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Merge pull request #19779 from peppy/no-gameplay-clock
Remove all remaining usage of `GameplayClock`
This commit is contained in:
commit
fa167b1d12
@ -1,39 +1,31 @@
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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 disable
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Bindables;
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using osu.Framework.Timing;
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.NonVisual
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{
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[TestFixture]
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public class GameplayClockTest
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public class GameplayClockContainerTest
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{
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[TestCase(0)]
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[TestCase(1)]
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public void TestTrueGameplayRateWithZeroAdjustment(double underlyingClockRate)
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{
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var framedClock = new FramedClock(new ManualClock { Rate = underlyingClockRate });
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var gameplayClock = new TestGameplayClock(framedClock);
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gameplayClock.MutableNonGameplayAdjustments.Add(new BindableDouble());
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var gameplayClock = new TestGameplayClockContainer(framedClock);
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Assert.That(gameplayClock.TrueGameplayRate, Is.EqualTo(0));
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}
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private class TestGameplayClock : GameplayClock
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private class TestGameplayClockContainer : GameplayClockContainer
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{
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public List<Bindable<double>> MutableNonGameplayAdjustments { get; } = new List<Bindable<double>>();
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public override IEnumerable<double> NonGameplayAdjustments => new[] { 0.0 };
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public override IEnumerable<double> NonGameplayAdjustments => MutableNonGameplayAdjustments.Select(b => b.Value);
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public TestGameplayClock(IFrameBasedClock underlyingClock)
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public TestGameplayClockContainer(IFrameBasedClock underlyingClock)
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: base(underlyingClock)
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{
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}
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@ -39,7 +39,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[Cached(typeof(IGameplayClock))]
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private readonly IGameplayClock gameplayClock = new GameplayClock(new FramedClock());
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private readonly IGameplayClock gameplayClock = new GameplayClockContainer(new FramedClock());
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// best way to check without exposing.
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private Drawable hideTarget => hudOverlay.KeyCounter;
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@ -30,7 +30,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[Cached(typeof(IGameplayClock))]
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private readonly IGameplayClock gameplayClock = new GameplayClock(new FramedClock());
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private readonly IGameplayClock gameplayClock = new GameplayClockContainer(new FramedClock());
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[SetUpSteps]
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public void SetUpSteps()
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@ -37,7 +37,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[Cached(typeof(IGameplayClock))]
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private readonly IGameplayClock gameplayClock = new GameplayClock(new FramedClock());
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private readonly IGameplayClock gameplayClock = new GameplayClockContainer(new FramedClock());
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private IEnumerable<HUDOverlay> hudOverlays => CreatedDrawables.OfType<HUDOverlay>();
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@ -1,76 +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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#nullable disable
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// A clock which is used for gameplay elements that need to follow audio time 1:1.
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/// Exposed via DI by <see cref="GameplayClockContainer"/>.
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/// <remarks>
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/// The main purpose of this clock is to stop components using it from accidentally processing the main
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/// <see cref="IFrameBasedClock"/>, as this should only be done once to ensure accuracy.
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/// </remarks>
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/// </summary>
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public class GameplayClock : IGameplayClock
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{
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internal readonly IFrameBasedClock UnderlyingClock;
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public readonly BindableBool IsPaused = new BindableBool();
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IBindable<bool> IGameplayClock.IsPaused => IsPaused;
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public virtual IEnumerable<double> NonGameplayAdjustments => Enumerable.Empty<double>();
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public GameplayClock(IFrameBasedClock underlyingClock)
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{
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UnderlyingClock = underlyingClock;
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}
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public double? StartTime { get; internal set; }
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public double CurrentTime => UnderlyingClock.CurrentTime;
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public double Rate => UnderlyingClock.Rate;
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public double TrueGameplayRate
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{
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get
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{
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double baseRate = Rate;
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foreach (double adjustment in NonGameplayAdjustments)
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{
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if (Precision.AlmostEquals(adjustment, 0))
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return 0;
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baseRate /= adjustment;
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}
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return baseRate;
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}
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}
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public bool IsRunning => UnderlyingClock.IsRunning;
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public void ProcessFrame()
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{
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// intentionally not updating the underlying clock (handled externally).
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}
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public double ElapsedFrameTime => UnderlyingClock.ElapsedFrameTime;
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public double FramesPerSecond => UnderlyingClock.FramesPerSecond;
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public FrameTimeInfo TimeInfo => UnderlyingClock.TimeInfo;
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public IClock Source => UnderlyingClock;
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}
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}
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@ -3,18 +3,19 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ObjectExtensions;
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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.Timing;
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using osu.Framework.Utils;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// Encapsulates gameplay timing logic and provides a <see cref="GameplayClock"/> via DI for gameplay components to use.
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/// Encapsulates gameplay timing logic and provides a <see cref="IGameplayClock"/> via DI for gameplay components to use.
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/// </summary>
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public class GameplayClockContainer : Container, IAdjustableClock, IGameplayClock
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{
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@ -23,15 +24,8 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public IBindable<bool> IsPaused => isPaused;
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private readonly BindableBool isPaused = new BindableBool(true);
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/// <summary>
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/// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
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/// </summary>
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protected readonly DecoupleableInterpolatingFramedClock AdjustableSource;
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/// <summary>
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/// The source clock.
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/// The source clock. Should generally not be used for any timekeeping purposes.
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/// </summary>
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public IClock SourceClock { get; private set; }
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@ -40,8 +34,6 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public event Action? OnSeek;
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private double? startTime;
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/// <summary>
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/// The time from which the clock should start. Will be seeked to on calling <see cref="Reset"/>.
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/// </summary>
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@ -49,24 +41,21 @@ namespace osu.Game.Screens.Play
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/// If not set, a value of zero will be used.
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/// Importantly, the value will be inferred from the current ruleset in <see cref="MasterGameplayClockContainer"/> unless specified.
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/// </remarks>
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public double? StartTime
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{
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get => startTime;
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set
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{
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startTime = value;
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public double? StartTime { get; set; }
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if (GameplayClock.IsNotNull())
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GameplayClock.StartTime = value;
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}
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}
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public IEnumerable<double> NonGameplayAdjustments => GameplayClock.NonGameplayAdjustments;
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public virtual IEnumerable<double> NonGameplayAdjustments => Enumerable.Empty<double>();
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/// <summary>
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/// The final clock which is exposed to gameplay components.
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/// </summary>
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protected GameplayClock GameplayClock { get; private set; } = null!;
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protected IFrameBasedClock FramedClock { get; private set; }
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private readonly BindableBool isPaused = new BindableBool(true);
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/// <summary>
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/// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
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/// </summary>
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private readonly DecoupleableInterpolatingFramedClock decoupledClock;
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/// <summary>
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/// Creates a new <see cref="GameplayClockContainer"/>.
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@ -78,21 +67,21 @@ namespace osu.Game.Screens.Play
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RelativeSizeAxes = Axes.Both;
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AdjustableSource = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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IsPaused.BindValueChanged(OnIsPausedChanged);
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// this will be replaced during load, but non-null for tests which don't add this component to the hierarchy.
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FramedClock = new FramedClock();
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}
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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GameplayClock = CreateGameplayClock(AdjustableSource);
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FramedClock = CreateGameplayClock(decoupledClock);
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dependencies.CacheAs<IGameplayClock>(this);
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GameplayClock.StartTime = StartTime;
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GameplayClock.IsPaused.BindTo(isPaused);
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return dependencies;
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}
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@ -103,13 +92,13 @@ namespace osu.Game.Screens.Play
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{
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ensureSourceClockSet();
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if (!AdjustableSource.IsRunning)
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if (!decoupledClock.IsRunning)
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{
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// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
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// This accounts for the clock source potentially taking time to enter a completely stopped state
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Seek(GameplayClock.CurrentTime);
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Seek(FramedClock.CurrentTime);
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AdjustableSource.Start();
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decoupledClock.Start();
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}
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isPaused.Value = false;
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@ -123,10 +112,10 @@ namespace osu.Game.Screens.Play
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{
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Logger.Log($"{nameof(GameplayClockContainer)} seeking to {time}");
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AdjustableSource.Seek(time);
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decoupledClock.Seek(time);
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// Manually process to make sure the gameplay clock is correctly updated after a seek.
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GameplayClock.UnderlyingClock.ProcessFrame();
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FramedClock.ProcessFrame();
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OnSeek?.Invoke();
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}
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@ -143,7 +132,7 @@ namespace osu.Game.Screens.Play
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public void Reset(bool startClock = false)
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{
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// Manually stop the source in order to not affect the IsPaused state.
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AdjustableSource.Stop();
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decoupledClock.Stop();
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if (!IsPaused.Value || startClock)
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Start();
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@ -156,10 +145,10 @@ namespace osu.Game.Screens.Play
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/// Changes the source clock.
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/// </summary>
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/// <param name="sourceClock">The new source.</param>
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protected void ChangeSource(IClock sourceClock) => AdjustableSource.ChangeSource(SourceClock = sourceClock);
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protected void ChangeSource(IClock sourceClock) => decoupledClock.ChangeSource(SourceClock = sourceClock);
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/// <summary>
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/// Ensures that the <see cref="AdjustableSource"/> is set to <see cref="SourceClock"/>, if it hasn't been given a source yet.
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/// Ensures that the <see cref="decoupledClock"/> is set to <see cref="SourceClock"/>, if it hasn't been given a source yet.
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/// This is usually done before a seek to avoid accidentally seeking only the adjustable source in decoupled mode,
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/// but not the actual source clock.
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/// That will pretty much only happen on the very first call of this method, as the source clock is passed in the constructor,
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@ -167,39 +156,39 @@ namespace osu.Game.Screens.Play
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/// </summary>
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private void ensureSourceClockSet()
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{
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if (AdjustableSource.Source == null)
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if (decoupledClock.Source == null)
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ChangeSource(SourceClock);
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}
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protected override void Update()
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{
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if (!IsPaused.Value)
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GameplayClock.UnderlyingClock.ProcessFrame();
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FramedClock.ProcessFrame();
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base.Update();
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}
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/// <summary>
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/// Invoked when the value of <see cref="IsPaused"/> is changed to start or stop the <see cref="AdjustableSource"/> clock.
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/// Invoked when the value of <see cref="IsPaused"/> is changed to start or stop the <see cref="decoupledClock"/> clock.
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/// </summary>
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/// <param name="isPaused">Whether the clock should now be paused.</param>
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protected virtual void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
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{
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if (isPaused.NewValue)
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AdjustableSource.Stop();
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decoupledClock.Stop();
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else
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AdjustableSource.Start();
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decoupledClock.Start();
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}
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/// <summary>
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/// Creates the final <see cref="GameplayClock"/> which is exposed via DI to be used by gameplay components.
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/// Creates the final <see cref="FramedClock"/> which is exposed via DI to be used by gameplay components.
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/// </summary>
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/// <remarks>
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/// Any intermediate clocks such as platform offsets should be applied here.
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/// </remarks>
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/// <param name="source">The <see cref="IFrameBasedClock"/> providing the source time.</param>
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/// <returns>The final <see cref="GameplayClock"/>.</returns>
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protected virtual GameplayClock CreateGameplayClock(IFrameBasedClock source) => new GameplayClock(source);
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/// <returns>The final <see cref="FramedClock"/>.</returns>
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protected virtual IFrameBasedClock CreateGameplayClock(IFrameBasedClock source) => source;
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#region IAdjustableClock
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@ -215,15 +204,15 @@ namespace osu.Game.Screens.Play
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double IAdjustableClock.Rate
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{
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get => GameplayClock.Rate;
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get => FramedClock.Rate;
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set => throw new NotSupportedException();
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}
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public double Rate => GameplayClock.Rate;
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public double Rate => FramedClock.Rate;
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public double CurrentTime => GameplayClock.CurrentTime;
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public double CurrentTime => FramedClock.CurrentTime;
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public bool IsRunning => GameplayClock.IsRunning;
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public bool IsRunning => FramedClock.IsRunning;
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#endregion
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@ -232,12 +221,28 @@ namespace osu.Game.Screens.Play
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// Handled via update. Don't process here to safeguard from external usages potentially processing frames additional times.
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}
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public double ElapsedFrameTime => GameplayClock.ElapsedFrameTime;
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public double ElapsedFrameTime => FramedClock.ElapsedFrameTime;
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public double FramesPerSecond => GameplayClock.FramesPerSecond;
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public double FramesPerSecond => FramedClock.FramesPerSecond;
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public FrameTimeInfo TimeInfo => GameplayClock.TimeInfo;
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public FrameTimeInfo TimeInfo => FramedClock.TimeInfo;
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public double TrueGameplayRate => GameplayClock.TrueGameplayRate;
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public double TrueGameplayRate
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{
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get
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{
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double baseRate = Rate;
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foreach (double adjustment in NonGameplayAdjustments)
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{
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if (Precision.AlmostEquals(adjustment, 0))
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return 0;
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baseRate /= adjustment;
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}
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return baseRate;
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}
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}
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}
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}
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|
@ -35,8 +35,6 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public const double MINIMUM_SKIP_TIME = 1000;
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protected Track Track => (Track)SourceClock;
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public readonly BindableNumber<double> UserPlaybackRate = new BindableDouble(1)
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{
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Default = 1,
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@ -54,7 +52,6 @@ namespace osu.Game.Screens.Play
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private HardwareCorrectionOffsetClock userGlobalOffsetClock = null!;
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private HardwareCorrectionOffsetClock userBeatmapOffsetClock = null!;
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private HardwareCorrectionOffsetClock platformOffsetClock = null!;
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private MasterGameplayClock masterGameplayClock = null!;
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private Bindable<double> userAudioOffset = null!;
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private IDisposable? beatmapOffsetSubscription;
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@ -134,7 +131,7 @@ namespace osu.Game.Screens.Play
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this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ =>
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{
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if (IsPaused.Value == isPaused.NewValue)
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AdjustableSource.Stop();
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base.OnIsPausedChanged(isPaused);
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});
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}
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else
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@ -143,14 +140,14 @@ namespace osu.Game.Screens.Play
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else
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{
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if (isPaused.NewValue)
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AdjustableSource.Stop();
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base.OnIsPausedChanged(isPaused);
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// If not yet loaded, we still want to ensure relevant state is correct, as it is used for offset calculations.
|
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pauseFreqAdjust.Value = isPaused.NewValue ? 0 : 1;
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// We must also process underlying gameplay clocks to update rate-adjusted offsets with the new frequency adjustment.
|
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// Without doing this, an initial seek may be performed with the wrong offset.
|
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GameplayClock.UnderlyingClock.ProcessFrame();
|
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FramedClock.ProcessFrame();
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}
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}
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@ -179,19 +176,19 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public void Skip()
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{
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if (GameplayClock.CurrentTime > skipTargetTime - MINIMUM_SKIP_TIME)
|
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if (FramedClock.CurrentTime > skipTargetTime - MINIMUM_SKIP_TIME)
|
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return;
|
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double skipTarget = skipTargetTime - MINIMUM_SKIP_TIME;
|
||||
|
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if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
|
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if (FramedClock.CurrentTime < 0 && skipTarget > 6000)
|
||||
// double skip exception for storyboards with very long intros
|
||||
skipTarget = 0;
|
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|
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Seek(skipTarget);
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}
|
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|
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protected override GameplayClock CreateGameplayClock(IFrameBasedClock source)
|
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protected override IFrameBasedClock CreateGameplayClock(IFrameBasedClock source)
|
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{
|
||||
// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
|
||||
// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
|
||||
@ -199,9 +196,7 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
// the final usable gameplay clock with user-set offsets applied.
|
||||
userGlobalOffsetClock = new HardwareCorrectionOffsetClock(platformOffsetClock, pauseFreqAdjust);
|
||||
userBeatmapOffsetClock = new HardwareCorrectionOffsetClock(userGlobalOffsetClock, pauseFreqAdjust);
|
||||
|
||||
return masterGameplayClock = new MasterGameplayClock(userBeatmapOffsetClock);
|
||||
return userBeatmapOffsetClock = new HardwareCorrectionOffsetClock(userGlobalOffsetClock, pauseFreqAdjust);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -221,11 +216,14 @@ namespace osu.Game.Screens.Play
|
||||
if (speedAdjustmentsApplied)
|
||||
return;
|
||||
|
||||
Track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
||||
Track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
||||
if (SourceClock is not Track track)
|
||||
return;
|
||||
|
||||
masterGameplayClock.MutableNonGameplayAdjustments.Add(pauseFreqAdjust);
|
||||
masterGameplayClock.MutableNonGameplayAdjustments.Add(UserPlaybackRate);
|
||||
track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
||||
track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
||||
|
||||
nonGameplayAdjustments.Add(pauseFreqAdjust);
|
||||
nonGameplayAdjustments.Add(UserPlaybackRate);
|
||||
|
||||
speedAdjustmentsApplied = true;
|
||||
}
|
||||
@ -235,11 +233,14 @@ namespace osu.Game.Screens.Play
|
||||
if (!speedAdjustmentsApplied)
|
||||
return;
|
||||
|
||||
Track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
||||
Track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
||||
if (SourceClock is not Track track)
|
||||
return;
|
||||
|
||||
masterGameplayClock.MutableNonGameplayAdjustments.Remove(pauseFreqAdjust);
|
||||
masterGameplayClock.MutableNonGameplayAdjustments.Remove(UserPlaybackRate);
|
||||
track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
||||
track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
||||
|
||||
nonGameplayAdjustments.Remove(pauseFreqAdjust);
|
||||
nonGameplayAdjustments.Remove(UserPlaybackRate);
|
||||
|
||||
speedAdjustmentsApplied = false;
|
||||
}
|
||||
@ -252,7 +253,7 @@ namespace osu.Game.Screens.Play
|
||||
}
|
||||
|
||||
ControlPointInfo IBeatSyncProvider.ControlPoints => beatmap.Beatmap.ControlPointInfo;
|
||||
IClock IBeatSyncProvider.Clock => GameplayClock;
|
||||
IClock IBeatSyncProvider.Clock => this;
|
||||
ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => beatmap.TrackLoaded ? beatmap.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
|
||||
|
||||
private class HardwareCorrectionOffsetClock : FramedOffsetClock
|
||||
@ -300,15 +301,8 @@ namespace osu.Game.Screens.Play
|
||||
}
|
||||
}
|
||||
|
||||
private class MasterGameplayClock : GameplayClock
|
||||
{
|
||||
public readonly List<Bindable<double>> MutableNonGameplayAdjustments = new List<Bindable<double>>();
|
||||
public override IEnumerable<double> NonGameplayAdjustments => MutableNonGameplayAdjustments.Select(b => b.Value);
|
||||
private readonly List<Bindable<double>> nonGameplayAdjustments = new List<Bindable<double>>();
|
||||
|
||||
public MasterGameplayClock(FramedOffsetClock underlyingClock)
|
||||
: base(underlyingClock)
|
||||
{
|
||||
}
|
||||
}
|
||||
public override IEnumerable<double> NonGameplayAdjustments => nonGameplayAdjustments.Select(b => b.Value);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user