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osu-lazer/osu.Game/Screens/Play/MasterGameplayClockContainer.cs
Bartłomiej Dach 9d54f1a092
Fix some maps requiring multiple intro skips that weren't there on stable
Closes https://github.com/ppy/osu/issues/25633.

The reason why that particular beatmap did not have a double skip
on stable is here:

    e53980dd76/osu!/GameModes/Play/Player.cs#L1761-L1770

The particular place of interest is the `leadInTime < 10000` check.
If `leadInTime < 10000`, then `leadIn == leadInTime`, and it turns out
that `AudioEngine.Time` will always be more than or equal to `leadIn`,
because it's also the gameplay start time:

    e53980dd76/osu!/GameModes/Play/Player.cs#L2765

This essentially means that if the `leadInTime` is less than 10000,
that particular check is just dead. So a double skip can only occur
if the gameplay starts at time -10000 or earlier due to the storyboard.
2024-04-03 16:12:20 +02:00

238 lines
8.6 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 System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Logging;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Overlays;
namespace osu.Game.Screens.Play
{
/// <summary>
/// A <see cref="GameplayClockContainer"/> which uses a <see cref="WorkingBeatmap"/> as a source.
/// <para>
/// This is the most complete <see cref="GameplayClockContainer"/> which takes into account all user and platform offsets,
/// and provides implementations for user actions such as skipping or adjusting playback rates that may occur during gameplay.
/// </para>
/// </summary>
/// <remarks>
/// This is intended to be used as a single controller for gameplay, or as a reference source for other <see cref="GameplayClockContainer"/>s.
/// </remarks>
public partial class MasterGameplayClockContainer : GameplayClockContainer, IBeatSyncProvider
{
/// <summary>
/// Duration before gameplay start time required before skip button displays.
/// </summary>
public const double MINIMUM_SKIP_TIME = 1000;
public readonly BindableNumber<double> UserPlaybackRate = new BindableDouble(1)
{
MinValue = 0.05,
MaxValue = 2,
Precision = 0.01,
};
/// <summary>
/// Whether the audio playback rate should be validated.
/// Mostly disabled for tests.
/// </summary>
internal bool ShouldValidatePlaybackRate { get; init; }
/// <summary>
/// Whether the audio playback is within acceptable ranges.
/// Will become false if audio playback is not going as expected.
/// </summary>
public IBindable<bool> PlaybackRateValid => playbackRateValid;
private readonly Bindable<bool> playbackRateValid = new Bindable<bool>(true);
private readonly WorkingBeatmap beatmap;
private Track track;
private readonly double skipTargetTime;
[Resolved]
private MusicController musicController { get; set; } = null!;
/// <summary>
/// Create a new master gameplay clock container.
/// </summary>
/// <param name="beatmap">The beatmap to be used for time and metadata references.</param>
/// <param name="skipTargetTime">The latest time which should be used when introducing gameplay. Will be used when skipping forward.</param>
public MasterGameplayClockContainer(WorkingBeatmap beatmap, double skipTargetTime)
: base(beatmap.Track, applyOffsets: true, requireDecoupling: true)
{
this.beatmap = beatmap;
this.skipTargetTime = skipTargetTime;
track = beatmap.Track;
StartTime = findEarliestStartTime();
}
private double findEarliestStartTime()
{
// here we are trying to find the time to start playback from the "zero" point.
// generally this is either zero, or some point earlier than zero in the case of storyboards, lead-ins etc.
// start with the originally provided latest time (if before zero).
double time = Math.Min(0, skipTargetTime);
// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
// this is commonly used to display an intro before the audio track start.
double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
if (firstStoryboardEvent != null)
time = Math.Min(time, firstStoryboardEvent.Value);
// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
// this is not available as an option in the live editor but can still be applied via .osu editing.
double firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
if (beatmap.BeatmapInfo.AudioLeadIn > 0)
time = Math.Min(time, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
return time;
}
public override void Seek(double time)
{
elapsedValidationTime = null;
base.Seek(time);
}
protected override void StartGameplayClock()
{
addAdjustmentsToTrack();
base.StartGameplayClock();
}
/// <summary>
/// Skip forward to the next valid skip point.
/// </summary>
public void Skip()
{
if (GameplayClock.CurrentTime > skipTargetTime - MINIMUM_SKIP_TIME)
return;
double skipTarget = skipTargetTime - MINIMUM_SKIP_TIME;
if (StartTime < -10000 && GameplayClock.CurrentTime < 0 && skipTarget > 6000)
// double skip exception for storyboards with very long intros
skipTarget = 0;
Seek(skipTarget);
}
/// <summary>
/// Changes the backing clock to avoid using the originally provided track.
/// </summary>
public void StopUsingBeatmapClock()
{
removeAdjustmentsFromTrack();
track = new TrackVirtual(beatmap.Track.Length);
track.Seek(CurrentTime);
if (IsRunning)
track.Start();
ChangeSource(track);
addAdjustmentsToTrack();
}
protected override void Update()
{
base.Update();
checkPlaybackValidity();
}
#region Clock validation (ensure things are running correctly for local gameplay)
private double elapsedGameplayClockTime;
private double? elapsedValidationTime;
private int playbackDiscrepancyCount;
private const int allowed_playback_discrepancies = 5;
private void checkPlaybackValidity()
{
if (!ShouldValidatePlaybackRate)
return;
if (GameplayClock.IsRunning)
{
elapsedGameplayClockTime += GameplayClock.ElapsedFrameTime;
if (elapsedValidationTime == null)
elapsedValidationTime = elapsedGameplayClockTime;
else
elapsedValidationTime += GameplayClock.Rate * Time.Elapsed;
if (Math.Abs(elapsedGameplayClockTime - elapsedValidationTime!.Value) > 300)
{
if (playbackDiscrepancyCount++ > allowed_playback_discrepancies)
{
if (playbackRateValid.Value)
{
playbackRateValid.Value = false;
Logger.Log("System audio playback is not working as expected. Some online functionality will not work.\n\nPlease check your audio drivers.", level: LogLevel.Important);
}
}
else
{
Logger.Log($"Playback discrepancy detected ({playbackDiscrepancyCount} of allowed {allowed_playback_discrepancies}): {elapsedGameplayClockTime:N1} vs {elapsedValidationTime:N1}");
}
elapsedValidationTime = null;
}
}
}
#endregion
private bool speedAdjustmentsApplied;
private void addAdjustmentsToTrack()
{
if (speedAdjustmentsApplied)
return;
musicController.ResetTrackAdjustments();
track.BindAdjustments(AdjustmentsFromMods);
track.AddAdjustment(AdjustableProperty.Frequency, UserPlaybackRate);
speedAdjustmentsApplied = true;
}
private void removeAdjustmentsFromTrack()
{
if (!speedAdjustmentsApplied)
return;
track.UnbindAdjustments(AdjustmentsFromMods);
track.RemoveAdjustment(AdjustableProperty.Frequency, UserPlaybackRate);
speedAdjustmentsApplied = false;
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
removeAdjustmentsFromTrack();
}
ControlPointInfo IBeatSyncProvider.ControlPoints => beatmap.Beatmap.ControlPointInfo;
IClock IBeatSyncProvider.Clock => this;
ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => beatmap.TrackLoaded ? beatmap.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
}
}