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Simplify FramedReplayInputHandler's SetFrame implementation
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@ -42,40 +42,32 @@ namespace osu.Game.Rulesets.Replays
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if (!currentFrameIndex.HasValue)
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return (TFrame)Frames[0];
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if (currentDirection > 0)
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return currentFrameIndex == Frames.Count - 1 ? null : (TFrame)Frames[currentFrameIndex.Value + 1];
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else
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return currentFrameIndex == 0 ? null : (TFrame)Frames[nextFrameIndex];
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int nextFrame = clampedNextFrameIndex;
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if (nextFrame == currentFrameIndex.Value)
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return null;
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return (TFrame)Frames[clampedNextFrameIndex];
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}
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}
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private int? currentFrameIndex;
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private int nextFrameIndex => currentFrameIndex.HasValue ? Math.Clamp(currentFrameIndex.Value + (currentDirection > 0 ? 1 : -1), 0, Frames.Count - 1) : 0;
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private int clampedNextFrameIndex =>
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currentFrameIndex.HasValue ? Math.Clamp(currentFrameIndex.Value + currentDirection, 0, Frames.Count - 1) : 0;
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protected FramedReplayInputHandler(Replay replay)
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{
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this.replay = replay;
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}
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private bool advanceFrame()
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{
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int newFrame = nextFrameIndex;
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// ensure we aren't at an extent.
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if (newFrame == currentFrameIndex) return false;
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currentFrameIndex = newFrame;
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return true;
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}
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private const double sixty_frame_time = 1000.0 / 60;
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protected virtual double AllowedImportantTimeSpan => sixty_frame_time * 1.2;
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protected double? CurrentTime { get; private set; }
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private int currentDirection;
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private int currentDirection = 1;
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/// <summary>
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/// When set, we will ensure frames executed by nested drawables are frame-accurate to replay data.
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@ -117,53 +109,29 @@ namespace osu.Game.Rulesets.Replays
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Debug.Assert(currentDirection != 0);
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if (HasFrames)
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TFrame next = NextFrame;
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// check if the next frame is valid for the current playback direction.
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// validity is if the next frame is equal or "earlier" than the current point in time (so we can change to it)
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int compare = time.CompareTo(next?.Time);
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if (next != null && (compare == 0 || compare == currentDirection))
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{
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var next = NextFrame;
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// check if the next frame is valid for the current playback direction.
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// validity is if the next frame is equal or "earlier"
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var compare = time.CompareTo(next?.Time);
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if (next != null && (compare == 0 || compare == currentDirection))
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{
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if (advanceFrame())
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return CurrentTime = CurrentFrame.Time;
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}
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else
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{
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// this is the case where the frame can't be advanced (in the replay).
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// even so, we may be able to move the clock forward due to being at the end of the replay or
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// in a section where replay accuracy doesn't matter.
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// important section is always respected to block the update loop.
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if (inImportantSection)
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return null;
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if (next == null)
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{
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// in the case we have no more frames and haven't received the full replay, block.
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if (!replay.HasReceivedAllFrames)
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return null;
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// else allow play to end.
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}
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else if (next.Time.CompareTo(time) != currentDirection)
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{
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// in the case we have more frames, block if the next frame's time is less than the current time.
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return null;
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}
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// if we didn't change frames, we need to ensure we are allowed to run frames in between, else return null.
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}
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}
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else
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{
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// if we never received frames and are expecting to, block.
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if (!replay.HasReceivedAllFrames)
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return null;
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currentFrameIndex = clampedNextFrameIndex;
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return CurrentTime = CurrentFrame.Time;
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}
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// at this point, the frame can't be advanced (in the replay).
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// even so, we may be able to move the clock forward due to being at the end of the replay or
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// moving towards the next valid frame.
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// the exception is if currently in an important section, which is respected above all.
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if (inImportantSection)
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return null;
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// in the case we have no next frames and haven't received the full replay, block.
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if (next == null && !replay.HasReceivedAllFrames) return null;
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return CurrentTime = time;
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}
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