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Commit Graph

63 Commits

Author SHA1 Message Date
Dean Herbert
7ceced7012
Scope TestPauseWithLargeOffset to focus on what matters
See https://github.com/ppy/osu/actions/runs/6693917410/job/18186111009

This test is to make sure we don't seek before the original
pause time, so I've exposed that value precisely to avoid
CI woes.
2023-10-31 14:47:04 +09:00
Bartłomiej Dach
fdb81bfa4c
Rename methods to not mention "source clock" anymore 2023-10-26 19:38:52 +02:00
Bartłomiej Dach
565ae99e0d
Fix StopUsingBeatmapClock() applying adjustments to track it was supposed to stop using
- Closes https://github.com/ppy/osu/issues/25248
- Possibly also closes https://github.com/ppy/osu/issues/20475

Regressed in e33486a766.

`StopUsingBeatmapClock()` intends to, as the name says, stop operating
on the working beatmap clock to yield its usage to other components on
exit. As part of that it tries to unapply audio adjustments so that
other screens can apply theirs freely instead.

However, the aforementioned commit introduced a bug in this. Previously
to it, `track` was an alias for the `SourceClock`, which could be
mutated in an indirect way via `ChangeSource()` calls. The
aforementioned commit made `track` a `readonly` field, initialised in
constructor, which would _never_ change value. In particular, it would
_always_ be the beatmap track, which meant that
`StopUsingBeatmapClock()` would remove the adjustments from the beatmap
track, but then at the end of the method, _apply them onto that same
track again_.

This was only saved by the fact that clock adjustments are removed again
on disposal of the `MasterGameplayClockContainer()`. This - due to async
disposal pressure - could explain infrequently reported cases wherein
the track would just continue to speed up ad infinitum.

To fix, fully substitute the beatmap track for a virtual track at the
point of calling `StopUsingBeatmapClock()`.
2023-10-26 19:38:52 +02:00
Dean Herbert
251a85db43 Fix StopUsingBeatmapClock not transferring time and running state 2023-09-22 16:22:36 +09:00
Dean Herbert
8367bb6bee Don't apply decoupling to SpectatorPlayerClocks
See inline comment for reasoning. It's a bit complicated.
2023-09-22 16:22:35 +09:00
Dan Balasescu
7bc8908ca9 Partial everything 2022-11-27 00:00:27 +09:00
o-dasher
feadac1f79 Cleanup all other leftover binding instantiation 2022-09-25 16:02:40 -04:00
Dan Balasescu
b559d4ecdf Rename GameplayAdjustments -> AdjustmentsFromMods 2022-09-08 17:14:06 +09:00
Salman Ahmed
50923b6e5b Move track assignment below 2022-09-08 00:25:55 +03:00
Dean Herbert
fa15502384 Move full track adjustment flow inside MasterGameplayClockContainer 2022-09-07 19:12:16 +09:00
Dean Herbert
75d0deef72 Apply proposed changes to remove inheritance from MasterGameplayClockContainer 2022-09-07 17:49:05 +09:00
Dean Herbert
66c44f5913 Delegate interface to valid target 2022-09-06 22:26:46 +09:00
Dean Herbert
bc1212f4e6 Change NonGameplayAdjustments to GameplayAdjustments and convert TrueGameplayRate to extension method 2022-09-06 22:26:46 +09:00
Dean Herbert
266eb758aa Use new flow to calcaulate TrueGameplayRate 2022-09-05 23:37:49 +09:00
Dean Herbert
7084aeee05 Add method flow to reset applied adjustments 2022-09-05 23:22:38 +09:00
Dean Herbert
e33486a766 Implement IAdjustableAudioComponent in MasterGameplayClockContainer 2022-09-05 23:20:02 +09:00
Dean Herbert
1bff540381 Remove debug changes 2022-08-29 22:14:07 +09:00
Dean Herbert
75531d2d62 Fix gameplay skipping forward during resume operation 2022-08-29 19:51:16 +09:00
Dean Herbert
29fed0c4a3 Avoid setting the source clock until gameplay is ready to start
Without this change, the audio track may audibly seek during load
proceedings.
2022-08-23 18:34:17 +09:00
Dean Herbert
489e172a76 Simplify track start/stop/paused tracking 2022-08-22 19:43:18 +09:00
Dean Herbert
af2e82d7d5 Move operation of setting GameplayClockContainer.StartTime to Reset call 2022-08-22 14:11:06 +09:00
Dean Herbert
2c6fd1ec6e Fix `GameplayClockContainer potentially resetting external seeks 2022-08-18 18:54:10 +09:00
Dean Herbert
6003afafc7 Use FramedBeatmapClock in GameplayClockContainer 2022-08-18 18:54:10 +09:00
Dean Herbert
343efa1d11 Split OffsetCorrectionClock out of MasterGameplayClockContainer 2022-08-18 18:54:10 +09:00
Dean Herbert
9735728cf6 Reverse conditionals to better define intent in addSourceClockAdjustments 2022-08-18 15:08:09 +09:00
Dean Herbert
1696a905ba Reduce exposed properties in GameplayClockContainer 2022-08-15 20:22:36 +09:00
Dean Herbert
704568ae3b Remove remaining usage of GameplayClock 2022-08-15 20:22:36 +09:00
Dean Herbert
27569e2ed5 Remove FrameStableClock (and redirect usages to FrameStabilityContainer) 2022-08-15 19:19:19 +09:00
Dean Herbert
cc4cde2c79 Improve IBeatSyncProvider interface and reduce beatmap track dependence 2022-08-02 17:59:18 +09:00
Dean Herbert
f71f6302fd Remove unnecessary null casts 2022-06-24 14:50:11 +09:00
Dan Balasescu
f8830c6850 Automated #nullable processing 2022-06-17 16:37:17 +09:00
Dean Herbert
007582afb9 Remove unused usings resulting from namespace move 2022-05-22 23:55:33 +09:00
Dean Herbert
eabf578282 Use interface to convey beat sync information 2022-05-22 22:44:54 +09:00
Dan Balasescu
2abdbe53e7 Cleanup whitespace 2022-04-14 18:55:12 +09:00
Dean Herbert
fbf0e5a45c Remove startFromSkipTarget parameter and update usages that required said behaviour 2022-04-13 14:25:43 +09:00
Dean Herbert
a59c6013c7 Rename latestGameplayStartTime to skipTargetTime 2022-04-13 14:03:52 +09:00
Dean Herbert
d4286255a0 Expose and set GameplayStartTime directly, rather than via Reset parameter 2022-04-13 13:58:44 +09:00
Dean Herbert
cb6e557212 Fix MasterGameplayClockContainer having incorrect rate-based offsets immediately after LoadComplete
I've attempted to explain why this is required using inline comments.
There's also further conversation at
https://github.com/ppy/osu/pull/17302#issuecomment-1091850927.
2022-04-11 14:11:26 +09:00
Dean Herbert
8ca9cbc866 Set a more correct initial value for pauseFreqAdjust
As the `GameplayClock` now starts paused, this value needs to match to
ensure things work correctly.

For a better explanation of how we got here, see discussion at
https://github.com/ppy/osu/pull/17302#discussion_r830017735.
2022-03-24 14:50:00 +09:00
Dean Herbert
c6be26eb01 Rename start time calculation method and add more commenting to explain purpose better 2022-03-18 01:35:50 +09:00
Dean Herbert
e3ab5de8cd Tidy up constructor logic overlap with gameplayStartTime 2022-03-18 01:35:50 +09:00
Dean Herbert
a4a0241800 Use a more explicit flow to set and reset GameplayClockContainer start time 2022-03-17 20:57:30 +09:00
Bartłomiej Dach
edd361d256
Trim unused using directives 2022-03-03 20:21:48 +01:00
Dean Herbert
cecc746f9e Update existing usages to use SubscribeToPropertyChanged 2022-03-03 17:42:50 +09:00
Dean Herbert
6c09237956 Reorder fields in BeatmapOffsetControl and MasterGameplayClockContainer 2022-03-01 20:16:55 +09:00
Dean Herbert
bc2a15db96 Handle cases of beatmaps not existing in realm for tests 2022-03-01 20:12:59 +09:00
Dean Herbert
bb8caabb8b Subscribe to changes in offset 2022-03-01 20:12:59 +09:00
Dean Herbert
047e801da9 Store and retrieve offset from realm 2022-03-01 20:12:59 +09:00
Salman Ahmed
6556a7e3c3 Handle different gameplay rates when seeking on master clock 2022-01-31 01:40:07 +03:00
Dean Herbert
5f27f1c099 Avoid accounting for the pause pitch adjust effect when "fixing" hardware offset adjustments
Bit of an unfortunate one. Because we are applying the pitch adjustment
to the lowest level (`Track`), it's hard to filter out in parent clock
calculations.

Tried a few solutions but this feels the best. Note that we can't just
undo the `pauseFreqAdjust` adjustment as it will div-by-zero.

Closes https://github.com/ppy/osu/issues/14773.
2021-09-17 15:43:38 +09:00