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315 lines
13 KiB
C#
315 lines
13 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 System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Configuration;
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using osu.Game.Database;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// A <see cref="GameplayClockContainer"/> which uses a <see cref="WorkingBeatmap"/> as a source.
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/// <para>
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/// This is the most complete <see cref="GameplayClockContainer"/> which takes into account all user and platform offsets,
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/// and provides implementations for user actions such as skipping or adjusting playback rates that may occur during gameplay.
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/// </para>
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/// </summary>
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/// <remarks>
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/// This is intended to be used as a single controller for gameplay, or as a reference source for other <see cref="GameplayClockContainer"/>s.
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/// </remarks>
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public class MasterGameplayClockContainer : GameplayClockContainer, IBeatSyncProvider
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{
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/// <summary>
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/// Duration before gameplay start time required before skip button displays.
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/// </summary>
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public const double MINIMUM_SKIP_TIME = 1000;
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protected Track Track => (Track)SourceClock;
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public readonly BindableNumber<double> UserPlaybackRate = new BindableDouble(1)
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{
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Default = 1,
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MinValue = 0.5,
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MaxValue = 2,
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Precision = 0.1,
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};
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private double totalAppliedOffset => userBeatmapOffsetClock.RateAdjustedOffset + userGlobalOffsetClock.RateAdjustedOffset + platformOffsetClock.RateAdjustedOffset;
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private readonly BindableDouble pauseFreqAdjust = new BindableDouble(); // Important that this starts at zero, matching the paused state of the clock.
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private readonly WorkingBeatmap beatmap;
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private HardwareCorrectionOffsetClock userGlobalOffsetClock;
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private HardwareCorrectionOffsetClock userBeatmapOffsetClock;
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private HardwareCorrectionOffsetClock platformOffsetClock;
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private MasterGameplayClock masterGameplayClock;
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private Bindable<double> userAudioOffset;
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private IDisposable beatmapOffsetSubscription;
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private readonly double skipTargetTime;
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[Resolved]
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private RealmAccess realm { get; set; }
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[Resolved]
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private OsuConfigManager config { get; set; }
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/// <summary>
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/// Create a new master gameplay clock container.
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/// </summary>
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/// <param name="beatmap">The beatmap to be used for time and metadata references.</param>
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/// <param name="skipTargetTime">The latest time which should be used when introducing gameplay. Will be used when skipping forward.</param>
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public MasterGameplayClockContainer(WorkingBeatmap beatmap, double skipTargetTime)
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: base(beatmap.Track)
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{
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this.beatmap = beatmap;
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this.skipTargetTime = skipTargetTime;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
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userAudioOffset.BindValueChanged(offset => userGlobalOffsetClock.Offset = offset.NewValue, true);
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beatmapOffsetSubscription = realm.SubscribeToPropertyChanged(
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r => r.Find<BeatmapInfo>(beatmap.BeatmapInfo.ID)?.UserSettings,
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settings => settings.Offset,
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val => userBeatmapOffsetClock.Offset = val);
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// Reset may have been called externally before LoadComplete.
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// If it was, and the clock is in a playing state, we want to ensure that it isn't stopped here.
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bool isStarted = !IsPaused.Value;
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// If a custom start time was not specified, calculate the best value to use.
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StartTime ??= findEarliestStartTime();
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Reset(startClock: isStarted);
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}
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private double findEarliestStartTime()
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{
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// here we are trying to find the time to start playback from the "zero" point.
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// generally this is either zero, or some point earlier than zero in the case of storyboards, lead-ins etc.
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// start with the originally provided latest time (if before zero).
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double time = Math.Min(0, skipTargetTime);
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// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
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// this is commonly used to display an intro before the audio track start.
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double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
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if (firstStoryboardEvent != null)
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time = Math.Min(time, firstStoryboardEvent.Value);
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// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
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// this is not available as an option in the live editor but can still be applied via .osu editing.
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double firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
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if (beatmap.BeatmapInfo.AudioLeadIn > 0)
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time = Math.Min(time, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
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return time;
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}
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protected override void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
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{
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if (IsLoaded)
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{
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// During normal operation, the source is stopped after performing a frequency ramp.
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if (isPaused.NewValue)
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{
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this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ =>
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{
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if (IsPaused.Value == isPaused.NewValue)
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AdjustableSource.Stop();
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});
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}
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else
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this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
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}
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else
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{
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if (isPaused.NewValue)
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AdjustableSource.Stop();
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// If not yet loaded, we still want to ensure relevant state is correct, as it is used for offset calculations.
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pauseFreqAdjust.Value = isPaused.NewValue ? 0 : 1;
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// We must also process underlying gameplay clocks to update rate-adjusted offsets with the new frequency adjustment.
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// Without doing this, an initial seek may be performed with the wrong offset.
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GameplayClock.UnderlyingClock.ProcessFrame();
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}
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}
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public override void Start()
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{
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addSourceClockAdjustments();
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base.Start();
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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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/// <remarks>
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/// Adjusts for any offsets which have been applied (so the seek may not be the expected point in time on the underlying audio track).
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/// </remarks>
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/// <param name="time">The destination time to seek to.</param>
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public override void Seek(double time)
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{
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// remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
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// we may want to consider reversing the application of offsets in the future as it may feel more correct.
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base.Seek(time - totalAppliedOffset);
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}
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/// <summary>
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/// Skip forward to the next valid skip point.
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/// </summary>
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public void Skip()
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{
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if (GameplayClock.CurrentTime > skipTargetTime - MINIMUM_SKIP_TIME)
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return;
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double skipTarget = skipTargetTime - MINIMUM_SKIP_TIME;
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if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
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// double skip exception for storyboards with very long intros
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skipTarget = 0;
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Seek(skipTarget);
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}
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protected override GameplayClock CreateGameplayClock(IFrameBasedClock source)
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{
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// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
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// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
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platformOffsetClock = new HardwareCorrectionOffsetClock(source, pauseFreqAdjust) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
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// the final usable gameplay clock with user-set offsets applied.
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userGlobalOffsetClock = new HardwareCorrectionOffsetClock(platformOffsetClock, pauseFreqAdjust);
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userBeatmapOffsetClock = new HardwareCorrectionOffsetClock(userGlobalOffsetClock, pauseFreqAdjust);
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return masterGameplayClock = new MasterGameplayClock(userBeatmapOffsetClock);
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}
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/// <summary>
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/// Changes the backing clock to avoid using the originally provided track.
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/// </summary>
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public void StopUsingBeatmapClock()
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{
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removeSourceClockAdjustments();
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ChangeSource(new TrackVirtual(beatmap.Track.Length));
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addSourceClockAdjustments();
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}
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private bool speedAdjustmentsApplied;
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private void addSourceClockAdjustments()
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{
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if (speedAdjustmentsApplied)
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return;
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Track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
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Track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
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masterGameplayClock.MutableNonGameplayAdjustments.Add(pauseFreqAdjust);
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masterGameplayClock.MutableNonGameplayAdjustments.Add(UserPlaybackRate);
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speedAdjustmentsApplied = true;
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}
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private void removeSourceClockAdjustments()
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{
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if (!speedAdjustmentsApplied)
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return;
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Track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
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Track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
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masterGameplayClock.MutableNonGameplayAdjustments.Remove(pauseFreqAdjust);
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masterGameplayClock.MutableNonGameplayAdjustments.Remove(UserPlaybackRate);
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speedAdjustmentsApplied = false;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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beatmapOffsetSubscription?.Dispose();
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removeSourceClockAdjustments();
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}
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ControlPointInfo IBeatSyncProvider.ControlPoints => beatmap.Beatmap.ControlPointInfo;
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IClock IBeatSyncProvider.Clock => GameplayClock;
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ChannelAmplitudes? IBeatSyncProvider.Amplitudes => beatmap.TrackLoaded ? beatmap.Track.CurrentAmplitudes : (ChannelAmplitudes?)null;
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private class HardwareCorrectionOffsetClock : FramedOffsetClock
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{
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private readonly BindableDouble pauseRateAdjust;
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private double offset;
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public new double Offset
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{
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get => offset;
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set
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{
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if (value == offset)
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return;
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offset = value;
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updateOffset();
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}
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}
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public double RateAdjustedOffset => base.Offset;
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public HardwareCorrectionOffsetClock(IClock source, BindableDouble pauseRateAdjust)
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: base(source)
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{
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this.pauseRateAdjust = pauseRateAdjust;
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}
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public override void ProcessFrame()
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{
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base.ProcessFrame();
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updateOffset();
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}
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private void updateOffset()
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{
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// changing this during the pause transform effect will cause a potentially large offset to be suddenly applied as we approach zero rate.
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if (pauseRateAdjust.Value == 1)
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{
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// we always want to apply the same real-time offset, so it should be adjusted by the difference in playback rate (from realtime) to achieve this.
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base.Offset = Offset * Rate;
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}
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}
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}
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private class MasterGameplayClock : GameplayClock
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{
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public readonly List<Bindable<double>> MutableNonGameplayAdjustments = new List<Bindable<double>>();
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public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments;
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public MasterGameplayClock(FramedOffsetClock underlyingClock)
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: base(underlyingClock)
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{
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}
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}
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}
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}
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