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Allow attaching a replay to a FrameStabilityContainer when FrameStablePlayback is off

This commit is contained in:
Dean Herbert 2020-09-28 14:03:56 +09:00
parent 600d37cc04
commit e8220cf1b6

View File

@ -123,9 +123,8 @@ namespace osu.Game.Rulesets.UI
try try
{ {
if (!FrameStablePlayback) if (FrameStablePlayback)
return; {
if (firstConsumption) if (firstConsumption)
{ {
// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour. // On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
@ -145,18 +144,43 @@ namespace osu.Game.Rulesets.UI
? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time) ? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time)
: Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time); : Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time);
} }
}
if (isAttached) if (isAttached)
{ {
double? newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime); double? newTime;
if (FrameStablePlayback)
{
// when stability is turned on, we shouldn't execute for time values the replay is unable to satisfy.
if ((newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime)) == null)
{
// setting invalid state here ensures that gameplay will not continue (ie. our child
// hierarchy won't be updated).
validState = false;
// potentially loop to catch-up playback.
requireMoreUpdateLoops = true;
return;
}
}
else
{
// when stability is disabled, we don't really care about accuracy.
// looping over the replay will allow it to catch up and feed out the required values
// for the current time.
while ((newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime)) != newProposedTime)
{
if (newTime == null) if (newTime == null)
{ {
// we shouldn't execute for this time value. probably waiting on more replay data. // special case for when the replay actually can't arrive at the required time.
// protects from potential endless loop.
validState = false; validState = false;
requireMoreUpdateLoops = true;
return; return;
} }
}
}
newProposedTime = newTime.Value; newProposedTime = newTime.Value;
} }