mirror of
https://github.com/ppy/osu.git
synced 2024-12-21 15:53:00 +08:00
87fee001c7
When watching from the middle of gameplay, due to a series of failures, `SpectatorClock` would not get seeked to the current time, causing all clients to look like they were out of sync. This is a hotfix for the issue. A better fix will require framework changes or considerable restructuring. I'd recommend testing this works in practice and agreeing that while it is a hack, it's likely not going to cause issues and is something we want to see fixed sooner rather than later.
107 lines
3.6 KiB
C#
107 lines
3.6 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.Logging;
|
|
using osu.Framework.Timing;
|
|
using osu.Game.Screens.Play;
|
|
|
|
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
|
|
{
|
|
/// <summary>
|
|
/// A clock which catches up using rate adjustment.
|
|
/// </summary>
|
|
public class SpectatorPlayerClock : IFrameBasedClock, IAdjustableClock
|
|
{
|
|
/// <summary>
|
|
/// The catch up rate.
|
|
/// </summary>
|
|
private const double catchup_rate = 2;
|
|
|
|
private readonly GameplayClockContainer masterClock;
|
|
|
|
public double CurrentTime { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Whether this clock is waiting on frames to continue playback.
|
|
/// </summary>
|
|
public bool WaitingOnFrames { get; set; } = 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; }
|
|
|
|
/// <summary>
|
|
/// Whether this spectator clock should be running.
|
|
/// Use instead of <see cref="Start"/> / <see cref="Stop"/> to control time.
|
|
/// </summary>
|
|
public bool IsRunning { get; set; }
|
|
|
|
public SpectatorPlayerClock(GameplayClockContainer masterClock)
|
|
{
|
|
this.masterClock = masterClock;
|
|
}
|
|
|
|
public void Reset() => CurrentTime = 0;
|
|
|
|
public void Start()
|
|
{
|
|
// Our running state should only be managed by SpectatorSyncManager via IsRunning.
|
|
}
|
|
|
|
public void Stop()
|
|
{
|
|
// Our running state should only be managed by an SpectatorSyncManager via IsRunning.
|
|
}
|
|
|
|
public bool Seek(double position)
|
|
{
|
|
Logger.Log($"{nameof(SpectatorPlayerClock)} seeked to {position}");
|
|
CurrentTime = position;
|
|
return true;
|
|
}
|
|
|
|
public void ResetSpeedAdjustments()
|
|
{
|
|
}
|
|
|
|
public double Rate
|
|
{
|
|
get => IsCatchingUp ? catchup_rate : 1;
|
|
set => throw new NotImplementedException();
|
|
}
|
|
|
|
public void ProcessFrame()
|
|
{
|
|
if (IsRunning)
|
|
{
|
|
// When in catch-up mode, the source is usually not running.
|
|
// In such a case, its elapsed time may be zero, which would cause catch-up to get stuck.
|
|
// To avoid this, use a constant 16ms elapsed time for now. Probably not too correct, but this whole logic isn't too correct anyway.
|
|
// Clamping is required to ensure that player clocks don't get too far ahead if ProcessFrame is run multiple times.
|
|
double elapsedSource = masterClock.ElapsedFrameTime != 0 ? masterClock.ElapsedFrameTime : Math.Clamp(masterClock.CurrentTime - CurrentTime, 0, 16);
|
|
double elapsed = elapsedSource * Rate;
|
|
|
|
CurrentTime += elapsed;
|
|
ElapsedFrameTime = elapsed;
|
|
FramesPerSecond = masterClock.FramesPerSecond;
|
|
}
|
|
else
|
|
{
|
|
ElapsedFrameTime = 0;
|
|
FramesPerSecond = 0;
|
|
}
|
|
}
|
|
|
|
public double ElapsedFrameTime { get; private set; }
|
|
|
|
public double FramesPerSecond { get; private set; }
|
|
|
|
public FrameTimeInfo TimeInfo => new FrameTimeInfo { Elapsed = ElapsedFrameTime, Current = CurrentTime };
|
|
}
|
|
}
|