19467e58c1
Remove unused params from BDL methods
2022-01-15 01:06:39 +01:00
56eae703fe
Avoid changing frame stable clock direction if time hasn't changed between frames
2021-10-11 21:39:48 +02:00
b4e5311014
Move initial state set inside updateClock
2020-10-30 20:39:25 +09:00
1bd461f229
Move clock logic back to inside updateClock method
2020-10-30 20:21:14 +09:00
0f997386ae
Fix direction and IsRunning not updating on first frame after becoming valid
...
The parent clock will not unpause until WaitingForFrames becomes false,
so I've moved the set of that before we start to propagate its values
across. Doesn't fix any visible issue but should make propagation one
game loop faster.
2020-10-30 15:26:23 +09:00
326fd03525
Fix loop not exiting after first valid frame
2020-10-30 15:25:53 +09:00
8e6c803900
Avoid running full updateClock loop when waiting on frames
2020-10-30 12:39:11 +09:00
87be7d162b
Merge branch 'master' into spectator-replay-watcher
2020-10-30 00:25:17 +09:00
335d150a13
Fix aim time being mutated inside update loop
2020-10-29 18:11:50 +09:00
2671d371da
Move clock retrieval to new correct location
2020-10-29 15:28:39 +09:00
db2b00068f
Avoid sourcing parent clock when in a paused state
2020-10-29 14:48:56 +09:00
d91456dc29
Move initial validity check out of loop for clarity
2020-10-29 14:25:47 +09:00
2e5a8b2287
Fix xmldoc to read better in new context
2020-10-29 13:16:31 +09:00
09da75b143
Merge branch 'frame-stability-clean-up' into spectator-replay-watcher
2020-10-28 15:34:46 +09:00
2b1e79a4e8
Simplify state changes further
2020-10-28 15:32:20 +09:00
c9515653b3
Restore previous directionality logic to avoid logic differences
2020-10-28 15:31:57 +09:00
77d807d0f5
Merge branch 'frame-stability-clean-up' into spectator-replay-watcher
2020-10-28 15:26:02 +09:00
59e9c2639a
Remove try-finally
2020-10-28 15:16:56 +09:00
a06516c900
Extract out frame stability state into enum for (hopefully) better clarity
2020-10-28 15:15:15 +09:00
8c9bda2ded
Split out replay update method
2020-10-28 15:14:06 +09:00
9b9a41596f
Split out frame stability calculation to own method
2020-10-28 15:14:06 +09:00
851d45d2eb
Add sane pausing logic
2020-10-27 18:58:37 +09:00
9e6b0a42ec
Allow FrameStabilityContainer to handle waiting-for-data state better (and pause outwards)
2020-10-27 18:58:37 +09:00
b8beac27ce
Use previous logic for catching-up mode
2020-10-27 17:14:41 +09:00
9cfb81589e
Use bindable flow instead
2020-10-27 14:10:12 +09:00
6853da459d
Move sample pausing logic out of FrameStabilityContainer
2020-10-27 13:54:33 +09:00
e3eaba7b2c
Move ISampleDisabler implementation to Player and FrameStabilityContainer
2020-10-14 19:39:48 +09:00
0605bb9b8d
Fix incorrect parent state transfer
2020-10-05 16:20:29 +09:00
ae8bf8cdd4
Fix StabilityGameClock not being updated
2020-10-05 14:27:51 +09:00
e4710f82ec
Fix sample disabled status not being updated correctly from seek state
2020-10-05 14:27:51 +09:00
af7d10afe0
Fix FrameStabilityContainer not re-caching its GameplayClock correctly
2020-10-05 14:27:51 +09:00
fd58a24183
Merge branch 'master' into fix-spinner-rpm-user-rate-adjust
2020-09-28 17:45:48 +09:00
e8220cf1b6
Allow attaching a replay to a FrameStabilityContainer when FrameStablePlayback is off
2020-09-28 15:47:11 +09:00
892d440ed0
Add fallback path for potential null ParentGameplayClock
2020-09-25 13:19:07 +09:00
3f788da06d
Fix SPM changing incorrectly with playback rate changes
2020-09-21 19:39:54 +09:00
f3b5149648
Move some suggestions to warnings, resolve issues
2020-06-03 16:48:44 +09:00
ce223a2bd8
Silence hit sounds while seeking
2020-05-21 11:08:06 +09:00
2b1245f63a
Improve xmldoc in a couple of places
2020-03-26 12:50:00 +09:00
aeb62825cd
Move out requireMoreUpdateLoops for better consistency
2019-10-04 13:42:06 +08:00
ddef7fa3ba
Repair behavioural change
2019-10-04 13:32:47 +08:00
b28689c774
Fix key counters appearing negative on intense beatmaps
...
When `FrameStabilityContainer` decides it needs multiple updates on the same frame, it ends up with an elapsed time of zero. This was interacting badly with the condition used in `RulesetInputManager` to govern playback direction.
I have changed this to use `Rate` as exposed by the frame stable clock.
- Closes #6198 .
2019-10-03 15:01:54 +08:00
152df9f3d5
Remove accidental blank line
2019-08-16 20:23:09 +09:00
d11b896148
Move FrameStablePlayback handling to early return
2019-08-16 20:21:00 +09:00
58d2268b9e
Combine conditionals that provide the same behaviour
2019-08-16 19:52:35 +09:00
8c67f58e2d
Disable frame-stable playback in the editor
2019-08-15 18:25:31 +09:00
3fe61c4a7e
Trim whitespace
2019-05-10 18:48:39 +09:00
a44296a6db
Merge branch 'master' into progress-bar-show-seek
2019-05-10 17:27:49 +09:00
9248e6290c
Use FrameStabilityClock to denote current position on song progress
2019-05-09 18:09:26 +09:00
3bcfc86b9c
Allow custom MaxCatchUpFrames to be specified
...
Also adjusts the default to allow for smoother seeking.
2019-05-09 16:39:03 +09:00
66594b7a1b
Pass GameplayStartTime to FrameStabilityContainer to allow bypassing prior to start
2019-05-09 16:39:03 +09:00