// 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.Diagnostics; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Timing; using osu.Framework.Utils; using osu.Game.Input.Handlers; using osu.Game.Screens.Play; namespace osu.Game.Rulesets.UI { /// /// A container which consumes a parent gameplay clock and standardises frame counts for children. /// Will ensure a minimum of 50 frames per clock second is maintained, regardless of any system lag or seeks. /// [Cached(typeof(IGameplayClock))] [Cached(typeof(IFrameStableClock))] public sealed class FrameStabilityContainer : Container, IHasReplayHandler, IFrameStableClock, IGameplayClock { public ReplayInputHandler? ReplayInputHandler { get; set; } /// /// The number of frames (per parent frame) which can be run in an attempt to catch-up to real-time. /// public int MaxCatchUpFrames { get; set; } = 5; /// /// Whether to enable frame-stable playback. /// internal bool FrameStablePlayback { get; set; } = true; protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && state != PlaybackState.NotValid; private readonly Bindable isCatchingUp = new Bindable(); private readonly Bindable waitingOnFrames = new Bindable(); private readonly double gameplayStartTime; private IGameplayClock? parentGameplayClock; /// /// A clock which is used as reference for time, rate and running state. /// private IClock referenceClock = null!; /// /// A local manual clock which tracks the reference clock. /// Values are transferred from each update call. /// private readonly ManualClock manualClock; /// /// The main framed clock which has stability applied to it. /// This gets exposed to children as an . /// private readonly FramedClock framedClock; /// /// The current direction of playback to be exposed to frame stable children. /// /// /// Initially it is presumed that playback will proceed in the forward direction. /// private int direction = 1; private PlaybackState state; private bool hasReplayAttached => ReplayInputHandler != null; private bool firstConsumption = true; public FrameStabilityContainer(double gameplayStartTime = double.MinValue) { RelativeSizeAxes = Axes.Both; framedClock = new FramedClock(manualClock = new ManualClock()); this.gameplayStartTime = gameplayStartTime; } [BackgroundDependencyLoader] private void load(IGameplayClock? gameplayClock) { if (gameplayClock != null) { parentGameplayClock = gameplayClock; IsPaused.BindTo(parentGameplayClock.IsPaused); } referenceClock = gameplayClock ?? Clock; Clock = this; } public override bool UpdateSubTree() { int loops = MaxCatchUpFrames; do { // update clock is always trying to approach the aim time. // it should be provided as the original value each loop. updateClock(); if (state == PlaybackState.NotValid) break; base.UpdateSubTree(); UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat); } while (state == PlaybackState.RequiresCatchUp && loops-- > 0); return true; } private void updateClock() { if (waitingOnFrames.Value) { // if waiting on frames, run one update loop to determine if frames have arrived. state = PlaybackState.Valid; } else if (IsPaused.Value) { // time should not advance while paused, nor should anything run. state = PlaybackState.NotValid; return; } else { state = PlaybackState.Valid; } double proposedTime = referenceClock.CurrentTime; if (FrameStablePlayback) // if we require frame stability, the proposed time will be adjusted to move at most one known // frame interval in the current direction. applyFrameStability(ref proposedTime); if (hasReplayAttached) { bool valid = updateReplay(ref proposedTime); if (!valid) state = PlaybackState.NotValid; } // if the proposed time is the same as the current time, assume that the clock will continue progressing in the same direction as previously. // this avoids spurious flips in direction from -1 to 1 during rewinds. if (state == PlaybackState.Valid && proposedTime != manualClock.CurrentTime) direction = proposedTime >= manualClock.CurrentTime ? 1 : -1; double timeBehind = Math.Abs(proposedTime - referenceClock.CurrentTime); isCatchingUp.Value = timeBehind > 200; waitingOnFrames.Value = state == PlaybackState.NotValid; manualClock.CurrentTime = proposedTime; manualClock.Rate = Math.Abs(referenceClock.Rate) * direction; manualClock.IsRunning = referenceClock.IsRunning; // determine whether catch-up is required. if (state == PlaybackState.Valid && timeBehind > 0) state = PlaybackState.RequiresCatchUp; // The manual clock time has changed in the above code. The framed clock now needs to be updated // to ensure that the its time is valid for our children before input is processed framedClock.ProcessFrame(); } /// /// Attempt to advance replay playback for a given time. /// /// The time which is to be displayed. /// Whether playback is still valid. private bool updateReplay(ref double proposedTime) { Debug.Assert(ReplayInputHandler != null); double? newTime; if (FrameStablePlayback) { // when stability is turned on, we shouldn't execute for time values the replay is unable to satisfy. newTime = ReplayInputHandler.SetFrameFromTime(proposedTime); } 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(proposedTime)) != proposedTime) { if (newTime == null) { // special case for when the replay actually can't arrive at the required time. // protects from potential endless loop. break; } } } if (newTime == null) return false; proposedTime = newTime.Value; return true; } /// /// Apply frame stability modifier to a time. /// /// The time which is to be displayed. private void applyFrameStability(ref double proposedTime) { const double sixty_frame_time = 1000.0 / 60; if (firstConsumption) { // On the first update, frame-stability seeking would result in unexpected/unwanted behaviour. // Instead we perform an initial seek to the proposed time. // process frame (in addition to finally clause) to clear out ElapsedTime manualClock.CurrentTime = proposedTime; framedClock.ProcessFrame(); firstConsumption = false; return; } if (manualClock.CurrentTime < gameplayStartTime) manualClock.CurrentTime = proposedTime = Math.Min(gameplayStartTime, proposedTime); else if (Math.Abs(manualClock.CurrentTime - proposedTime) > sixty_frame_time * 1.2f) { proposedTime = proposedTime > manualClock.CurrentTime ? Math.Min(proposedTime, manualClock.CurrentTime + sixty_frame_time) : Math.Max(proposedTime, manualClock.CurrentTime - sixty_frame_time); } } #region Delegation of IGameplayClock public IBindable IsPaused { get; } = new BindableBool(); public double CurrentTime => framedClock.CurrentTime; public double Rate => framedClock.Rate; public bool IsRunning => framedClock.IsRunning; public void ProcessFrame() { } public double ElapsedFrameTime => framedClock.ElapsedFrameTime; public double FramesPerSecond => framedClock.FramesPerSecond; public FrameTimeInfo TimeInfo => framedClock.TimeInfo; public double TrueGameplayRate { get { double baseRate = Rate; foreach (double adjustment in NonGameplayAdjustments) { if (Precision.AlmostEquals(adjustment, 0)) return 0; baseRate /= adjustment; } return baseRate; } } public double? StartTime => parentGameplayClock?.StartTime; public IEnumerable NonGameplayAdjustments => parentGameplayClock?.NonGameplayAdjustments ?? Enumerable.Empty(); #endregion #region Delegation of IFrameStableClock IBindable IFrameStableClock.IsCatchingUp => isCatchingUp; IBindable IFrameStableClock.WaitingOnFrames => waitingOnFrames; #endregion private enum PlaybackState { /// /// Playback is not possible. Child hierarchy should not be processed. /// NotValid, /// /// Playback is running behind real-time. Catch-up will be attempted by processing more than once per /// game loop (limited to a sane maximum to avoid frame drops). /// RequiresCatchUp, /// /// In a valid state, progressing one child hierarchy loop per game loop. /// Valid } } }