Allow attaching a replay to a FrameStabilityContainer when FrameStablePlayback is off

This commit is contained in:
Dean Herbert 2020-09-28 14:03:56 +09:00
parent 600d37cc04
commit e8220cf1b6

View File

@ -123,9 +123,8 @@ namespace osu.Game.Rulesets.UI
try
{
if (!FrameStablePlayback)
return;
if (FrameStablePlayback)
{
if (firstConsumption)
{
// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
@ -145,18 +144,43 @@ namespace osu.Game.Rulesets.UI
? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time)
: Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time);
}
}
if (isAttached)
{
double? newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime);
double? newTime;
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)
{
// setting invalid state here ensures that gameplay will not continue (ie. our child
// hierarchy won't be updated).
validState = false;
// potentially loop to catch-up playback.
requireMoreUpdateLoops = true;
return;
}
}
else
{
// 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)
{
if (newTime == null)
{
// we shouldn't execute for this time value. probably waiting on more replay data.
// special case for when the replay actually can't arrive at the required time.
// protects from potential endless loop.
validState = false;
requireMoreUpdateLoops = true;
return;
}
}
}
newProposedTime = newTime.Value;
}