1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 12:57:36 +08:00
osu-lazer/osu.Game/Rulesets/Replays/FramedReplayInputHandler.cs

152 lines
5.1 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 (TFrame)Frames[0];
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);
TFrame next = NextFrame;
// check if the next frame is valid for the current playback direction.
// validity is if the next frame is equal or "earlier" than the current point in time (so we can change to it)
int compare = time.CompareTo(next?.Time);
if (next != null && (compare == 0 || compare == currentDirection))
{
currentFrameIndex = clampedNextFrameIndex;
return CurrentTime = CurrentFrame.Time;
}
// at this point, the frame can't be advanced (in the replay).
// even so, we may be able to move the clock forward due to being at the end of the replay or
// moving towards the next valid frame.
// the exception is if currently in an important section, which is respected above all.
if (inImportantSection)
return null;
// in the case we have no next frames and haven't received the full replay, block.
if (next == null && !replay.HasReceivedAllFrames) return null;
return CurrentTime = time;
}
private void updateDirection(double time)
{
if (!CurrentTime.HasValue)
{
currentDirection = 1;
}
else
{
currentDirection = time.CompareTo(CurrentTime);
if (currentDirection == 0) currentDirection = 1;
}
}
}
}