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osu-lazer/osu.Game/Rulesets/Replays/FramedReplayInputHandler.cs
2020-11-02 14:54:51 +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;
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;
}
}
}
}