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Give TestWorkingBeatmap a reference clock
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805805020d
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@ -78,7 +78,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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Ruleset = new TaikoRuleset().RulesetInfo
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},
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ControlPointInfo = controlPointInfo
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});
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}, Clock);
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Add(playfieldContainer = new Container
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{
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@ -19,7 +19,7 @@ namespace osu.Game.Tests.Visual
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[BackgroundDependencyLoader]
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private void load()
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{
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Beatmap.Value = new TestWorkingBeatmap(new OsuRuleset().RulesetInfo);
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Beatmap.Value = new TestWorkingBeatmap(new OsuRuleset().RulesetInfo, Clock);
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Child = new ComposeScreen();
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}
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}
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@ -48,7 +48,7 @@ namespace osu.Game.Tests.Visual
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}
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};
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Beatmap.Value = new TestWorkingBeatmap(testBeatmap);
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Beatmap.Value = new TestWorkingBeatmap(testBeatmap, Clock);
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Child = new TimingPointVisualiser(testBeatmap, 5000) { Clock = Clock };
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}
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@ -21,7 +21,7 @@ namespace osu.Game.Tests.Visual
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[BackgroundDependencyLoader]
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private void load()
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{
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Beatmap.Value = new TestWorkingBeatmap(new OsuRuleset().RulesetInfo);
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Beatmap.Value = new TestWorkingBeatmap(new OsuRuleset().RulesetInfo, Clock);
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Add(new SummaryTimeline
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{
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@ -29,7 +29,7 @@ namespace osu.Game.Tests.Visual
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Size = new Vector2(200,100)
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};
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Beatmap.Value = new TestWorkingBeatmap(new Beatmap());
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Beatmap.Value = new TestWorkingBeatmap(new Beatmap(), Clock);
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Child = playback;
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}
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@ -1,29 +1,106 @@
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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 osu.Framework.Audio.Track;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osuTK;
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namespace osu.Game.Tests.Beatmaps
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{
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public class TestWorkingBeatmap : WorkingBeatmap
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{
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public TestWorkingBeatmap(RulesetInfo ruleset)
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: this(new TestBeatmap(ruleset))
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private readonly TrackVirtualManual track;
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private readonly IBeatmap beatmap;
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/// <summary>
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/// Create an instance which creates a <see cref="TestBeatmap"/> for the provided ruleset when requested.
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/// </summary>
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/// <param name="ruleset">The target ruleset.</param>
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/// <param name="referenceClock">An optional clock which should be used instead of a stopwatch for virtual time progression.</param>
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public TestWorkingBeatmap(RulesetInfo ruleset, IFrameBasedClock referenceClock)
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: this(new TestBeatmap(ruleset), referenceClock)
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{
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}
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public TestWorkingBeatmap(IBeatmap beatmap)
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/// <summary>
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/// Create an instance which provides the <see cref="IBeatmap"/> when requested.
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/// </summary>
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/// <param name="beatmap">The beatmap</param>
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/// <param name="referenceClock">An optional clock which should be used instead of a stopwatch for virtual time progression.</param>
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public TestWorkingBeatmap(IBeatmap beatmap, IFrameBasedClock referenceClock = null)
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: base(beatmap.BeatmapInfo)
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{
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this.beatmap = beatmap;
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if (referenceClock != null)
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track = new TrackVirtualManual(referenceClock);
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}
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private readonly IBeatmap beatmap;
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protected override IBeatmap GetBeatmap() => beatmap;
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protected override Texture GetBackground() => null;
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protected override Track GetTrack() => null;
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protected override Track GetTrack() => track;
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}
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/// <summary>
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/// A virtual track which tracks a reference clock.
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/// </summary>
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public class TrackVirtualManual : Track
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{
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private readonly IFrameBasedClock referenceClock;
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private readonly ManualClock clock;
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private bool running;
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private double offset;
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public TrackVirtualManual(IFrameBasedClock referenceClock)
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{
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this.referenceClock = referenceClock;
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Length = double.PositiveInfinity;
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clock = new ManualClock();
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}
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public override bool Seek(double seek)
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{
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offset = MathHelper.Clamp(seek, 0, Length) - referenceClock.CurrentTime;
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return true;
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}
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public override void Start()
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{
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running = true;
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Seek(0);
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}
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public override void Reset()
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{
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Seek(0);
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base.Reset();
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}
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public override void Stop()
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{
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running = false;
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}
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public override bool IsRunning => running;
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public override double CurrentTime => running ? clock.CurrentTime : 0;
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protected override void UpdateState()
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{
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base.UpdateState();
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clock.CurrentTime = Math.Min(referenceClock.CurrentTime + offset, Length);
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if (CurrentTime >= Length)
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{
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Stop();
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RaiseCompleted();
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}
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}
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}
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}
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@ -24,7 +24,7 @@ namespace osu.Game.Tests.Visual
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[BackgroundDependencyLoader]
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private void load()
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{
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Beatmap.Value = new TestWorkingBeatmap(ruleset.RulesetInfo);
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Beatmap.Value = new TestWorkingBeatmap(ruleset.RulesetInfo, Clock);
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LoadComponentAsync(new Editor(), LoadScreen);
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}
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@ -99,7 +99,7 @@ namespace osu.Game.Tests.Visual
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private Player loadPlayerFor(Ruleset r)
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{
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var beatmap = CreateBeatmap(r);
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var working = new TestWorkingBeatmap(beatmap);
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var working = new TestWorkingBeatmap(beatmap, Clock);
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workingWeakReferences.Add(working);
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