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`ensureSourceClockSet()` was intended to only run when the adjustable source hasn't been set at all yet. As it turns out permitting it to run unconditionally can break the state of the underlying interpolated clock. This is caused by the following factors: * While the decoupleable clock is running, its `CurrentTime` does not come from either the source clock, or the internal stopwatch; it is instead calculated using the base `InterpolatingFramedClock` logic. * A source change of a decoupleable clock seeks the provided source clock to the decoupleable's current time. * When an interpolating clock is seeked (decoupleable clock is also an interpolating one), its interpolation state (`{Last,Current}InterpolatedTime`) are reset to 0. * If the interpolating clock determines that its current time is too far away from the source's time (which was set when the source is changed), it will ignore the source and instead continue to use its current time until the source clock has caught up. Overall, the source change is not really necessary if a source is already there. The only reason to ensure it was set was to make sure the first seek of the gameplay clock wasn't performed in decoupled mode. Therefore, add a guard to make sure the source is only set if there isn't one already.
162 lines
5.9 KiB
C#
162 lines
5.9 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Timing;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// Encapsulates gameplay timing logic and provides a <see cref="GameplayClock"/> via DI for gameplay components to use.
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/// </summary>
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public abstract class GameplayClockContainer : Container
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{
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/// <summary>
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/// The final clock which is exposed to gameplay components.
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/// </summary>
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public GameplayClock GameplayClock { get; private set; }
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/// <summary>
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/// Whether gameplay is paused.
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/// </summary>
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public readonly BindableBool IsPaused = new BindableBool();
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/// <summary>
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/// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
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/// </summary>
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protected readonly DecoupleableInterpolatingFramedClock AdjustableSource;
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/// <summary>
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/// The source clock.
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/// </summary>
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protected IClock SourceClock { get; private set; }
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/// <summary>
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/// Creates a new <see cref="GameplayClockContainer"/>.
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/// </summary>
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/// <param name="sourceClock">The source <see cref="IClock"/> used for timing.</param>
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protected GameplayClockContainer(IClock sourceClock)
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{
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SourceClock = sourceClock;
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RelativeSizeAxes = Axes.Both;
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AdjustableSource = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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IsPaused.BindValueChanged(OnIsPausedChanged);
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}
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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dependencies.CacheAs(GameplayClock = CreateGameplayClock(AdjustableSource));
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GameplayClock.IsPaused.BindTo(IsPaused);
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return dependencies;
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}
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/// <summary>
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/// Starts gameplay.
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/// </summary>
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public virtual void Start()
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{
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ensureSourceClockSet();
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if (!AdjustableSource.IsRunning)
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{
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// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
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// This accounts for the clock source potentially taking time to enter a completely stopped state
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Seek(GameplayClock.CurrentTime);
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AdjustableSource.Start();
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}
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IsPaused.Value = false;
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}
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/// <summary>
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/// Seek to a specific time in gameplay.
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/// </summary>
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/// <param name="time">The destination time to seek to.</param>
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public virtual void Seek(double time)
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{
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AdjustableSource.Seek(time);
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// Manually process to make sure the gameplay clock is correctly updated after a seek.
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GameplayClock.UnderlyingClock.ProcessFrame();
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}
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/// <summary>
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/// Stops gameplay.
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/// </summary>
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public virtual void Stop() => IsPaused.Value = true;
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/// <summary>
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/// Resets this <see cref="GameplayClockContainer"/> and the source to an initial state ready for gameplay.
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/// </summary>
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public virtual void Reset()
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{
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ensureSourceClockSet();
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Seek(0);
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// Manually stop the source in order to not affect the IsPaused state.
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AdjustableSource.Stop();
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if (!IsPaused.Value)
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Start();
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}
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/// <summary>
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/// Changes the source clock.
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/// </summary>
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/// <param name="sourceClock">The new source.</param>
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protected void ChangeSource(IClock sourceClock) => AdjustableSource.ChangeSource(SourceClock = sourceClock);
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/// <summary>
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/// Ensures that the <see cref="AdjustableSource"/> is set to <see cref="SourceClock"/>, if it hasn't been given a source yet.
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/// This is usually done before a seek to avoid accidentally seeking only the adjustable source in decoupled mode,
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/// but not the actual source clock.
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/// That will pretty much only happen on the very first call of this method, as the source clock is passed in the constructor,
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/// but it is not yet set on the adjustable source there.
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/// </summary>
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private void ensureSourceClockSet()
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{
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if (AdjustableSource.Source == null)
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ChangeSource(SourceClock);
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}
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protected override void Update()
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{
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if (!IsPaused.Value)
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GameplayClock.UnderlyingClock.ProcessFrame();
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base.Update();
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}
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/// <summary>
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/// Invoked when the value of <see cref="IsPaused"/> is changed to start or stop the <see cref="AdjustableSource"/> clock.
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/// </summary>
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/// <param name="isPaused">Whether the clock should now be paused.</param>
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protected virtual void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
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{
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if (isPaused.NewValue)
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AdjustableSource.Stop();
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else
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AdjustableSource.Start();
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}
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/// <summary>
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/// Creates the final <see cref="GameplayClock"/> which is exposed via DI to be used by gameplay components.
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/// </summary>
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/// <remarks>
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/// Any intermediate clocks such as platform offsets should be applied here.
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/// </remarks>
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/// <param name="source">The <see cref="IFrameBasedClock"/> providing the source time.</param>
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/// <returns>The final <see cref="GameplayClock"/>.</returns>
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protected abstract GameplayClock CreateGameplayClock(IFrameBasedClock source);
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}
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}
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