmaps
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// An interpolating clock is used to ensure precise time values even when the host audio subsystem is not reporting
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// high precision times (on windows there's generally only 5-10ms reporting intervals, as an example).
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var interpolatedTrack = new InterpolatingFramedClock(decoupledTrack);
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interpolatedTrack = new InterpolatingFramedClock(decoupledTrack);
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if (applyOffsets)
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{
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@ -190,5 +191,28 @@ namespace osu.Game.Beatmaps
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base.Dispose(isDisposing);
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beatmapOffsetSubscription?.Dispose();
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}
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public string GetSnapshot()
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{
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return
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$"originalSource: {output(Source)}\n" +
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$"userGlobalOffsetClock: {output(userGlobalOffsetClock)}\n" +
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$"platformOffsetClock: {output(platformOffsetClock)}\n" +
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$"userBeatmapOffsetClock: {output(userBeatmapOffsetClock)}\n" +
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$"interpolatedTrack: {output(interpolatedTrack)}\n" +
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$"decoupledTrack: {output(decoupledTrack)}\n" +
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$"finalClockSource: {output(finalClockSource)}\n";
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string output(IClock? clock)
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{
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if (clock == null)
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return "null";
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if (clock is IFrameBasedClock framed)
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return $"current: {clock.CurrentTime:N2} running: {clock.IsRunning} rate: {clock.Rate} elapsed: {framed.ElapsedFrameTime:N2}";
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return $"current: {clock.CurrentTime:N2} running: {clock.IsRunning} rate: {clock.Rate}";
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}
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}
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}
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}
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@ -3,13 +3,16 @@
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using System;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Input.Handlers;
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using osu.Game.Screens.Play;
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@ -161,6 +164,10 @@ namespace osu.Game.Rulesets.UI
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if (!hasReplayAttached && FrameStablePlayback && proposedTime > referenceClock.CurrentTime && !AllowBackwardsSeeks)
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{
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Logger.Log($"Denying backwards seek during gameplay (reference: {referenceClock.CurrentTime:N2} stable: {proposedTime:N2})");
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if (parentGameplayClock is GameplayClockContainer gcc)
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Logger.Log($"{gcc.ChildrenOfType<FramedBeatmapClock>().Single().GetSnapshot()}");
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state = PlaybackState.NotValid;
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return;
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}
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