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osu-lazer/osu.Game/Beatmaps/FramedBeatmapClock.cs
Dean Herbert 2e98ab0a48 Expose rewinding state of IGameplayClocks
The implementation of this requires a bit of a special case
for 0, so makes sense to implement in a central place.
2023-07-06 19:08:42 +09:00

230 lines
8.3 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Diagnostics;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Timing;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Screens.Play;
namespace osu.Game.Beatmaps
{
/// <summary>
/// A clock intended to be the single source-of-truth for beatmap timing.
///
/// It provides some functionality:
/// - Optionally applies (and tracks changes of) beatmap, user, and platform offsets (see ctor argument applyOffsets).
/// - Adjusts <see cref="Seek"/> operations to account for any applied offsets, seeking in raw "beatmap" time values.
/// - Exposes track length.
/// - Allows changing the source to a new track (for cases like editor track updating).
/// </summary>
public partial class FramedBeatmapClock : Component, IFrameBasedClock, IAdjustableClock, ISourceChangeableClock
{
private readonly bool applyOffsets;
/// <summary>
/// The length of the underlying beatmap track. Will default to 60 seconds if unavailable.
/// </summary>
public double TrackLength => Track.Length;
/// <summary>
/// The underlying beatmap track, if available.
/// </summary>
public Track Track { get; private set; } = new TrackVirtual(60000);
/// <summary>
/// The total frequency adjustment from pause transforms. Should eventually be handled in a better way.
/// </summary>
public readonly BindableDouble ExternalPauseFrequencyAdjust = new BindableDouble(1);
private readonly OffsetCorrectionClock? userGlobalOffsetClock;
private readonly OffsetCorrectionClock? platformOffsetClock;
private readonly OffsetCorrectionClock? userBeatmapOffsetClock;
private readonly IFrameBasedClock finalClockSource;
private Bindable<double>? userAudioOffset;
private IDisposable? beatmapOffsetSubscription;
private readonly DecoupleableInterpolatingFramedClock decoupledClock;
[Resolved]
private OsuConfigManager config { get; set; } = null!;
[Resolved]
private RealmAccess realm { get; set; } = null!;
[Resolved]
private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
public bool IsRewinding { get; private set; }
public bool IsCoupled
{
get => decoupledClock.IsCoupled;
set => decoupledClock.IsCoupled = value;
}
public FramedBeatmapClock(bool applyOffsets = false)
{
this.applyOffsets = applyOffsets;
// A decoupled clock is used to ensure precise time values even when the host audio subsystem is not reporting
// high precision times (on windows there's generally only 5-10ms reporting intervals, as an example).
decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = true };
if (applyOffsets)
{
// Audio timings in general with newer BASS versions don't match stable.
// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
platformOffsetClock = new OffsetCorrectionClock(decoupledClock, ExternalPauseFrequencyAdjust) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
// User global offset (set in settings) should also be applied.
userGlobalOffsetClock = new OffsetCorrectionClock(platformOffsetClock, ExternalPauseFrequencyAdjust);
// User per-beatmap offset will be applied to this final clock.
finalClockSource = userBeatmapOffsetClock = new OffsetCorrectionClock(userGlobalOffsetClock, ExternalPauseFrequencyAdjust);
}
else
{
finalClockSource = decoupledClock;
}
}
protected override void LoadComplete()
{
base.LoadComplete();
if (applyOffsets)
{
Debug.Assert(userBeatmapOffsetClock != null);
Debug.Assert(userGlobalOffsetClock != null);
userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
userAudioOffset.BindValueChanged(offset => userGlobalOffsetClock.Offset = offset.NewValue, true);
beatmapOffsetSubscription = realm.SubscribeToPropertyChanged(
r => r.Find<BeatmapInfo>(beatmap.Value.BeatmapInfo.ID)?.UserSettings,
settings => settings.Offset,
val =>
{
userBeatmapOffsetClock.Offset = val;
});
}
}
protected override void Update()
{
base.Update();
if (Source != null && Source is not IAdjustableClock && Source.CurrentTime < decoupledClock.CurrentTime)
{
// InterpolatingFramedClock won't interpolate backwards unless its source has an ElapsedFrameTime.
// See https://github.com/ppy/osu-framework/blob/ba1385330cc501f34937e08257e586c84e35d772/osu.Framework/Timing/InterpolatingFramedClock.cs#L91-L93
// This is not always the case here when doing large seeks.
// (Of note, this is not an issue if the source is adjustable, as the source is seeked to be in time by DecoupleableInterpolatingFramedClock).
// Rather than trying to get around this by fixing the framework clock stack, let's work around it for now.
Seek(Source.CurrentTime);
}
else
finalClockSource.ProcessFrame();
if (Clock.ElapsedFrameTime != 0)
IsRewinding = Clock.ElapsedFrameTime < 0;
}
public double TotalAppliedOffset
{
get
{
if (!applyOffsets)
return 0;
Debug.Assert(userGlobalOffsetClock != null);
Debug.Assert(userBeatmapOffsetClock != null);
Debug.Assert(platformOffsetClock != null);
return userGlobalOffsetClock.RateAdjustedOffset + userBeatmapOffsetClock.RateAdjustedOffset + platformOffsetClock.RateAdjustedOffset;
}
}
#region Delegation of IAdjustableClock / ISourceChangeableClock to decoupled clock.
public void ChangeSource(IClock? source)
{
Track = source as Track ?? new TrackVirtual(60000);
decoupledClock.ChangeSource(source);
}
public IClock? Source => decoupledClock.Source;
public void Reset()
{
decoupledClock.Reset();
finalClockSource.ProcessFrame();
}
public void Start()
{
decoupledClock.Start();
finalClockSource.ProcessFrame();
}
public void Stop()
{
decoupledClock.Stop();
finalClockSource.ProcessFrame();
}
public bool Seek(double position)
{
bool success = decoupledClock.Seek(position - TotalAppliedOffset);
finalClockSource.ProcessFrame();
return success;
}
public void ResetSpeedAdjustments() => decoupledClock.ResetSpeedAdjustments();
public double Rate
{
get => decoupledClock.Rate;
set => decoupledClock.Rate = value;
}
#endregion
#region Delegation of IFrameBasedClock to clock with all offsets applied
public double CurrentTime => finalClockSource.CurrentTime;
public bool IsRunning => finalClockSource.IsRunning;
public void ProcessFrame()
{
// Noop to ensure an external consumer doesn't process the internal clock an extra time.
}
public double ElapsedFrameTime => finalClockSource.ElapsedFrameTime;
public double FramesPerSecond => finalClockSource.FramesPerSecond;
public FrameTimeInfo TimeInfo => finalClockSource.TimeInfo;
#endregion
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
beatmapOffsetSubscription?.Dispose();
}
}
}