From 9b9a41596f4f651d03321e42eef89609d48954c1 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Wed, 28 Oct 2020 14:42:23 +0900 Subject: [PATCH] Split out frame stability calculation to own method --- .../Rulesets/UI/FrameStabilityContainer.cs | 69 +++++++++++-------- 1 file changed, 41 insertions(+), 28 deletions(-) diff --git a/osu.Game/Rulesets/UI/FrameStabilityContainer.cs b/osu.Game/Rulesets/UI/FrameStabilityContainer.cs index 28b7975a89..94684f33ed 100644 --- a/osu.Game/Rulesets/UI/FrameStabilityContainer.cs +++ b/osu.Game/Rulesets/UI/FrameStabilityContainer.cs @@ -119,35 +119,19 @@ namespace osu.Game.Rulesets.UI if (parentGameplayClock == null) setClock(); // LoadComplete may not be run yet, but we still want the clock. + // each update start with considering things in valid state. validState = true; requireMoreUpdateLoops = false; - var newProposedTime = parentGameplayClock.CurrentTime; + // our goal is to catch up to the time provided by the parent clock. + var proposedTime = parentGameplayClock.CurrentTime; try { if (FrameStablePlayback) - { - if (firstConsumption) - { - // On the first update, frame-stability seeking would result in unexpected/unwanted behaviour. - // Instead we perform an initial seek to the proposed time. - - // process frame (in addition to finally clause) to clear out ElapsedTime - manualClock.CurrentTime = newProposedTime; - framedClock.ProcessFrame(); - - firstConsumption = false; - } - else if (manualClock.CurrentTime < gameplayStartTime) - manualClock.CurrentTime = newProposedTime = Math.Min(gameplayStartTime, newProposedTime); - else if (Math.Abs(manualClock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f) - { - newProposedTime = newProposedTime > manualClock.CurrentTime - ? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time) - : Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time); - } - } + // if we require frame stability, the proposed time will be adjusted to move at most one known + // frame interval in the current direction. + applyFrameStability(ref proposedTime); if (isAttached) { @@ -156,7 +140,7 @@ namespace osu.Game.Rulesets.UI if (FrameStablePlayback) { // when stability is turned on, we shouldn't execute for time values the replay is unable to satisfy. - if ((newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime)) == null) + if ((newTime = ReplayInputHandler.SetFrameFromTime(proposedTime)) == null) { // setting invalid state here ensures that gameplay will not continue (ie. our child // hierarchy won't be updated). @@ -173,7 +157,7 @@ namespace osu.Game.Rulesets.UI // when stability is disabled, we don't really care about accuracy. // looping over the replay will allow it to catch up and feed out the required values // for the current time. - while ((newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime)) != newProposedTime) + while ((newTime = ReplayInputHandler.SetFrameFromTime(proposedTime)) != proposedTime) { if (newTime == null) { @@ -185,15 +169,15 @@ namespace osu.Game.Rulesets.UI } } - newProposedTime = newTime.Value; + proposedTime = newTime.Value; } } finally { - if (newProposedTime != manualClock.CurrentTime) - direction = newProposedTime > manualClock.CurrentTime ? 1 : -1; + if (proposedTime != manualClock.CurrentTime) + direction = proposedTime > manualClock.CurrentTime ? 1 : -1; - manualClock.CurrentTime = newProposedTime; + manualClock.CurrentTime = proposedTime; manualClock.Rate = Math.Abs(parentGameplayClock.Rate) * direction; manualClock.IsRunning = parentGameplayClock.IsRunning; @@ -209,6 +193,35 @@ namespace osu.Game.Rulesets.UI } } + /// + /// Apply frame stability modifier to a time. + /// + /// The time which is to be displayed. + private void applyFrameStability(ref double proposedTime) + { + if (firstConsumption) + { + // On the first update, frame-stability seeking would result in unexpected/unwanted behaviour. + // Instead we perform an initial seek to the proposed time. + + // process frame (in addition to finally clause) to clear out ElapsedTime + manualClock.CurrentTime = proposedTime; + framedClock.ProcessFrame(); + + firstConsumption = false; + return; + } + + if (manualClock.CurrentTime < gameplayStartTime) + manualClock.CurrentTime = proposedTime = Math.Min(gameplayStartTime, proposedTime); + else if (Math.Abs(manualClock.CurrentTime - proposedTime) > sixty_frame_time * 1.2f) + { + proposedTime = proposedTime > manualClock.CurrentTime + ? Math.Min(proposedTime, manualClock.CurrentTime + sixty_frame_time) + : Math.Max(proposedTime, manualClock.CurrentTime - sixty_frame_time); + } + } + private void setClock() { if (parentGameplayClock == null)