mirror of
https://github.com/ppy/osu.git
synced 2024-11-09 09:30:08 +08:00
194 lines
7.4 KiB
C#
194 lines
7.4 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.
|
|
|
|
#nullable enable
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Framework.Input.StateChanges;
|
|
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
|
|
{
|
|
/// <summary>
|
|
/// Whether we have at least one replay frame.
|
|
/// </summary>
|
|
public bool HasFrames => Frames.Count != 0;
|
|
|
|
/// <summary>
|
|
/// Whether we are waiting for new frames to be received.
|
|
/// </summary>
|
|
public bool WaitingForFrame => !replay.HasReceivedAllFrames && currentFrameIndex == Frames.Count - 1;
|
|
|
|
/// <summary>
|
|
/// The current frame of the replay.
|
|
/// The current time is always between the start and the end time of the current frame.
|
|
/// </summary>
|
|
/// <remarks>Returns null if the current time is strictly before the first frame.</remarks>
|
|
public TFrame? CurrentFrame => currentFrameIndex == -1 ? null : (TFrame)Frames[currentFrameIndex];
|
|
|
|
/// <summary>
|
|
/// The next frame of the replay.
|
|
/// The start time of <see cref="NextFrame"/> is always greater or equal to the start time of <see cref="CurrentFrame"/> regardless of the seeking direction.
|
|
/// </summary>
|
|
/// <remarks>Returns null if the current frame is the last frame.</remarks>
|
|
public TFrame? NextFrame => currentFrameIndex == Frames.Count - 1 ? null : (TFrame)Frames[currentFrameIndex + 1];
|
|
|
|
/// <summary>
|
|
/// The frame for the start value of the interpolation of the replay movement.
|
|
/// </summary>
|
|
/// <exception cref="InvalidOperationException">The replay is empty.</exception>
|
|
public TFrame StartFrame
|
|
{
|
|
get
|
|
{
|
|
if (!HasFrames)
|
|
throw new InvalidOperationException($"Attempted to get {nameof(StartFrame)} of an empty replay");
|
|
|
|
return (TFrame)Frames[Math.Max(0, currentFrameIndex)];
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The frame for the end value of the interpolation of the replay movement.
|
|
/// </summary>
|
|
/// <exception cref="InvalidOperationException">The replay is empty.</exception>
|
|
public TFrame EndFrame
|
|
{
|
|
get
|
|
{
|
|
if (!HasFrames)
|
|
throw new InvalidOperationException($"Attempted to get {nameof(EndFrame)} of an empty replay");
|
|
|
|
return (TFrame)Frames[Math.Min(currentFrameIndex + 1, Frames.Count - 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;
|
|
|
|
// This input handler should be enabled only if there is at least one replay frame.
|
|
public override bool IsActive => HasFrames;
|
|
|
|
protected double CurrentTime { get; private set; }
|
|
|
|
protected virtual double AllowedImportantTimeSpan => sixty_frame_time * 1.2;
|
|
|
|
protected List<ReplayFrame> Frames => replay.Frames;
|
|
|
|
private readonly Replay replay;
|
|
|
|
private int currentFrameIndex;
|
|
|
|
private const double sixty_frame_time = 1000.0 / 60;
|
|
|
|
protected FramedReplayInputHandler(Replay replay)
|
|
{
|
|
// TODO: This replay frame ordering should be enforced on the Replay type.
|
|
// Currently, the ordering can be broken if the frames are added after this construction.
|
|
replay.Frames = replay.Frames.OrderBy(f => f.Time).ToList();
|
|
|
|
this.replay = replay;
|
|
currentFrameIndex = -1;
|
|
CurrentTime = double.NegativeInfinity;
|
|
}
|
|
|
|
private bool inImportantSection
|
|
{
|
|
get
|
|
{
|
|
if (!HasFrames || !FrameAccuratePlayback || currentFrameIndex == -1)
|
|
return false;
|
|
|
|
return IsImportant(StartFrame) && // a button is in a pressed state
|
|
Math.Abs(CurrentTime - EndFrame.Time) <= AllowedImportantTimeSpan; // the next frame is within an allowable time span
|
|
}
|
|
}
|
|
|
|
protected virtual bool IsImportant(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)
|
|
{
|
|
if (!HasFrames)
|
|
{
|
|
// In the case all frames are received, allow time to progress regardless.
|
|
if (replay.HasReceivedAllFrames)
|
|
return CurrentTime = time;
|
|
|
|
return null;
|
|
}
|
|
|
|
double frameStart = getFrameTime(currentFrameIndex);
|
|
double frameEnd = getFrameTime(currentFrameIndex + 1);
|
|
|
|
// If the proposed time is after the current frame end time, we progress forwards to precisely the new frame's time (regardless of incoming time).
|
|
if (frameEnd <= time)
|
|
{
|
|
time = frameEnd;
|
|
currentFrameIndex++;
|
|
}
|
|
// If the proposed time is before the current frame start time, and we are at the frame boundary, we progress backwards.
|
|
else if (time < frameStart && CurrentTime == frameStart)
|
|
currentFrameIndex--;
|
|
|
|
frameStart = getFrameTime(currentFrameIndex);
|
|
frameEnd = getFrameTime(currentFrameIndex + 1);
|
|
|
|
// Pause until more frames are arrived.
|
|
if (WaitingForFrame && frameStart < time)
|
|
{
|
|
CurrentTime = frameStart;
|
|
return null;
|
|
}
|
|
|
|
CurrentTime = Math.Clamp(time, frameStart, frameEnd);
|
|
|
|
// In an important section, a mid-frame time cannot be used and a null is returned instead.
|
|
return inImportantSection && frameStart < time && time < frameEnd ? null : (double?)CurrentTime;
|
|
}
|
|
|
|
private double getFrameTime(int index)
|
|
{
|
|
if (index < 0)
|
|
return double.NegativeInfinity;
|
|
if (index >= Frames.Count)
|
|
return double.PositiveInfinity;
|
|
|
|
return Frames[index].Time;
|
|
}
|
|
|
|
public sealed override void CollectPendingInputs(List<IInput> inputs)
|
|
{
|
|
base.CollectPendingInputs(inputs);
|
|
|
|
CollectReplayInputs(inputs);
|
|
|
|
if (CurrentFrame?.Header != null)
|
|
inputs.Add(new ReplayStatisticsFrameInput { Frame = CurrentFrame });
|
|
}
|
|
|
|
protected virtual void CollectReplayInputs(List<IInput> inputs)
|
|
{
|
|
}
|
|
}
|
|
}
|