// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using osu.Framework; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Track; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Timing; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Rulesets.Mods; namespace osu.Game.Screens.Play { /// /// Encapsulates gameplay timing logic and provides a for children. /// public class GameplayClockContainer : Container { private readonly WorkingBeatmap beatmap; private readonly IReadOnlyList mods; /// /// The original source (usually a 's track). /// private IAdjustableClock sourceClock; public readonly BindableBool IsPaused = new BindableBool(); /// /// The decoupled clock used for gameplay. Should be used for seeks and clock control. /// private readonly DecoupleableInterpolatingFramedClock adjustableClock; private readonly double gameplayStartTime; public readonly Bindable UserPlaybackRate = new BindableDouble(1) { Default = 1, MinValue = 0.5, MaxValue = 2, Precision = 0.1, }; /// /// The final clock which is exposed to underlying components. /// [Cached] public readonly GameplayClock GameplayClock; private Bindable userAudioOffset; private readonly FramedOffsetClock userOffsetClock; private readonly FramedOffsetClock platformOffsetClock; public GameplayClockContainer(WorkingBeatmap beatmap, IReadOnlyList mods, double gameplayStartTime) { this.beatmap = beatmap; this.mods = mods; this.gameplayStartTime = gameplayStartTime; RelativeSizeAxes = Axes.Both; sourceClock = (IAdjustableClock)beatmap.Track ?? new StopwatchClock(); (sourceClock as IAdjustableAudioComponent)?.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust); adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false }; // 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. platformOffsetClock = new FramedOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 22 : 0 }; // the final usable gameplay clock with user-set offsets applied. userOffsetClock = new FramedOffsetClock(platformOffsetClock); // the clock to be exposed via DI to children. GameplayClock = new GameplayClock(userOffsetClock); GameplayClock.IsPaused.BindTo(IsPaused); } private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset; private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1); [BackgroundDependencyLoader] private void load(OsuConfigManager config) { userAudioOffset = config.GetBindable(OsuSetting.AudioOffset); userAudioOffset.BindValueChanged(offset => userOffsetClock.Offset = offset.NewValue, true); UserPlaybackRate.ValueChanged += _ => updateRate(); Seek(Math.Min(-beatmap.BeatmapInfo.AudioLeadIn, gameplayStartTime)); } public void Restart() { Task.Run(() => { sourceClock.Reset(); Schedule(() => { adjustableClock.ChangeSource(sourceClock); updateRate(); if (!IsPaused.Value) Start(); }); }); } public void Start() { // Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time // This accounts for the audio clock source potentially taking time to enter a completely stopped state Seek(GameplayClock.CurrentTime); adjustableClock.Start(); IsPaused.Value = false; this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In); } /// /// Seek to a specific time in gameplay. /// /// Adjusts for any offsets which have been applied (so the seek may not be the expected point in time on the underlying audio track). /// /// /// The destination time to seek to. public void Seek(double time) { // remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track. // we may want to consider reversing the application of offsets in the future as it may feel more correct. adjustableClock.Seek(time - totalOffset); // manually process frame to ensure GameplayClock is correctly updated after a seek. userOffsetClock.ProcessFrame(); } public void Stop() { this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => adjustableClock.Stop()); IsPaused.Value = true; } /// /// Changes the backing clock to avoid using the originally provided beatmap's track. /// public void StopUsingBeatmapClock() { if (sourceClock != beatmap.Track) return; sourceClock = new TrackVirtual(beatmap.Track.Length); adjustableClock.ChangeSource(sourceClock); } public void ResetLocalAdjustments() { // In the case of replays, we may have changed the playback rate. UserPlaybackRate.Value = 1; } protected override void Update() { if (!IsPaused.Value) userOffsetClock.ProcessFrame(); base.Update(); } private void updateRate() { if (sourceClock == null) return; sourceClock.ResetSpeedAdjustments(); if (sourceClock is IHasTempoAdjust tempo) tempo.TempoAdjust = UserPlaybackRate.Value; else sourceClock.Rate = UserPlaybackRate.Value; foreach (var mod in mods.OfType()) mod.ApplyToClock(sourceClock); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); (sourceClock as IAdjustableAudioComponent)?.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust); } } }