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osu-lazer/osu.Game/Rulesets/Replays/FramedReplayInputHandler.cs
Dean Herbert 32e68a6a3c Fix FramedReplayInputHandler incorrectly blocking in streaming mode when time requested is before the first frame
Most of this is just tidying up the logic to (hopefully) be better to
follow, again (again (again)).

The actual fix is that we now allow interpolation/playback when the
incoming time is less than the first frame's time, regardless of
receiving status.
2020-10-30 16:09:03 +09:00

176 lines
5.9 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.Collections.Generic;
using System.Diagnostics;
using JetBrains.Annotations;
using osu.Game.Input.Handlers;
using osu.Game.Replays;
namespace osu.Game.Rulesets.Replays
{
/// <summary>
/// The ReplayHandler will take a replay and handle the propagation of updates to the input stack.
/// It handles logic of any frames which *must* be executed.
/// </summary>
public abstract class FramedReplayInputHandler<TFrame> : ReplayInputHandler
where TFrame : ReplayFrame
{
private readonly Replay replay;
protected List<ReplayFrame> Frames => replay.Frames;
public TFrame CurrentFrame
{
get
{
if (!HasFrames || !currentFrameIndex.HasValue)
return null;
return (TFrame)Frames[currentFrameIndex.Value];
}
}
public TFrame NextFrame
{
get
{
if (!HasFrames)
return null;
if (!currentFrameIndex.HasValue)
return currentDirection > 0 ? (TFrame)Frames[0] : null;
int nextFrame = clampedNextFrameIndex;
if (nextFrame == currentFrameIndex.Value)
return null;
return (TFrame)Frames[clampedNextFrameIndex];
}
}
private int? currentFrameIndex;
private int clampedNextFrameIndex =>
currentFrameIndex.HasValue ? Math.Clamp(currentFrameIndex.Value + currentDirection, 0, Frames.Count - 1) : 0;
protected FramedReplayInputHandler(Replay replay)
{
this.replay = replay;
}
private const double sixty_frame_time = 1000.0 / 60;
protected virtual double AllowedImportantTimeSpan => sixty_frame_time * 1.2;
protected double? CurrentTime { get; private set; }
private int currentDirection = 1;
/// <summary>
/// When set, we will ensure frames executed by nested drawables are frame-accurate to replay data.
/// Disabling this can make replay playback smoother (useful for autoplay, currently).
/// </summary>
public bool FrameAccuratePlayback = false;
public bool HasFrames => Frames.Count > 0;
private bool inImportantSection
{
get
{
if (!HasFrames || !FrameAccuratePlayback)
return false;
var frame = currentDirection > 0 ? CurrentFrame : NextFrame;
if (frame == null)
return false;
return IsImportant(frame) && // a button is in a pressed state
Math.Abs(CurrentTime - NextFrame?.Time ?? 0) <= AllowedImportantTimeSpan; // the next frame is within an allowable time span
}
}
protected virtual bool IsImportant([NotNull] TFrame frame) => false;
/// <summary>
/// Update the current frame based on an incoming time value.
/// There are cases where we return a "must-use" time value that is different from the input.
/// This is to ensure accurate playback of replay data.
/// </summary>
/// <param name="time">The time which we should use for finding the current frame.</param>
/// <returns>The usable time value. If null, we should not advance time as we do not have enough data.</returns>
public override double? SetFrameFromTime(double time)
{
updateDirection(time);
Debug.Assert(currentDirection != 0);
if (!HasFrames)
{
// in the case all frames are received, allow time to progress regardless.
if (replay.HasReceivedAllFrames)
return CurrentTime = time;
return null;
}
TFrame next = NextFrame;
// if we have a next frame, check if it is before or at the current time in playback, and advance time to it if so.
if (next != null)
{
int compare = time.CompareTo(next.Time);
if (compare == 0 || compare == currentDirection)
{
currentFrameIndex = clampedNextFrameIndex;
return CurrentTime = CurrentFrame.Time;
}
}
// at this point, the frame index can't be advanced.
// even so, we may be able to propose the clock progresses forward due to being at an extent of the replay,
// or moving towards the next valid frame (ie. interpolating in a non-important section).
// the exception is if currently in an important section, which is respected above all.
if (inImportantSection)
{
Debug.Assert(next != null || !replay.HasReceivedAllFrames);
return null;
}
// if a next frame does exist, allow interpolation.
if (next != null)
return CurrentTime = time;
// if all frames have been received, allow playing beyond extents.
if (replay.HasReceivedAllFrames)
return CurrentTime = time;
// if not all frames are received but we are before the first frame, allow playing.
if (time < Frames[0].Time)
return CurrentTime = time;
// in the case we have no next frames and haven't received enough frame data, block.
return null;
}
private void updateDirection(double time)
{
if (!CurrentTime.HasValue)
{
currentDirection = 1;
}
else
{
currentDirection = time.CompareTo(CurrentTime);
if (currentDirection == 0) currentDirection = 1;
}
}
}
}