mirror of
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synced 2025-01-26 12:35:34 +08:00
Rewrite FramedReplayInputHandler for robustness
This commit changes the semantics of `CurrentFrame` and `NextFrame` of the class. The ordering of `NextFrame.Time` and `CurrentFrame.Time` was dependent on the current direction. Now, it should always satisfy `CurrentFrame.Time <= CurrentTime <= NextFrame.Time` except at the start/end. This change, however, doesn't break existing deriving classes if the template code pattern usage of interpolation is used. The deriving class code can be simplified due to the elimination of nullable types. I didn't include those changes in this commit. I removed `StreamingFramedReplayInputHandlerTest` for now, as it is almost-duplicate of `FramedReplayInputHandlerTest`. I'll include more tests in later commits. This commit fixes #6150.
This commit is contained in:
parent
d6d8ea5b6b
commit
e19e8ff2a3
@ -37,11 +37,6 @@ namespace osu.Game.Tests.NonVisual
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[Test]
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public void TestNormalPlayback()
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{
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Assert.IsNull(handler.CurrentFrame);
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confirmCurrentFrame(null);
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confirmNextFrame(0);
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setTime(0, 0);
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confirmCurrentFrame(0);
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confirmNextFrame(1);
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@ -97,22 +92,22 @@ namespace osu.Game.Tests.NonVisual
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// exited important section
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setTime(8200, 8000);
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confirmCurrentFrame(7);
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confirmNextFrame(null);
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confirmNextFrame(7);
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setTime(8200, 8200);
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confirmCurrentFrame(7);
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confirmNextFrame(null);
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confirmNextFrame(7);
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}
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[Test]
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public void TestIntroTime()
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{
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setTime(-1000, -1000);
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confirmCurrentFrame(null);
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confirmCurrentFrame(0);
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confirmNextFrame(0);
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setTime(-500, -500);
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confirmCurrentFrame(null);
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confirmCurrentFrame(0);
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confirmNextFrame(0);
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setTime(0, 0);
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@ -133,29 +128,29 @@ namespace osu.Game.Tests.NonVisual
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// pivot without crossing a frame boundary
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setTime(2700, 2700);
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confirmCurrentFrame(2);
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confirmNextFrame(1);
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confirmNextFrame(3);
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// cross current frame boundary; should not yet update frame
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setTime(1980, 1980);
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// cross current frame boundary
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setTime(1980, 2000);
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confirmCurrentFrame(2);
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confirmNextFrame(1);
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confirmNextFrame(3);
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setTime(1200, 1200);
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confirmCurrentFrame(2);
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confirmNextFrame(1);
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confirmCurrentFrame(1);
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confirmNextFrame(2);
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// ensure each frame plays out until start
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setTime(-500, 1000);
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confirmCurrentFrame(1);
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confirmNextFrame(0);
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confirmNextFrame(2);
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setTime(-500, 0);
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confirmCurrentFrame(0);
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confirmNextFrame(null);
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confirmNextFrame(1);
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setTime(-500, -500);
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confirmCurrentFrame(0);
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confirmNextFrame(null);
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confirmNextFrame(0);
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}
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[Test]
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@ -168,12 +163,12 @@ namespace osu.Game.Tests.NonVisual
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confirmNextFrame(5);
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setTime(3500, null);
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confirmCurrentFrame(4);
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confirmNextFrame(3);
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confirmCurrentFrame(3);
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confirmNextFrame(4);
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setTime(3000, 3000);
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confirmCurrentFrame(3);
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confirmNextFrame(2);
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confirmNextFrame(4);
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setTime(3500, null);
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confirmCurrentFrame(3);
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@ -187,17 +182,17 @@ namespace osu.Game.Tests.NonVisual
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confirmCurrentFrame(4);
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confirmNextFrame(5);
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setTime(4000, null);
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setTime(4000, 4000);
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confirmCurrentFrame(4);
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confirmNextFrame(5);
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setTime(3500, null);
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confirmCurrentFrame(4);
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confirmNextFrame(3);
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confirmCurrentFrame(3);
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confirmNextFrame(4);
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setTime(3000, 3000);
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confirmCurrentFrame(3);
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confirmNextFrame(2);
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confirmNextFrame(4);
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}
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[Test]
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@ -209,24 +204,24 @@ namespace osu.Game.Tests.NonVisual
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confirmNextFrame(4);
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setTime(3200, null);
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// next frame doesn't change even though direction reversed, because of important section.
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confirmCurrentFrame(3);
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confirmNextFrame(4);
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setTime(3000, null);
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setTime(3000, 3000);
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confirmCurrentFrame(3);
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confirmNextFrame(4);
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setTime(2800, 2800);
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confirmCurrentFrame(3);
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confirmNextFrame(2);
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confirmCurrentFrame(2);
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confirmNextFrame(3);
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}
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private void fastForwardToPoint(double destination)
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{
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for (int i = 0; i < 1000; i++)
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{
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if (handler.SetFrameFromTime(destination) == null)
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var time = handler.SetFrameFromTime(destination);
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if (time == null || time == destination)
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return;
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}
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@ -235,33 +230,17 @@ namespace osu.Game.Tests.NonVisual
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private void setTime(double set, double? expect)
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{
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Assert.AreEqual(expect, handler.SetFrameFromTime(set));
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Assert.AreEqual(expect, handler.SetFrameFromTime(set), "Unexpected return value");
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}
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private void confirmCurrentFrame(int? frame)
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private void confirmCurrentFrame(int frame)
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{
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if (frame.HasValue)
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{
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Assert.IsNotNull(handler.CurrentFrame);
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Assert.AreEqual(replay.Frames[frame.Value].Time, handler.CurrentFrame.Time);
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}
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else
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{
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Assert.IsNull(handler.CurrentFrame);
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}
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Assert.AreEqual(replay.Frames[frame].Time, handler.CurrentFrame.Time, "Unexpected current frame");
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}
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private void confirmNextFrame(int? frame)
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private void confirmNextFrame(int frame)
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{
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if (frame.HasValue)
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{
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Assert.IsNotNull(handler.NextFrame);
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Assert.AreEqual(replay.Frames[frame.Value].Time, handler.NextFrame.Time);
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}
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else
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{
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Assert.IsNull(handler.NextFrame);
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}
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Assert.AreEqual(replay.Frames[frame].Time, handler.NextFrame.Time, "Unexpected next frame");
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}
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private class TestReplayFrame : ReplayFrame
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@ -1,296 +0,0 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Replays;
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namespace osu.Game.Tests.NonVisual
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{
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[TestFixture]
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public class StreamingFramedReplayInputHandlerTest
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{
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private Replay replay;
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private TestInputHandler handler;
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[SetUp]
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public void SetUp()
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{
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handler = new TestInputHandler(replay = new Replay
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{
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HasReceivedAllFrames = false,
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Frames = new List<ReplayFrame>
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{
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new TestReplayFrame(0),
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new TestReplayFrame(1000),
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new TestReplayFrame(2000),
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new TestReplayFrame(3000, true),
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new TestReplayFrame(4000, true),
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new TestReplayFrame(5000, true),
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new TestReplayFrame(7000, true),
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new TestReplayFrame(8000),
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}
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});
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}
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[Test]
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public void TestNormalPlayback()
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{
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Assert.IsNull(handler.CurrentFrame);
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confirmCurrentFrame(null);
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confirmNextFrame(0);
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setTime(0, 0);
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confirmCurrentFrame(0);
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confirmNextFrame(1);
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// if we hit the first frame perfectly, time should progress to it.
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setTime(1000, 1000);
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confirmCurrentFrame(1);
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confirmNextFrame(2);
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// in between non-important frames should progress based on input.
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setTime(1200, 1200);
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confirmCurrentFrame(1);
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setTime(1400, 1400);
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confirmCurrentFrame(1);
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// progressing beyond the next frame should force time to that frame once.
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setTime(2200, 2000);
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confirmCurrentFrame(2);
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// second attempt should progress to input time
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setTime(2200, 2200);
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confirmCurrentFrame(2);
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// entering important section
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setTime(3000, 3000);
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confirmCurrentFrame(3);
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// cannot progress within
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setTime(3500, null);
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confirmCurrentFrame(3);
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setTime(4000, 4000);
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confirmCurrentFrame(4);
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// still cannot progress
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setTime(4500, null);
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confirmCurrentFrame(4);
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setTime(5200, 5000);
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confirmCurrentFrame(5);
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// important section AllowedImportantTimeSpan allowance
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setTime(5200, 5200);
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confirmCurrentFrame(5);
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setTime(7200, 7000);
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confirmCurrentFrame(6);
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setTime(7200, null);
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confirmCurrentFrame(6);
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// exited important section
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setTime(8200, 8000);
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confirmCurrentFrame(7);
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confirmNextFrame(null);
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setTime(8200, null);
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confirmCurrentFrame(7);
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confirmNextFrame(null);
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setTime(8400, null);
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confirmCurrentFrame(7);
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confirmNextFrame(null);
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}
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[Test]
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public void TestIntroTime()
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{
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setTime(-1000, -1000);
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confirmCurrentFrame(null);
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confirmNextFrame(0);
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setTime(-500, -500);
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confirmCurrentFrame(null);
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confirmNextFrame(0);
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setTime(0, 0);
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confirmCurrentFrame(0);
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confirmNextFrame(1);
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}
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[Test]
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public void TestBasicRewind()
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{
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setTime(2800, 0);
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setTime(2800, 1000);
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setTime(2800, 2000);
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setTime(2800, 2800);
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confirmCurrentFrame(2);
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confirmNextFrame(3);
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// pivot without crossing a frame boundary
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setTime(2700, 2700);
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confirmCurrentFrame(2);
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confirmNextFrame(1);
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// cross current frame boundary; should not yet update frame
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setTime(1980, 1980);
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confirmCurrentFrame(2);
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confirmNextFrame(1);
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setTime(1200, 1200);
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confirmCurrentFrame(2);
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confirmNextFrame(1);
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// ensure each frame plays out until start
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setTime(-500, 1000);
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confirmCurrentFrame(1);
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confirmNextFrame(0);
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setTime(-500, 0);
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confirmCurrentFrame(0);
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confirmNextFrame(null);
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setTime(-500, -500);
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confirmCurrentFrame(0);
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confirmNextFrame(null);
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}
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[Test]
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public void TestRewindInsideImportantSection()
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{
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fastForwardToPoint(3000);
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setTime(4000, 4000);
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confirmCurrentFrame(4);
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confirmNextFrame(5);
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setTime(3500, null);
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confirmCurrentFrame(4);
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confirmNextFrame(3);
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setTime(3000, 3000);
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confirmCurrentFrame(3);
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confirmNextFrame(2);
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setTime(3500, null);
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confirmCurrentFrame(3);
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confirmNextFrame(4);
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setTime(4000, 4000);
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confirmCurrentFrame(4);
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confirmNextFrame(5);
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setTime(4500, null);
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confirmCurrentFrame(4);
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confirmNextFrame(5);
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setTime(4000, null);
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confirmCurrentFrame(4);
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confirmNextFrame(5);
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setTime(3500, null);
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confirmCurrentFrame(4);
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confirmNextFrame(3);
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setTime(3000, 3000);
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confirmCurrentFrame(3);
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confirmNextFrame(2);
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}
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[Test]
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public void TestRewindOutOfImportantSection()
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{
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fastForwardToPoint(3500);
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confirmCurrentFrame(3);
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confirmNextFrame(4);
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setTime(3200, null);
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// next frame doesn't change even though direction reversed, because of important section.
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confirmCurrentFrame(3);
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confirmNextFrame(4);
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setTime(3000, null);
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confirmCurrentFrame(3);
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confirmNextFrame(4);
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setTime(2800, 2800);
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confirmCurrentFrame(3);
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confirmNextFrame(2);
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}
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private void fastForwardToPoint(double destination)
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{
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for (int i = 0; i < 1000; i++)
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{
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if (handler.SetFrameFromTime(destination) == null)
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return;
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}
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throw new TimeoutException("Seek was never fulfilled");
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}
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private void setTime(double set, double? expect)
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{
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Assert.AreEqual(expect, handler.SetFrameFromTime(set));
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}
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private void confirmCurrentFrame(int? frame)
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{
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if (frame.HasValue)
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{
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Assert.IsNotNull(handler.CurrentFrame);
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Assert.AreEqual(replay.Frames[frame.Value].Time, handler.CurrentFrame.Time);
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}
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else
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{
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Assert.IsNull(handler.CurrentFrame);
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}
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}
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private void confirmNextFrame(int? frame)
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{
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if (frame.HasValue)
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{
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Assert.IsNotNull(handler.NextFrame);
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Assert.AreEqual(replay.Frames[frame.Value].Time, handler.NextFrame.Time);
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}
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else
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{
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Assert.IsNull(handler.NextFrame);
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}
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}
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private class TestReplayFrame : ReplayFrame
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{
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public readonly bool IsImportant;
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public TestReplayFrame(double time, bool isImportant = false)
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: base(time)
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{
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IsImportant = isImportant;
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}
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}
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private class TestInputHandler : FramedReplayInputHandler<TestReplayFrame>
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{
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public TestInputHandler(Replay replay)
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: base(replay)
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{
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FrameAccuratePlayback = true;
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}
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protected override double AllowedImportantTimeSpan => 1000;
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protected override bool IsImportant(TestReplayFrame frame) => frame.IsImportant;
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}
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}
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}
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@ -83,7 +83,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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waitForPlayer();
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AddAssert("ensure frames arrived", () => replayHandler.HasFrames);
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AddUntilStep("wait for frame starvation", () => replayHandler.NextFrame == null);
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AddUntilStep("wait for frame starvation", () => replayHandler.WaitingNextFrame);
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checkPaused(true);
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double? pausedTime = null;
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@ -92,7 +92,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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sendFrames();
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AddUntilStep("wait for frame starvation", () => replayHandler.NextFrame == null);
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AddUntilStep("wait for frame starvation", () => replayHandler.WaitingNextFrame);
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checkPaused(true);
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AddAssert("time advanced", () => currentFrameStableTime > pausedTime);
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@ -1,9 +1,10 @@
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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 enable
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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 JetBrains.Annotations;
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using osu.Game.Input.Handlers;
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using osu.Game.Replays;
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@ -17,70 +18,80 @@ namespace osu.Game.Rulesets.Replays
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public abstract class FramedReplayInputHandler<TFrame> : ReplayInputHandler
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where TFrame : ReplayFrame
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{
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public override bool IsActive => HasFrames;
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/// <summary>
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/// Whether we have at least one replay frame.
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/// </summary>
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public bool HasFrames => Frames.Count != 0;
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private readonly Replay replay;
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protected List<ReplayFrame> Frames => replay.Frames;
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/// <summary>
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/// Whether we are waiting for new frames to be received.
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/// </summary>
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public bool WaitingNextFrame => !replay.HasReceivedAllFrames && currentFrameIndex == Frames.Count - 1;
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/// <summary>
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/// The current frame of the replay.
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/// The current time is always between the start and the end time of the current frame.
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/// </summary>
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/// <exception cref="InvalidOperationException">The replay is empty.</exception>
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public TFrame CurrentFrame
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{
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get
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{
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if (!HasFrames)
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throw new InvalidOperationException($"Cannot get {nameof(CurrentFrame)} of the empty replay");
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throw new InvalidOperationException($"Attempted to get {nameof(CurrentFrame)} of an empty replay");
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if (!currentFrameIndex.HasValue)
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return null;
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||||
|
||||
return (TFrame)Frames[currentFrameIndex.Value];
|
||||
return (TFrame)Frames[Math.Max(0, currentFrameIndex)];
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The next frame of the replay.
|
||||
/// The start time is always greater or equals to the start time of <see cref="CurrentFrame"/> regardless of the seeking direction.
|
||||
/// If it is before the first frame of the replay or the after the last frame of the replay, <see cref="CurrentFrame"/> and <see cref="NextFrame"/> agree.
|
||||
/// </summary>
|
||||
/// <exception cref="InvalidOperationException">The replay is empty.</exception>
|
||||
public TFrame NextFrame
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!HasFrames)
|
||||
throw new InvalidOperationException($"Cannot get {nameof(NextFrame)} of the empty replay");
|
||||
throw new InvalidOperationException($"Attempted to get {nameof(NextFrame)} of an empty replay");
|
||||
|
||||
if (!currentFrameIndex.HasValue)
|
||||
return currentDirection > 0 ? (TFrame)Frames[0] : null;
|
||||
|
||||
int nextFrame = clampedNextFrameIndex;
|
||||
|
||||
if (nextFrame == currentFrameIndex.Value)
|
||||
return null;
|
||||
|
||||
return (TFrame)Frames[clampedNextFrameIndex];
|
||||
return (TFrame)Frames[Math.Min(currentFrameIndex + 1, Frames.Count - 1)];
|
||||
}
|
||||
}
|
||||
|
||||
private int? currentFrameIndex;
|
||||
|
||||
private int clampedNextFrameIndex =>
|
||||
currentFrameIndex.HasValue ? Math.Clamp(currentFrameIndex.Value + currentDirection, 0, Frames.Count - 1) : 0;
|
||||
|
||||
protected FramedReplayInputHandler(Replay replay)
|
||||
{
|
||||
this.replay = replay;
|
||||
}
|
||||
|
||||
private const double sixty_frame_time = 1000.0 / 60;
|
||||
|
||||
protected virtual double AllowedImportantTimeSpan => sixty_frame_time * 1.2;
|
||||
|
||||
protected double? CurrentTime { get; private set; }
|
||||
|
||||
private int currentDirection = 1;
|
||||
|
||||
/// <summary>
|
||||
/// When set, we will ensure frames executed by nested drawables are frame-accurate to replay data.
|
||||
/// Disabling this can make replay playback smoother (useful for autoplay, currently).
|
||||
/// </summary>
|
||||
public bool FrameAccuratePlayback;
|
||||
|
||||
public bool HasFrames => Frames.Count > 0;
|
||||
// This input handler should be enabled only if there is at least one replay frame.
|
||||
public override bool IsActive => HasFrames;
|
||||
|
||||
// Can make it non-null but that is a breaking change.
|
||||
protected double? CurrentTime { get; private set; }
|
||||
|
||||
protected virtual double AllowedImportantTimeSpan => sixty_frame_time * 1.2;
|
||||
|
||||
protected List<ReplayFrame> Frames => replay.Frames;
|
||||
|
||||
private readonly Replay replay;
|
||||
|
||||
private int currentFrameIndex;
|
||||
|
||||
private const double sixty_frame_time = 1000.0 / 60;
|
||||
|
||||
protected FramedReplayInputHandler(Replay replay)
|
||||
{
|
||||
// This replay frame ordering should be enforced on the Replay type
|
||||
replay.Frames.Sort((x, y) => x.Time.CompareTo(y.Time));
|
||||
|
||||
this.replay = replay;
|
||||
currentFrameIndex = -1;
|
||||
CurrentTime = double.NegativeInfinity;
|
||||
}
|
||||
|
||||
private bool inImportantSection
|
||||
{
|
||||
@ -89,13 +100,8 @@ namespace osu.Game.Rulesets.Replays
|
||||
if (!HasFrames || !FrameAccuratePlayback)
|
||||
return false;
|
||||
|
||||
var frame = currentDirection > 0 ? CurrentFrame : NextFrame;
|
||||
|
||||
if (frame == null)
|
||||
return false;
|
||||
|
||||
return IsImportant(frame) && // a button is in a pressed state
|
||||
Math.Abs(CurrentTime - NextFrame?.Time ?? 0) <= AllowedImportantTimeSpan; // the next frame is within an allowable time span
|
||||
return IsImportant(CurrentFrame) && // a button is in a pressed state
|
||||
Math.Abs(CurrentTime - NextFrame.Time ?? 0) <= AllowedImportantTimeSpan; // the next frame is within an allowable time span
|
||||
}
|
||||
}
|
||||
|
||||
@ -110,71 +116,52 @@ namespace osu.Game.Rulesets.Replays
|
||||
/// <returns>The usable time value. If null, we should not advance time as we do not have enough data.</returns>
|
||||
public override double? SetFrameFromTime(double time)
|
||||
{
|
||||
updateDirection(time);
|
||||
|
||||
Debug.Assert(currentDirection != 0);
|
||||
|
||||
if (!HasFrames)
|
||||
{
|
||||
// in the case all frames are received, allow time to progress regardless.
|
||||
// In the case all frames are received, allow time to progress regardless.
|
||||
if (replay.HasReceivedAllFrames)
|
||||
return CurrentTime = time;
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
TFrame next = NextFrame;
|
||||
double frameStart = getFrameTime(currentFrameIndex);
|
||||
double frameEnd = getFrameTime(currentFrameIndex + 1);
|
||||
|
||||
// if we have a next frame, check if it is before or at the current time in playback, and advance time to it if so.
|
||||
if (next != null)
|
||||
// If the proposed time is after the current frame end time, we progress forwards.
|
||||
// If the proposed time is before the current frame start time, and we are at the frame boundary, we progress backwards.
|
||||
if (frameEnd <= time)
|
||||
{
|
||||
int compare = time.CompareTo(next.Time);
|
||||
|
||||
if (compare == 0 || compare == currentDirection)
|
||||
{
|
||||
currentFrameIndex = clampedNextFrameIndex;
|
||||
return CurrentTime = CurrentFrame.Time;
|
||||
}
|
||||
time = frameEnd;
|
||||
currentFrameIndex++;
|
||||
}
|
||||
else if (time < frameStart && CurrentTime == frameStart)
|
||||
currentFrameIndex--;
|
||||
|
||||
// at this point, the frame index can't be advanced.
|
||||
// even so, we may be able to propose the clock progresses forward due to being at an extent of the replay,
|
||||
// or moving towards the next valid frame (ie. interpolating in a non-important section).
|
||||
frameStart = getFrameTime(currentFrameIndex);
|
||||
frameEnd = getFrameTime(currentFrameIndex + 1);
|
||||
|
||||
// the exception is if currently in an important section, which is respected above all.
|
||||
if (inImportantSection)
|
||||
// Pause until more frames are arrived.
|
||||
if (WaitingNextFrame && frameStart < time)
|
||||
{
|
||||
Debug.Assert(next != null || !replay.HasReceivedAllFrames);
|
||||
CurrentTime = frameStart;
|
||||
return null;
|
||||
}
|
||||
|
||||
// if a next frame does exist, allow interpolation.
|
||||
if (next != null)
|
||||
return CurrentTime = time;
|
||||
CurrentTime = Math.Clamp(time, frameStart, frameEnd);
|
||||
|
||||
// if all frames have been received, allow playing beyond extents.
|
||||
if (replay.HasReceivedAllFrames)
|
||||
return CurrentTime = time;
|
||||
|
||||
// if not all frames are received but we are before the first frame, allow playing.
|
||||
if (time < Frames[0].Time)
|
||||
return CurrentTime = time;
|
||||
|
||||
// in the case we have no next frames and haven't received enough frame data, block.
|
||||
return null;
|
||||
// In an important section, a mid-frame time cannot be used and a null is returned instead.
|
||||
return inImportantSection && frameStart < time && time < frameEnd ? null : CurrentTime;
|
||||
}
|
||||
|
||||
private void updateDirection(double time)
|
||||
private double getFrameTime(int index)
|
||||
{
|
||||
if (!CurrentTime.HasValue)
|
||||
{
|
||||
currentDirection = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
currentDirection = time.CompareTo(CurrentTime);
|
||||
if (currentDirection == 0) currentDirection = 1;
|
||||
}
|
||||
if (index < 0)
|
||||
return double.NegativeInfinity;
|
||||
if (index >= Frames.Count)
|
||||
return double.PositiveInfinity;
|
||||
|
||||
return Frames[index].Time;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user