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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/CatchUpSpectatorPlayerClock.cs
Dean Herbert 31f657fe01 Remove ISpectatorPlayerClock interface
Too many levels of redirection.

One interface with one implementation is not useful, IMO.
2022-08-24 15:12:57 +09:00

112 lines
3.3 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 osu.Framework.Bindables;
using osu.Framework.Timing;
using osu.Game.Screens.Play;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
/// <summary>
/// A <see cref="CatchUpSpectatorPlayerClock"/> which catches up using rate adjustment.
/// </summary>
public class CatchUpSpectatorPlayerClock : IFrameBasedClock, IAdjustableClock
{
/// <summary>
/// The catch up rate.
/// </summary>
public const double CATCHUP_RATE = 2;
private readonly GameplayClockContainer masterClock;
public double CurrentTime { get; private set; }
public bool IsRunning { get; private set; }
public CatchUpSpectatorPlayerClock(GameplayClockContainer masterClock)
{
this.masterClock = masterClock;
}
public void Reset() => CurrentTime = 0;
/// <summary>
/// Starts this <see cref="CatchUpSpectatorPlayerClock"/>.
/// </summary>
public void Start() => IsRunning = true;
/// <summary>
/// Stops this <see cref="CatchUpSpectatorPlayerClock"/>.
/// </summary>
public void Stop() => IsRunning = false;
void IAdjustableClock.Start()
{
// Our running state should only be managed by an ISyncManager, ignore calls from external sources.
}
void IAdjustableClock.Stop()
{
// Our running state should only be managed by an ISyncManager, ignore calls from external sources.
}
public bool Seek(double position)
{
CurrentTime = position;
return true;
}
public void ResetSpeedAdjustments()
{
}
public double Rate => IsCatchingUp ? CATCHUP_RATE : 1;
double IAdjustableClock.Rate
{
get => Rate;
set => throw new NotSupportedException();
}
double IClock.Rate => Rate;
public void ProcessFrame()
{
ElapsedFrameTime = 0;
FramesPerSecond = 0;
masterClock.ProcessFrame();
if (IsRunning)
{
double elapsedSource = masterClock.ElapsedFrameTime;
double elapsed = elapsedSource * Rate;
CurrentTime += elapsed;
ElapsedFrameTime = elapsed;
FramesPerSecond = masterClock.FramesPerSecond;
}
}
public double ElapsedFrameTime { get; private set; }
public double FramesPerSecond { get; private set; }
public FrameTimeInfo TimeInfo => new FrameTimeInfo { Elapsed = ElapsedFrameTime, Current = CurrentTime };
/// <summary>
/// Whether this clock is waiting on frames to continue playback.
/// </summary>
public Bindable<bool> WaitingOnFrames { get; } = new Bindable<bool>(true);
/// <summary>
/// Whether this clock is behind the master clock and running at a higher rate to catch up to it.
/// </summary>
/// <remarks>
/// Of note, this will be false if this clock is *ahead* of the master clock.
/// </remarks>
public bool IsCatchingUp { get; set; }
}
}