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e003d9fc3c
Previously we were looping over Update, when we should instead have been looping over UpdateSubTree.
101 lines
3.2 KiB
C#
101 lines
3.2 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Input;
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using osu.Framework.Timing;
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using osu.Game.Input.Handlers;
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namespace osu.Game.Screens.Play
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{
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public class PlayerInputManager : PassThroughInputManager
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{
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private readonly ManualClock clock = new ManualClock();
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private IFrameBasedClock parentClock;
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private ReplayInputHandler replayInputHandler;
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public ReplayInputHandler ReplayInputHandler
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{
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get { return replayInputHandler; }
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set
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{
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if (replayInputHandler != null) RemoveHandler(replayInputHandler);
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replayInputHandler = value;
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UseParentState = replayInputHandler == null;
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if (replayInputHandler != null)
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AddHandler(replayInputHandler);
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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parentClock = Clock;
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Clock = new FramedClock(clock);
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}
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/// <summary>
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/// Whether we running up-to-date with our parent clock.
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/// If not, we will need to keep processing children until we catch up.
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/// </summary>
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private bool requireMoreUpdateLoops;
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/// <summary>
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/// Whether we in a valid state (ie. should we keep processing children frames).
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/// This should be set to false when the replay is, for instance, waiting for future frames to arrive.
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/// </summary>
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private bool validState;
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protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && validState;
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private bool isAttached => replayInputHandler != null && !UseParentState;
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private const int max_catch_up_updates_per_frame = 50;
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public override bool UpdateSubTree()
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{
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requireMoreUpdateLoops = true;
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validState = true;
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int loops = 0;
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while (validState && requireMoreUpdateLoops && loops++ < 50)
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if (!base.UpdateSubTree())
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return false;
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return true;
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}
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protected override void Update()
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{
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if (parentClock == null) return;
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clock.Rate = parentClock.Rate;
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clock.IsRunning = parentClock.IsRunning;
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if (!isAttached)
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{
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clock.CurrentTime = parentClock.CurrentTime;
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}
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else
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{
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double? newTime = replayInputHandler.SetFrameFromTime(parentClock.CurrentTime);
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if (newTime == null)
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{
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// we shouldn't execute for this time value. probably waiting on more replay data.
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validState = false;
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return;
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}
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clock.CurrentTime = newTime.Value;
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}
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requireMoreUpdateLoops = clock.CurrentTime != parentClock.CurrentTime;
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base.Update();
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}
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}
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}
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