1
0
mirror of https://github.com/ppy/osu.git synced 2025-02-13 10:33:07 +08:00

Tidy up constructor logic overlap with gameplayStartTime

This commit is contained in:
Dean Herbert 2022-03-17 23:39:45 +09:00
parent a4a0241800
commit e3ab5de8cd
3 changed files with 43 additions and 36 deletions

View File

@ -473,7 +473,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
}
protected override MasterGameplayClockContainer CreateMasterGameplayClockContainer(WorkingBeatmap beatmap)
=> new MasterGameplayClockContainer(beatmap, gameplayStartTime ?? 0, gameplayStartTime.HasValue);
=> new MasterGameplayClockContainer(beatmap, gameplayStartTime ?? 0);
}
}
}

View File

@ -42,13 +42,13 @@ namespace osu.Game.Screens.Play
public event Action OnSeek;
/// <summary>
/// The time from which gameplay should start. Will be seeked to on calling <see cref="Reset"/>.
/// The time from which the clock should start. Will be seeked to on calling <see cref="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>
protected double? GameplayStartTime { get; private set; }
protected double? StartTime { get; set; }
/// <summary>
/// Creates a new <see cref="GameplayClockContainer"/>.
@ -120,10 +120,10 @@ namespace osu.Game.Screens.Play
public void Reset(bool startClock = false, double? gameplayStartTime = null)
{
if (gameplayStartTime != null)
GameplayStartTime = gameplayStartTime;
StartTime = gameplayStartTime;
ensureSourceClockSet();
Seek(GameplayStartTime ?? 0);
Seek(StartTime ?? 0);
// Manually stop the source in order to not affect the IsPaused state.
AdjustableSource.Stop();

View File

@ -49,9 +49,6 @@ namespace osu.Game.Screens.Play
private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1);
private readonly WorkingBeatmap beatmap;
private readonly double gameplayStartTime;
private readonly bool startAtGameplayStart;
private readonly double firstHitObjectTime;
private HardwareCorrectionOffsetClock userGlobalOffsetClock;
private HardwareCorrectionOffsetClock userBeatmapOffsetClock;
@ -61,20 +58,29 @@ namespace osu.Game.Screens.Play
private IDisposable beatmapOffsetSubscription;
private readonly double latestGameplayStartTime;
[Resolved]
private RealmAccess realm { get; set; }
[Resolved]
private OsuConfigManager config { get; set; }
public MasterGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime, bool startAtGameplayStart = false)
/// <summary>
/// Create a new master gameplay clock container.
/// </summary>
/// <param name="beatmap">The beatmap to be used for time and metadata references.</param>
/// <param name="latestGameplayStartTime">The latest time which should be used when introducing gameplay. Will be used when skipping forward.</param>
/// <param name="startFromLatestStartTime">Whether to start from the provided latest start time rather than zero.</param>
public MasterGameplayClockContainer(WorkingBeatmap beatmap, double latestGameplayStartTime, bool startFromLatestStartTime = false)
: base(beatmap.Track)
{
this.beatmap = beatmap;
this.gameplayStartTime = gameplayStartTime;
this.startAtGameplayStart = startAtGameplayStart;
firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
this.latestGameplayStartTime = latestGameplayStartTime;
if (startFromLatestStartTime)
StartTime = latestGameplayStartTime;
}
protected override void LoadComplete()
@ -89,33 +95,34 @@ namespace osu.Game.Screens.Play
settings => settings.Offset,
val => userBeatmapOffsetClock.Offset = val);
if (GameplayStartTime == null)
{
// sane default provided by ruleset.
double offset = gameplayStartTime;
// Reset may have been called externally before LoadComplete.
// If it was, and the clock is in a playing state, we want to ensure that it isn't stopped here.
bool isStarted = !IsPaused.Value;
if (!startAtGameplayStart)
{
offset = Math.Min(0, offset);
// If a custom start time was not specified, calculate the best value to use.
double gameplayStartTime = StartTime ?? findBeatmapStartTime();
// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
// this is commonly used to display an intro before the audio track start.
double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
if (firstStoryboardEvent != null)
offset = Math.Min(offset, firstStoryboardEvent.Value);
Reset(startClock: isStarted, gameplayStartTime: gameplayStartTime);
}
// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
// this is not available as an option in the live editor but can still be applied via .osu editing.
if (beatmap.BeatmapInfo.AudioLeadIn > 0)
offset = Math.Min(offset, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
}
private double findBeatmapStartTime()
{
// start with the originally provided latest time as a sane default.
double time = latestGameplayStartTime;
// Reset may have been called externally before LoadComplete.
// If it was and the clock is in a playing state, we want to ensure that it isn't stopped here.
bool isStarted = !IsPaused.Value;
// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
// this is commonly used to display an intro before the audio track start.
double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
if (firstStoryboardEvent != null)
time = Math.Min(time, firstStoryboardEvent.Value);
Reset(startClock: isStarted, gameplayStartTime: offset);
}
// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
// this is not available as an option in the live editor but can still be applied via .osu editing.
double firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
if (beatmap.BeatmapInfo.AudioLeadIn > 0)
time = Math.Min(time, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
return time;
}
protected override void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
@ -158,10 +165,10 @@ namespace osu.Game.Screens.Play
/// </summary>
public void Skip()
{
if (GameplayClock.CurrentTime > gameplayStartTime - MINIMUM_SKIP_TIME)
if (GameplayClock.CurrentTime > latestGameplayStartTime - MINIMUM_SKIP_TIME)
return;
double skipTarget = gameplayStartTime - MINIMUM_SKIP_TIME;
double skipTarget = latestGameplayStartTime - MINIMUM_SKIP_TIME;
if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
// double skip exception for storyboards with very long intros