mirror of
https://github.com/osukey/osukey.git
synced 2025-05-17 11:37:32 +09:00
Merge branch 'gcc-abstraction' into multiplayer-spectator-screen
This commit is contained in:
commit
54643f53e3
@ -21,6 +21,7 @@ using osu.Game.Rulesets.Osu.UI;
|
|||||||
using osu.Game.Rulesets.Replays;
|
using osu.Game.Rulesets.Replays;
|
||||||
using osu.Game.Rulesets.Scoring;
|
using osu.Game.Rulesets.Scoring;
|
||||||
using osu.Game.Scoring;
|
using osu.Game.Scoring;
|
||||||
|
using osu.Game.Screens.Play;
|
||||||
using osu.Game.Storyboards;
|
using osu.Game.Storyboards;
|
||||||
using osu.Game.Tests.Visual;
|
using osu.Game.Tests.Visual;
|
||||||
using osuTK;
|
using osuTK;
|
||||||
@ -193,7 +194,7 @@ namespace osu.Game.Rulesets.Osu.Tests
|
|||||||
|
|
||||||
addSeekStep(0);
|
addSeekStep(0);
|
||||||
|
|
||||||
AddStep("adjust track rate", () => Player.GameplayClockContainer.UserPlaybackRate.Value = rate);
|
AddStep("adjust track rate", () => ((MasterGameplayClockContainer)Player.GameplayClockContainer).UserPlaybackRate.Value = rate);
|
||||||
|
|
||||||
addSeekStep(1000);
|
addSeekStep(1000);
|
||||||
AddAssert("progress almost same", () => Precision.AlmostEquals(expectedProgress, drawableSpinner.Progress, 0.05));
|
AddAssert("progress almost same", () => Precision.AlmostEquals(expectedProgress, drawableSpinner.Progress, 0.05));
|
||||||
|
@ -22,7 +22,7 @@ namespace osu.Game.Tests.Gameplay
|
|||||||
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
|
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
|
||||||
working.LoadTrack();
|
working.LoadTrack();
|
||||||
|
|
||||||
Add(gcc = new GameplayClockContainer(working, 0));
|
Add(gcc = new MasterGameplayClockContainer(working, 0));
|
||||||
});
|
});
|
||||||
|
|
||||||
AddStep("start track", () => gcc.Start());
|
AddStep("start track", () => gcc.Start());
|
||||||
|
@ -67,7 +67,7 @@ namespace osu.Game.Tests.Gameplay
|
|||||||
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
|
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
|
||||||
working.LoadTrack();
|
working.LoadTrack();
|
||||||
|
|
||||||
Add(gameplayContainer = new GameplayClockContainer(working, 0));
|
Add(gameplayContainer = new MasterGameplayClockContainer(working, 0));
|
||||||
|
|
||||||
gameplayContainer.Add(sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
|
gameplayContainer.Add(sample = new DrawableStoryboardSample(new StoryboardSampleInfo(string.Empty, 0, 1))
|
||||||
{
|
{
|
||||||
@ -114,7 +114,7 @@ namespace osu.Game.Tests.Gameplay
|
|||||||
|
|
||||||
var beatmapSkinSourceContainer = new BeatmapSkinProvidingContainer(Beatmap.Value.Skin);
|
var beatmapSkinSourceContainer = new BeatmapSkinProvidingContainer(Beatmap.Value.Skin);
|
||||||
|
|
||||||
Add(gameplayContainer = new GameplayClockContainer(Beatmap.Value, 0)
|
Add(gameplayContainer = new MasterGameplayClockContainer(Beatmap.Value, 0)
|
||||||
{
|
{
|
||||||
Child = beatmapSkinSourceContainer
|
Child = beatmapSkinSourceContainer
|
||||||
});
|
});
|
||||||
|
@ -33,7 +33,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
|||||||
var working = CreateWorkingBeatmap(CreateBeatmap(new OsuRuleset().RulesetInfo));
|
var working = CreateWorkingBeatmap(CreateBeatmap(new OsuRuleset().RulesetInfo));
|
||||||
working.LoadTrack();
|
working.LoadTrack();
|
||||||
|
|
||||||
Child = gameplayClockContainer = new GameplayClockContainer(working, 0)
|
Child = gameplayClockContainer = new MasterGameplayClockContainer(working, 0)
|
||||||
{
|
{
|
||||||
RelativeSizeAxes = Axes.Both,
|
RelativeSizeAxes = Axes.Both,
|
||||||
Children = new Drawable[]
|
Children = new Drawable[]
|
||||||
@ -80,7 +80,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
|||||||
AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
|
AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
|
||||||
AddStep("click", () =>
|
AddStep("click", () =>
|
||||||
{
|
{
|
||||||
increment = skip_time - gameplayClock.CurrentTime - GameplayClockContainer.MINIMUM_SKIP_TIME / 2;
|
increment = skip_time - gameplayClock.CurrentTime - MasterGameplayClockContainer.MINIMUM_SKIP_TIME / 2;
|
||||||
InputManager.Click(MouseButton.Left);
|
InputManager.Click(MouseButton.Left);
|
||||||
});
|
});
|
||||||
AddStep("click", () => InputManager.Click(MouseButton.Left));
|
AddStep("click", () => InputManager.Click(MouseButton.Left));
|
||||||
|
@ -1,200 +1,62 @@
|
|||||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
// 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.
|
// See the LICENCE file in the repository root for full licence text.
|
||||||
|
|
||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Diagnostics.CodeAnalysis;
|
|
||||||
using System.Linq;
|
|
||||||
using System.Threading.Tasks;
|
|
||||||
using osu.Framework;
|
|
||||||
using osu.Framework.Allocation;
|
using osu.Framework.Allocation;
|
||||||
using osu.Framework.Audio;
|
|
||||||
using osu.Framework.Audio.Track;
|
|
||||||
using osu.Framework.Bindables;
|
using osu.Framework.Bindables;
|
||||||
using osu.Framework.Graphics;
|
using osu.Framework.Graphics;
|
||||||
using osu.Framework.Graphics.Containers;
|
using osu.Framework.Graphics.Containers;
|
||||||
using osu.Framework.Timing;
|
using osu.Framework.Timing;
|
||||||
using osu.Game.Beatmaps;
|
|
||||||
using osu.Game.Configuration;
|
|
||||||
|
|
||||||
namespace osu.Game.Screens.Play
|
namespace osu.Game.Screens.Play
|
||||||
{
|
{
|
||||||
/// <summary>
|
public abstract class GameplayClockContainer : Container
|
||||||
/// Encapsulates gameplay timing logic and provides a <see cref="Play.GameplayClock"/> for children.
|
|
||||||
/// </summary>
|
|
||||||
public class GameplayClockContainer : Container
|
|
||||||
{
|
{
|
||||||
private readonly WorkingBeatmap beatmap;
|
/// <summary>
|
||||||
|
/// The final clock which is exposed to underlying components.
|
||||||
[NotNull]
|
/// </summary>
|
||||||
private ITrack track;
|
public GameplayClock GameplayClock { get; private set; }
|
||||||
|
|
||||||
public readonly BindableBool IsPaused = new BindableBool();
|
public readonly BindableBool IsPaused = new BindableBool();
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The decoupled clock used for gameplay. Should be used for seeks and clock control.
|
/// The decoupled clock used for gameplay. Should be used for seeks and clock control.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private readonly DecoupleableInterpolatingFramedClock adjustableClock;
|
protected readonly DecoupleableInterpolatingFramedClock AdjustableClock;
|
||||||
|
|
||||||
private readonly double gameplayStartTime;
|
protected GameplayClockContainer(IClock sourceClock)
|
||||||
private readonly bool startAtGameplayStart;
|
|
||||||
|
|
||||||
private readonly double firstHitObjectTime;
|
|
||||||
|
|
||||||
public readonly BindableNumber<double> UserPlaybackRate = new BindableDouble(1)
|
|
||||||
{
|
{
|
||||||
Default = 1,
|
|
||||||
MinValue = 0.5,
|
|
||||||
MaxValue = 2,
|
|
||||||
Precision = 0.1,
|
|
||||||
};
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The final clock which is exposed to underlying components.
|
|
||||||
/// </summary>
|
|
||||||
public GameplayClock GameplayClock => localGameplayClock;
|
|
||||||
|
|
||||||
[Cached(typeof(GameplayClock))]
|
|
||||||
private readonly LocalGameplayClock localGameplayClock;
|
|
||||||
|
|
||||||
private Bindable<double> userAudioOffset;
|
|
||||||
|
|
||||||
private readonly FramedOffsetClock userOffsetClock;
|
|
||||||
|
|
||||||
private readonly FramedOffsetClock platformOffsetClock;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Creates a new <see cref="GameplayClockContainer"/>.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="beatmap">The beatmap being played.</param>
|
|
||||||
/// <param name="gameplayStartTime">The suggested time to start gameplay at.</param>
|
|
||||||
/// <param name="startAtGameplayStart">
|
|
||||||
/// Whether <paramref name="gameplayStartTime"/> should be used regardless of when storyboard events and hitobjects are supposed to start.
|
|
||||||
/// </param>
|
|
||||||
public GameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime, bool startAtGameplayStart = false)
|
|
||||||
{
|
|
||||||
this.beatmap = beatmap;
|
|
||||||
this.gameplayStartTime = gameplayStartTime;
|
|
||||||
this.startAtGameplayStart = startAtGameplayStart;
|
|
||||||
track = beatmap.Track;
|
|
||||||
|
|
||||||
firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
|
|
||||||
|
|
||||||
RelativeSizeAxes = Axes.Both;
|
RelativeSizeAxes = Axes.Both;
|
||||||
|
|
||||||
adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
|
AdjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
|
||||||
|
AdjustableClock.ChangeSource(sourceClock);
|
||||||
|
|
||||||
// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
|
IsPaused.BindValueChanged(OnIsPausedChanged);
|
||||||
// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
|
}
|
||||||
platformOffsetClock = new HardwareCorrectionOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
|
|
||||||
|
|
||||||
// the final usable gameplay clock with user-set offsets applied.
|
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
|
||||||
userOffsetClock = new HardwareCorrectionOffsetClock(platformOffsetClock);
|
{
|
||||||
|
var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
|
||||||
// the clock to be exposed via DI to children.
|
|
||||||
localGameplayClock = new LocalGameplayClock(userOffsetClock);
|
|
||||||
|
|
||||||
|
dependencies.CacheAs(GameplayClock = CreateGameplayClock(AdjustableClock));
|
||||||
GameplayClock.IsPaused.BindTo(IsPaused);
|
GameplayClock.IsPaused.BindTo(IsPaused);
|
||||||
|
|
||||||
IsPaused.BindValueChanged(onPauseChanged);
|
return dependencies;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void onPauseChanged(ValueChangedEvent<bool> isPaused)
|
public virtual void Start()
|
||||||
{
|
{
|
||||||
if (isPaused.NewValue)
|
if (!AdjustableClock.IsRunning)
|
||||||
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => adjustableClock.Stop());
|
|
||||||
else
|
|
||||||
this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
|
|
||||||
}
|
|
||||||
|
|
||||||
private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Duration before gameplay start time required before skip button displays.
|
|
||||||
/// </summary>
|
|
||||||
public const double MINIMUM_SKIP_TIME = 1000;
|
|
||||||
|
|
||||||
private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1);
|
|
||||||
|
|
||||||
[BackgroundDependencyLoader]
|
|
||||||
private void load(OsuConfigManager config)
|
|
||||||
{
|
|
||||||
userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
|
|
||||||
userAudioOffset.BindValueChanged(offset => userOffsetClock.Offset = offset.NewValue, true);
|
|
||||||
|
|
||||||
// sane default provided by ruleset.
|
|
||||||
double startTime = gameplayStartTime;
|
|
||||||
|
|
||||||
if (!startAtGameplayStart)
|
|
||||||
{
|
|
||||||
startTime = Math.Min(0, startTime);
|
|
||||||
|
|
||||||
// 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)
|
|
||||||
startTime = Math.Min(startTime, 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.
|
|
||||||
if (beatmap.BeatmapInfo.AudioLeadIn > 0)
|
|
||||||
startTime = Math.Min(startTime, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
|
|
||||||
}
|
|
||||||
|
|
||||||
Seek(startTime);
|
|
||||||
|
|
||||||
adjustableClock.ProcessFrame();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Restart()
|
|
||||||
{
|
|
||||||
Task.Run(() =>
|
|
||||||
{
|
|
||||||
track.Seek(0);
|
|
||||||
track.Stop();
|
|
||||||
|
|
||||||
Schedule(() =>
|
|
||||||
{
|
|
||||||
adjustableClock.ChangeSource(track);
|
|
||||||
updateRate();
|
|
||||||
|
|
||||||
if (!IsPaused.Value)
|
|
||||||
Start();
|
|
||||||
});
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Start()
|
|
||||||
{
|
|
||||||
if (!adjustableClock.IsRunning)
|
|
||||||
{
|
{
|
||||||
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
|
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
|
||||||
// This accounts for the audio clock source potentially taking time to enter a completely stopped state
|
// This accounts for the clock source potentially taking time to enter a completely stopped state
|
||||||
Seek(GameplayClock.CurrentTime);
|
Seek(GameplayClock.CurrentTime);
|
||||||
|
|
||||||
adjustableClock.Start();
|
AdjustableClock.Start();
|
||||||
}
|
}
|
||||||
|
|
||||||
IsPaused.Value = false;
|
IsPaused.Value = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Skip forward to the next valid skip point.
|
|
||||||
/// </summary>
|
|
||||||
public void Skip()
|
|
||||||
{
|
|
||||||
if (GameplayClock.CurrentTime > gameplayStartTime - MINIMUM_SKIP_TIME)
|
|
||||||
return;
|
|
||||||
|
|
||||||
double skipTarget = gameplayStartTime - MINIMUM_SKIP_TIME;
|
|
||||||
|
|
||||||
if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
|
|
||||||
// double skip exception for storyboards with very long intros
|
|
||||||
skipTarget = 0;
|
|
||||||
|
|
||||||
Seek(skipTarget);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Seek to a specific time in gameplay.
|
/// Seek to a specific time in gameplay.
|
||||||
/// <remarks>
|
/// <remarks>
|
||||||
@ -202,99 +64,21 @@ namespace osu.Game.Screens.Play
|
|||||||
/// </remarks>
|
/// </remarks>
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="time">The destination time to seek to.</param>
|
/// <param name="time">The destination time to seek to.</param>
|
||||||
public void Seek(double time)
|
public virtual void Seek(double time) => AdjustableClock.Seek(time);
|
||||||
|
|
||||||
|
public virtual void Stop() => IsPaused.Value = true;
|
||||||
|
|
||||||
|
public virtual void Restart()
|
||||||
{
|
{
|
||||||
// remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
|
AdjustableClock.Seek(0);
|
||||||
// we may want to consider reversing the application of offsets in the future as it may feel more correct.
|
AdjustableClock.Stop();
|
||||||
adjustableClock.Seek(time - totalOffset);
|
|
||||||
|
|
||||||
// manually process frame to ensure GameplayClock is correctly updated after a seek.
|
|
||||||
userOffsetClock.ProcessFrame();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Stop()
|
|
||||||
{
|
|
||||||
IsPaused.Value = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Changes the backing clock to avoid using the originally provided track.
|
|
||||||
/// </summary>
|
|
||||||
public void StopUsingBeatmapClock()
|
|
||||||
{
|
|
||||||
removeSourceClockAdjustments();
|
|
||||||
|
|
||||||
track = new TrackVirtual(track.Length);
|
|
||||||
adjustableClock.ChangeSource(track);
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void Update()
|
|
||||||
{
|
|
||||||
if (!IsPaused.Value)
|
if (!IsPaused.Value)
|
||||||
{
|
Start();
|
||||||
userOffsetClock.ProcessFrame();
|
|
||||||
}
|
|
||||||
|
|
||||||
base.Update();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool speedAdjustmentsApplied;
|
protected abstract void OnIsPausedChanged(ValueChangedEvent<bool> isPaused);
|
||||||
|
|
||||||
private void updateRate()
|
protected abstract GameplayClock CreateGameplayClock(IClock source);
|
||||||
{
|
|
||||||
if (speedAdjustmentsApplied)
|
|
||||||
return;
|
|
||||||
|
|
||||||
track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
|
||||||
track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
|
||||||
|
|
||||||
localGameplayClock.MutableNonGameplayAdjustments.Add(pauseFreqAdjust);
|
|
||||||
localGameplayClock.MutableNonGameplayAdjustments.Add(UserPlaybackRate);
|
|
||||||
|
|
||||||
speedAdjustmentsApplied = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void Dispose(bool isDisposing)
|
|
||||||
{
|
|
||||||
base.Dispose(isDisposing);
|
|
||||||
removeSourceClockAdjustments();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void removeSourceClockAdjustments()
|
|
||||||
{
|
|
||||||
if (!speedAdjustmentsApplied) return;
|
|
||||||
|
|
||||||
track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
|
||||||
track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
|
||||||
|
|
||||||
localGameplayClock.MutableNonGameplayAdjustments.Remove(pauseFreqAdjust);
|
|
||||||
localGameplayClock.MutableNonGameplayAdjustments.Remove(UserPlaybackRate);
|
|
||||||
|
|
||||||
speedAdjustmentsApplied = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
private class LocalGameplayClock : GameplayClock
|
|
||||||
{
|
|
||||||
public readonly List<Bindable<double>> MutableNonGameplayAdjustments = new List<Bindable<double>>();
|
|
||||||
|
|
||||||
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments;
|
|
||||||
|
|
||||||
public LocalGameplayClock(FramedOffsetClock underlyingClock)
|
|
||||||
: base(underlyingClock)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private class HardwareCorrectionOffsetClock : FramedOffsetClock
|
|
||||||
{
|
|
||||||
// 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.
|
|
||||||
// base implementation already adds offset at 1.0 rate, so we only add the difference from that here.
|
|
||||||
public override double CurrentTime => base.CurrentTime + Offset * (Rate - 1);
|
|
||||||
|
|
||||||
public HardwareCorrectionOffsetClock(IClock source, bool processSource = true)
|
|
||||||
: base(source, processSource)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
220
osu.Game/Screens/Play/MasterGameplayClockContainer.cs
Normal file
220
osu.Game/Screens/Play/MasterGameplayClockContainer.cs
Normal file
@ -0,0 +1,220 @@
|
|||||||
|
// 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.Linq;
|
||||||
|
using osu.Framework;
|
||||||
|
using osu.Framework.Allocation;
|
||||||
|
using osu.Framework.Audio;
|
||||||
|
using osu.Framework.Audio.Track;
|
||||||
|
using osu.Framework.Bindables;
|
||||||
|
using osu.Framework.Graphics;
|
||||||
|
using osu.Framework.Timing;
|
||||||
|
using osu.Game.Beatmaps;
|
||||||
|
using osu.Game.Configuration;
|
||||||
|
|
||||||
|
namespace osu.Game.Screens.Play
|
||||||
|
{
|
||||||
|
public class MasterGameplayClockContainer : GameplayClockContainer
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Duration before gameplay start time required before skip button displays.
|
||||||
|
/// </summary>
|
||||||
|
public const double MINIMUM_SKIP_TIME = 1000;
|
||||||
|
|
||||||
|
protected Track Track => (Track)AdjustableClock.Source;
|
||||||
|
|
||||||
|
public readonly BindableNumber<double> UserPlaybackRate = new BindableDouble(1)
|
||||||
|
{
|
||||||
|
Default = 1,
|
||||||
|
MinValue = 0.5,
|
||||||
|
MaxValue = 2,
|
||||||
|
Precision = 0.1,
|
||||||
|
};
|
||||||
|
|
||||||
|
private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
|
||||||
|
|
||||||
|
private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1);
|
||||||
|
|
||||||
|
private readonly WorkingBeatmap beatmap;
|
||||||
|
private readonly double gameplayStartTime;
|
||||||
|
private readonly bool startAtGameplayStart;
|
||||||
|
private readonly double firstHitObjectTime;
|
||||||
|
|
||||||
|
private FramedOffsetClock userOffsetClock;
|
||||||
|
private FramedOffsetClock platformOffsetClock;
|
||||||
|
private LocalGameplayClock localGameplayClock;
|
||||||
|
private Bindable<double> userAudioOffset;
|
||||||
|
|
||||||
|
public MasterGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStartTime, bool startAtGameplayStart = false)
|
||||||
|
: base(beatmap.Track)
|
||||||
|
{
|
||||||
|
this.beatmap = beatmap;
|
||||||
|
this.gameplayStartTime = gameplayStartTime;
|
||||||
|
this.startAtGameplayStart = startAtGameplayStart;
|
||||||
|
|
||||||
|
firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
[BackgroundDependencyLoader]
|
||||||
|
private void load(OsuConfigManager config)
|
||||||
|
{
|
||||||
|
userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
|
||||||
|
userAudioOffset.BindValueChanged(offset => userOffsetClock.Offset = offset.NewValue, true);
|
||||||
|
|
||||||
|
// sane default provided by ruleset.
|
||||||
|
double startTime = gameplayStartTime;
|
||||||
|
|
||||||
|
if (!startAtGameplayStart)
|
||||||
|
{
|
||||||
|
startTime = Math.Min(0, startTime);
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
startTime = Math.Min(startTime, 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.
|
||||||
|
if (beatmap.BeatmapInfo.AudioLeadIn > 0)
|
||||||
|
startTime = Math.Min(startTime, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
|
||||||
|
}
|
||||||
|
|
||||||
|
Seek(startTime);
|
||||||
|
|
||||||
|
AdjustableClock.ProcessFrame();
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void OnIsPausedChanged(ValueChangedEvent<bool> isPaused)
|
||||||
|
{
|
||||||
|
if (isPaused.NewValue)
|
||||||
|
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => AdjustableClock.Stop());
|
||||||
|
else
|
||||||
|
this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Seek(double time)
|
||||||
|
{
|
||||||
|
// remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
|
||||||
|
// we may want to consider reversing the application of offsets in the future as it may feel more correct.
|
||||||
|
base.Seek(time - totalOffset);
|
||||||
|
|
||||||
|
// manually process frame to ensure GameplayClock is correctly updated after a seek.
|
||||||
|
userOffsetClock.ProcessFrame();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Restart()
|
||||||
|
{
|
||||||
|
updateRate();
|
||||||
|
base.Restart();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Skip forward to the next valid skip point.
|
||||||
|
/// </summary>
|
||||||
|
public void Skip()
|
||||||
|
{
|
||||||
|
if (GameplayClock.CurrentTime > gameplayStartTime - MINIMUM_SKIP_TIME)
|
||||||
|
return;
|
||||||
|
|
||||||
|
double skipTarget = gameplayStartTime - MINIMUM_SKIP_TIME;
|
||||||
|
|
||||||
|
if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
|
||||||
|
// double skip exception for storyboards with very long intros
|
||||||
|
skipTarget = 0;
|
||||||
|
|
||||||
|
Seek(skipTarget);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override GameplayClock CreateGameplayClock(IClock source)
|
||||||
|
{
|
||||||
|
// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
|
||||||
|
// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
|
||||||
|
platformOffsetClock = new HardwareCorrectionOffsetClock(source) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
|
||||||
|
|
||||||
|
// the final usable gameplay clock with user-set offsets applied.
|
||||||
|
userOffsetClock = new HardwareCorrectionOffsetClock(platformOffsetClock);
|
||||||
|
|
||||||
|
return localGameplayClock = new LocalGameplayClock(userOffsetClock);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void Update()
|
||||||
|
{
|
||||||
|
if (!IsPaused.Value)
|
||||||
|
userOffsetClock.ProcessFrame();
|
||||||
|
|
||||||
|
base.Update();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Changes the backing clock to avoid using the originally provided track.
|
||||||
|
/// </summary>
|
||||||
|
public void StopUsingBeatmapClock()
|
||||||
|
{
|
||||||
|
removeSourceClockAdjustments();
|
||||||
|
AdjustableClock.ChangeSource(new TrackVirtual(beatmap.Track.Length));
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool speedAdjustmentsApplied;
|
||||||
|
|
||||||
|
private void updateRate()
|
||||||
|
{
|
||||||
|
if (speedAdjustmentsApplied)
|
||||||
|
return;
|
||||||
|
|
||||||
|
Track.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
||||||
|
Track.AddAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
||||||
|
|
||||||
|
localGameplayClock.MutableNonGameplayAdjustments.Add(pauseFreqAdjust);
|
||||||
|
localGameplayClock.MutableNonGameplayAdjustments.Add(UserPlaybackRate);
|
||||||
|
|
||||||
|
speedAdjustmentsApplied = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void removeSourceClockAdjustments()
|
||||||
|
{
|
||||||
|
if (!speedAdjustmentsApplied)
|
||||||
|
return;
|
||||||
|
|
||||||
|
Track.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
|
||||||
|
Track.RemoveAdjustment(AdjustableProperty.Tempo, UserPlaybackRate);
|
||||||
|
|
||||||
|
localGameplayClock.MutableNonGameplayAdjustments.Remove(pauseFreqAdjust);
|
||||||
|
localGameplayClock.MutableNonGameplayAdjustments.Remove(UserPlaybackRate);
|
||||||
|
|
||||||
|
speedAdjustmentsApplied = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void Dispose(bool isDisposing)
|
||||||
|
{
|
||||||
|
base.Dispose(isDisposing);
|
||||||
|
removeSourceClockAdjustments();
|
||||||
|
}
|
||||||
|
|
||||||
|
private class HardwareCorrectionOffsetClock : FramedOffsetClock
|
||||||
|
{
|
||||||
|
// 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.
|
||||||
|
// base implementation already adds offset at 1.0 rate, so we only add the difference from that here.
|
||||||
|
public override double CurrentTime => base.CurrentTime + Offset * (Rate - 1);
|
||||||
|
|
||||||
|
public HardwareCorrectionOffsetClock(IClock source, bool processSource = true)
|
||||||
|
: base(source, processSource)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private class LocalGameplayClock : GameplayClock
|
||||||
|
{
|
||||||
|
public readonly List<Bindable<double>> MutableNonGameplayAdjustments = new List<Bindable<double>>();
|
||||||
|
|
||||||
|
public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments;
|
||||||
|
|
||||||
|
public LocalGameplayClock(FramedOffsetClock underlyingClock)
|
||||||
|
: base(underlyingClock)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -295,7 +295,7 @@ namespace osu.Game.Screens.Play
|
|||||||
IsBreakTime.BindValueChanged(onBreakTimeChanged, true);
|
IsBreakTime.BindValueChanged(onBreakTimeChanged, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected virtual GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new GameplayClockContainer(beatmap, gameplayStart);
|
protected virtual GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new MasterGameplayClockContainer(beatmap, gameplayStart);
|
||||||
|
|
||||||
private Drawable createUnderlayComponents() =>
|
private Drawable createUnderlayComponents() =>
|
||||||
DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both };
|
DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both };
|
||||||
@ -342,7 +342,6 @@ namespace osu.Game.Screens.Play
|
|||||||
Action = () => PerformExit(true),
|
Action = () => PerformExit(true),
|
||||||
IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
|
IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
|
||||||
},
|
},
|
||||||
PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
|
|
||||||
KeyCounter =
|
KeyCounter =
|
||||||
{
|
{
|
||||||
AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded },
|
AlwaysVisible = { BindTarget = DrawableRuleset.HasReplayLoaded },
|
||||||
@ -386,6 +385,9 @@ namespace osu.Game.Screens.Play
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
if (GameplayClockContainer is MasterGameplayClockContainer master)
|
||||||
|
HUDOverlay.PlayerSettingsOverlay.PlaybackSettings.UserPlaybackRate.BindTarget = master.UserPlaybackRate;
|
||||||
|
|
||||||
if (!Configuration.AllowSkippingIntro)
|
if (!Configuration.AllowSkippingIntro)
|
||||||
skipOverlay.Expire();
|
skipOverlay.Expire();
|
||||||
|
|
||||||
@ -533,7 +535,8 @@ namespace osu.Game.Screens.Play
|
|||||||
// user requested skip
|
// user requested skip
|
||||||
// disable sample playback to stop currently playing samples and perform skip
|
// disable sample playback to stop currently playing samples and perform skip
|
||||||
samplePlaybackDisabled.Value = true;
|
samplePlaybackDisabled.Value = true;
|
||||||
GameplayClockContainer.Skip();
|
|
||||||
|
(GameplayClockContainer as MasterGameplayClockContainer)?.Skip();
|
||||||
|
|
||||||
// return samplePlaybackDisabled.Value to what is defined by the beatmap's current state
|
// return samplePlaybackDisabled.Value to what is defined by the beatmap's current state
|
||||||
updateSampleDisabledState();
|
updateSampleDisabledState();
|
||||||
@ -832,7 +835,7 @@ namespace osu.Game.Screens.Play
|
|||||||
|
|
||||||
// GameplayClockContainer performs seeks / start / stop operations on the beatmap's track.
|
// GameplayClockContainer performs seeks / start / stop operations on the beatmap's track.
|
||||||
// as we are no longer the current screen, we cannot guarantee the track is still usable.
|
// as we are no longer the current screen, we cannot guarantee the track is still usable.
|
||||||
GameplayClockContainer?.StopUsingBeatmapClock();
|
(GameplayClockContainer as MasterGameplayClockContainer)?.StopUsingBeatmapClock();
|
||||||
|
|
||||||
musicController.ResetTrackAdjustments();
|
musicController.ResetTrackAdjustments();
|
||||||
|
|
||||||
|
@ -90,7 +90,7 @@ namespace osu.Game.Screens.Play
|
|||||||
|
|
||||||
private const double fade_time = 300;
|
private const double fade_time = 300;
|
||||||
|
|
||||||
private double fadeOutBeginTime => startTime - GameplayClockContainer.MINIMUM_SKIP_TIME;
|
private double fadeOutBeginTime => startTime - MasterGameplayClockContainer.MINIMUM_SKIP_TIME;
|
||||||
|
|
||||||
protected override void LoadComplete()
|
protected override void LoadComplete()
|
||||||
{
|
{
|
||||||
|
@ -61,7 +61,7 @@ namespace osu.Game.Screens.Play
|
|||||||
if (firstFrameTime == null || firstFrameTime <= gameplayStart + 5000)
|
if (firstFrameTime == null || firstFrameTime <= gameplayStart + 5000)
|
||||||
return base.CreateGameplayClockContainer(beatmap, gameplayStart);
|
return base.CreateGameplayClockContainer(beatmap, gameplayStart);
|
||||||
|
|
||||||
return new GameplayClockContainer(beatmap, firstFrameTime.Value, true);
|
return new MasterGameplayClockContainer(beatmap, firstFrameTime.Value, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override bool OnExiting(IScreen next)
|
public override bool OnExiting(IScreen next)
|
||||||
|
Loading…
x
Reference in New Issue
Block a user