osu/osu.Game/Screens/Utility/LatencyComparerScreen.cs

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// 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.
#nullable enable
using System;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Effects;
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using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Events;
using osu.Framework.Platform;
using osu.Framework.Platform.Windows;
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using osu.Framework.Screens;
using osu.Framework.Utils;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Sprites;
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using osu.Game.Overlays;
using osuTK;
using osuTK.Input;
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namespace osu.Game.Screens.Utility
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{
public class LatencyComparerScreen : OsuScreen
{
private FrameSync previousFrameSyncMode;
private double previousActiveHz;
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private readonly OsuTextFlowContainer statusText;
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public override bool HideOverlaysOnEnter => true;
public override bool CursorVisible => mainArea.Count == 0;
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public override float BackgroundParallaxAmount => 0;
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private readonly OsuTextFlowContainer explanatoryText;
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private readonly Container<LatencyArea> mainArea;
private readonly Container resultsArea;
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/// <summary>
/// The rate at which the game host should attempt to run.
/// </summary>
private const int target_host_update_frames = 4000;
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[Cached]
private readonly OverlayColourProvider overlayColourProvider = new OverlayColourProvider(OverlayColourScheme.Orange);
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[Resolved]
private OsuColour colours { get; set; } = null!;
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[Resolved]
private FrameworkConfigManager config { get; set; } = null!;
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private const int rounds_to_complete = 5;
private const int rounds_to_complete_certified = 20;
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private int round;
private int correctCount;
private int targetRoundCount = rounds_to_complete;
private int difficultyLevel = 1;
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private double lastPoll;
private int pollingMax;
[Resolved]
private GameHost host { get; set; } = null!;
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public LatencyComparerScreen()
{
InternalChildren = new Drawable[]
{
new Box
{
Colour = overlayColourProvider.Background6,
RelativeSizeAxes = Axes.Both,
},
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mainArea = new Container<LatencyArea>
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{
RelativeSizeAxes = Axes.Both,
},
// Make sure the edge between the two comparisons can't be used to ascertain latency.
new Box
{
Name = "separator",
Colour = ColourInfo.GradientHorizontal(overlayColourProvider.Background6, overlayColourProvider.Background6.Opacity(0)),
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Width = 100,
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RelativeSizeAxes = Axes.Y,
Anchor = Anchor.TopCentre,
Origin = Anchor.TopLeft,
},
new Box
{
Name = "separator",
Colour = ColourInfo.GradientHorizontal(overlayColourProvider.Background6.Opacity(0), overlayColourProvider.Background6),
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Width = 100,
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RelativeSizeAxes = Axes.Y,
Anchor = Anchor.TopCentre,
Origin = Anchor.TopRight,
},
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explanatoryText = new OsuTextFlowContainer(cp => cp.Font = OsuFont.Default.With(size: 20))
{
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Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
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TextAnchor = Anchor.TopCentre,
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Text = @"Welcome to the latency comparer!
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Use the arrow keys, Z/X/J/K to move the square.
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You can click the targets but you don't have to.
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Use the Tab key to change focus.
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Do whatever you need to try and perceive the difference in latency, then choose your best side.
",
},
resultsArea = new Container
{
RelativeSizeAxes = Axes.Both,
},
statusText = new OsuTextFlowContainer(cp => cp.Font = OsuFont.Default.With(size: 40))
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{
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Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
TextAnchor = Anchor.TopCentre,
Y = 150,
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
},
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};
}
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protected override bool OnMouseMove(MouseMoveEvent e)
{
if (lastPoll > 0)
pollingMax = (int)Math.Max(pollingMax, 1000 / (Clock.CurrentTime - lastPoll));
lastPoll = Clock.CurrentTime;
return base.OnMouseMove(e);
}
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public override void OnEntering(ScreenTransitionEvent e)
{
base.OnEntering(e);
previousFrameSyncMode = config.Get<FrameSync>(FrameworkSetting.FrameSync);
previousActiveHz = host.UpdateThread.ActiveHz;
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config.SetValue(FrameworkSetting.FrameSync, FrameSync.Unlimited);
host.UpdateThread.ActiveHz = target_host_update_frames;
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host.AllowBenchmarkUnlimitedFrames = true;
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}
public override bool OnExiting(ScreenExitEvent e)
{
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host.AllowBenchmarkUnlimitedFrames = false;
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config.SetValue(FrameworkSetting.FrameSync, previousFrameSyncMode);
host.UpdateThread.ActiveHz = previousActiveHz;
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return base.OnExiting(e);
}
protected override void LoadComplete()
{
base.LoadComplete();
loadNextRound();
}
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protected override bool OnKeyDown(KeyDownEvent e)
{
switch (e.Key)
{
case Key.Tab:
var firstArea = mainArea.FirstOrDefault(a => !a.IsActiveArea.Value);
if (firstArea != null)
firstArea.IsActiveArea.Value = true;
return true;
}
return base.OnKeyDown(e);
}
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private void showResults()
{
mainArea.Clear();
var displayMode = host.Window.CurrentDisplayMode.Value;
string exclusive = "unknown";
if (host.Window is WindowsWindow windowsWindow)
exclusive = windowsWindow.FullscreenCapability.ToString();
statusText.Clear();
float successRate = (float)correctCount / targetRoundCount;
bool isPass = successRate == 1;
statusText.AddParagraph($"You scored {correctCount} out of {targetRoundCount} ({successRate:0%})!", cp => cp.Colour = isPass ? colours.Green : colours.Red);
statusText.AddParagraph($"Level {difficultyLevel} ({mapDifficultyToTargetFrameRate(difficultyLevel):N0} hz)",
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cp => cp.Font = OsuFont.Default.With(size: 24));
statusText.AddParagraph(string.Empty);
statusText.AddParagraph(string.Empty);
statusText.AddIcon(isPass ? FontAwesome.Regular.CheckCircle : FontAwesome.Regular.TimesCircle, cp => cp.Colour = isPass ? colours.Green : colours.Red);
statusText.AddParagraph(string.Empty);
if (!isPass && difficultyLevel > 1)
{
statusText.AddParagraph("To complete certification, decrease the difficulty level until you can get 20 tests correct in a row!", cp => cp.Font = OsuFont.Default.With(size: 24));
statusText.AddParagraph(string.Empty);
}
statusText.AddParagraph($"Polling: {pollingMax} hz Monitor: {displayMode.RefreshRate:N0} hz Exclusive: {exclusive}", cp => cp.Font = OsuFont.Default.With(size: 15));
statusText.AddParagraph($"Input: {host.InputThread.Clock.FramesPerSecond} hz "
+ $"Update: {host.UpdateThread.Clock.FramesPerSecond} hz "
+ $"Draw: {host.DrawThread.Clock.FramesPerSecond} hz"
, cp => cp.Font = OsuFont.Default.With(size: 15));
int certificationRemaining = !isPass ? rounds_to_complete_certified : rounds_to_complete_certified - correctCount;
if (isPass && certificationRemaining <= 0)
{
Drawable background;
Drawable certifiedText;
resultsArea.AddRange(new[]
{
background = new Box
{
Colour = overlayColourProvider.Background4,
RelativeSizeAxes = Axes.Both,
},
(certifiedText = new OsuSpriteText
{
Alpha = 0,
Font = OsuFont.TorusAlternate.With(size: 80, weight: FontWeight.Bold),
Text = "Certified!",
Blending = BlendingParameters.Additive,
}).WithEffect(new GlowEffect
{
Colour = overlayColourProvider.Colour1,
}).With(e =>
{
e.Anchor = Anchor.Centre;
e.Origin = Anchor.Centre;
})
});
background.FadeInFromZero(1000, Easing.OutQuint);
certifiedText.FadeInFromZero(500, Easing.InQuint);
certifiedText
.ScaleTo(10)
.ScaleTo(1, 600, Easing.InQuad)
.Then()
.ScaleTo(1.05f, 10000, Easing.OutQuint);
return;
}
string cannotIncreaseReason = string.Empty;
if (!isPass)
cannotIncreaseReason = "You didn't get a perfect score.";
else if (mapDifficultyToTargetFrameRate(difficultyLevel + 1) > target_host_update_frames)
cannotIncreaseReason = "You've reached the limits of this comparison mode.";
else if (mapDifficultyToTargetFrameRate(difficultyLevel + 1) > Clock.FramesPerSecond)
cannotIncreaseReason = "Game is not running fast enough to test this level";
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resultsArea.Add(new FillFlowContainer
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{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
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Spacing = new Vector2(20),
Padding = new MarginPadding(20),
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Children = new Drawable[]
{
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new ButtonWithKeyBind(Key.Enter)
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{
Text = "Continue to next level",
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BackgroundColour = colours.Red2,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Action = () => changeDifficulty(difficultyLevel + 1),
Enabled = { Value = string.IsNullOrEmpty(cannotIncreaseReason) },
TooltipText = cannotIncreaseReason
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},
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new ButtonWithKeyBind(Key.D)
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{
Text = difficultyLevel == 1 ? "Retry" : "Return to last level",
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BackgroundColour = colours.Green,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Action = () => changeDifficulty(Math.Max(difficultyLevel - 1, 1)),
},
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new ButtonWithKeyBind(Key.C)
{
Text = $"Continue towards certification at this level ({certificationRemaining} more)",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Action = () =>
{
resultsArea.Clear();
targetRoundCount += rounds_to_complete;
loadNextRound();
},
TooltipText = isPass ? $"Chain {rounds_to_complete_certified} to confirm your perception!" : "You've reached your limits. Go to the previous level to complete certification!",
Enabled = { Value = isPass },
},
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}
});
}
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private void changeDifficulty(int difficulty)
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{
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Debug.Assert(difficulty > 0);
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resultsArea.Clear();
correctCount = 0;
round = 0;
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pollingMax = 0;
lastPoll = 0;
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targetRoundCount = rounds_to_complete;
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difficultyLevel = difficulty;
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loadNextRound();
}
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private void loadNextRound()
{
round++;
statusText.Text = $"Level {difficultyLevel}\nRound {round} of {targetRoundCount}";
mainArea.Clear();
int betterSide = RNG.Next(0, 2);
mainArea.AddRange(new[]
{
new LatencyArea(Key.Number1, betterSide == 1 ? mapDifficultyToTargetFrameRate(difficultyLevel) : 0)
{
Width = 0.5f,
IsActiveArea = { Value = true },
ReportUserBest = () => recordResult(betterSide == 0),
},
new LatencyArea(Key.Number2, betterSide == 0 ? mapDifficultyToTargetFrameRate(difficultyLevel) : 0)
{
Width = 0.5f,
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
ReportUserBest = () => recordResult(betterSide == 1)
}
});
foreach (var area in mainArea)
{
area.IsActiveArea.BindValueChanged(active =>
{
if (active.NewValue)
mainArea.Children.First(a => a != area).IsActiveArea.Value = false;
});
}
}
private void recordResult(bool correct)
{
// Fading this out will improve the frame rate after the first round due to less text on screen.
explanatoryText.FadeOut(500, Easing.OutQuint);
if (correct)
correctCount++;
if (round < targetRoundCount)
loadNextRound();
else
showResults();
}
private static int mapDifficultyToTargetFrameRate(int difficulty)
{
switch (difficulty)
{
case 1:
return 15;
case 2:
return 30;
case 3:
return 45;
case 4:
return 60;
case 5:
return 120;
case 6:
return 240;
case 7:
return 480;
case 8:
return 720;
case 9:
return 960;
default:
return 1000 + ((difficulty - 10) * 500);
}
}
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}
}