mirror of
https://github.com/ppy/osu
synced 2024-12-26 08:53:10 +00:00
Remove FrameStableClock
(and redirect usages to FrameStabilityContainer
)
This commit is contained in:
parent
71961b244e
commit
27569e2ed5
@ -4,6 +4,7 @@
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#nullable disable
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Bindables;
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using osu.Framework.Timing;
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@ -30,7 +31,7 @@ namespace osu.Game.Tests.NonVisual
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{
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public List<Bindable<double>> MutableNonGameplayAdjustments { get; } = new List<Bindable<double>>();
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public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments;
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public override IEnumerable<double> NonGameplayAdjustments => MutableNonGameplayAdjustments.Select(b => b.Value);
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public TestGameplayClock(IFrameBasedClock underlyingClock)
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: base(underlyingClock)
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@ -363,7 +363,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private Player player => Stack.CurrentScreen as Player;
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private double currentFrameStableTime
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=> player.ChildrenOfType<FrameStabilityContainer>().First().FrameStableClock.CurrentTime;
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=> player.ChildrenOfType<FrameStabilityContainer>().First().CurrentTime;
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private void waitForPlayer() => AddUntilStep("wait for player", () => (Stack.CurrentScreen as Player)?.IsLoaded == true);
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@ -67,7 +67,7 @@ namespace osu.Game.Rulesets.UI
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public override Container FrameStableComponents { get; } = new Container { RelativeSizeAxes = Axes.Both };
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public override IFrameStableClock FrameStableClock => frameStabilityContainer.FrameStableClock;
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public override IFrameStableClock FrameStableClock => frameStabilityContainer;
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private bool frameStablePlayback = true;
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@ -1,8 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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@ -21,7 +19,9 @@ namespace osu.Game.Rulesets.UI
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/// A container which consumes a parent gameplay clock and standardises frame counts for children.
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/// Will ensure a minimum of 50 frames per clock second is maintained, regardless of any system lag or seeks.
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/// </summary>
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public class FrameStabilityContainer : Container, IHasReplayHandler
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[Cached(typeof(IGameplayClock))]
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[Cached(typeof(IFrameStableClock))]
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public class FrameStabilityContainer : Container, IHasReplayHandler, IFrameStableClock, IGameplayClock
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{
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private readonly double gameplayStartTime;
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@ -35,16 +35,17 @@ namespace osu.Game.Rulesets.UI
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/// </summary>
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internal bool FrameStablePlayback = true;
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public IFrameStableClock FrameStableClock => frameStableClock;
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public readonly Bindable<bool> IsCatchingUp = new Bindable<bool>();
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[Cached(typeof(IGameplayClock))]
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private readonly FrameStabilityClock frameStableClock;
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public readonly Bindable<bool> WaitingOnFrames = new Bindable<bool>();
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public IBindable<bool> IsPaused { get; } = new BindableBool();
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public FrameStabilityContainer(double gameplayStartTime = double.MinValue)
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{
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RelativeSizeAxes = Axes.Both;
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frameStableClock = new FrameStabilityClock(framedClock = new FramedClock(manualClock = new ManualClock()));
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framedClock = new FramedClock(manualClock = new ManualClock());
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this.gameplayStartTime = gameplayStartTime;
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}
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@ -53,7 +54,7 @@ namespace osu.Game.Rulesets.UI
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private readonly FramedClock framedClock;
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private IFrameBasedClock parentGameplayClock;
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private IGameplayClock? parentGameplayClock;
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/// <summary>
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/// The current direction of playback to be exposed to frame stable children.
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@ -63,13 +64,13 @@ namespace osu.Game.Rulesets.UI
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/// </remarks>
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private int direction = 1;
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[BackgroundDependencyLoader(true)]
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private void load(IGameplayClock clock)
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[BackgroundDependencyLoader]
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private void load(IGameplayClock? clock)
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{
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if (clock != null)
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{
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parentGameplayClock = frameStableClock.ParentGameplayClock = clock;
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((IBindable<bool>)frameStableClock.IsPaused).BindTo(clock.IsPaused);
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parentGameplayClock = clock;
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IsPaused.BindTo(parentGameplayClock.IsPaused);
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}
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}
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@ -111,12 +112,12 @@ namespace osu.Game.Rulesets.UI
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private void updateClock()
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{
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if (frameStableClock.WaitingOnFrames.Value)
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if (WaitingOnFrames.Value)
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{
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// if waiting on frames, run one update loop to determine if frames have arrived.
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state = PlaybackState.Valid;
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}
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else if (frameStableClock.IsPaused.Value)
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else if (IsPaused.Value)
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{
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// time should not advance while paused, nor should anything run.
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state = PlaybackState.NotValid;
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@ -154,8 +155,8 @@ namespace osu.Game.Rulesets.UI
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double timeBehind = Math.Abs(proposedTime - parentGameplayClock.CurrentTime);
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frameStableClock.IsCatchingUp.Value = timeBehind > 200;
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frameStableClock.WaitingOnFrames.Value = state == PlaybackState.NotValid;
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IsCatchingUp.Value = timeBehind > 200;
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WaitingOnFrames.Value = state == PlaybackState.NotValid;
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manualClock.CurrentTime = proposedTime;
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manualClock.Rate = Math.Abs(parentGameplayClock.Rate) * direction;
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@ -177,6 +178,8 @@ namespace osu.Game.Rulesets.UI
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/// <returns>Whether playback is still valid.</returns>
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private bool updateReplay(ref double proposedTime)
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{
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Debug.Assert(ReplayInputHandler != null);
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double? newTime;
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if (FrameStablePlayback)
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@ -238,18 +241,39 @@ namespace osu.Game.Rulesets.UI
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private void setClock()
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{
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if (parentGameplayClock == null)
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{
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// in case a parent gameplay clock isn't available, just use the parent clock.
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parentGameplayClock ??= Clock;
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}
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else
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{
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Clock = frameStableClock;
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}
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if (parentGameplayClock != null)
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Clock = this;
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}
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public ReplayInputHandler ReplayInputHandler { get; set; }
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public ReplayInputHandler? ReplayInputHandler { get; set; }
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#region Delegation of IFrameStableClock
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public double CurrentTime => framedClock.CurrentTime;
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public double Rate => framedClock.Rate;
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public bool IsRunning => framedClock.IsRunning;
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public void ProcessFrame() => framedClock.ProcessFrame();
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public double ElapsedFrameTime => framedClock.ElapsedFrameTime;
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public double FramesPerSecond => framedClock.FramesPerSecond;
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public FrameTimeInfo TimeInfo => framedClock.TimeInfo;
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#endregion
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#region Delegation of IGameplayClock
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public double TrueGameplayRate => parentGameplayClock?.TrueGameplayRate ?? 1;
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public double? StartTime => parentGameplayClock?.StartTime;
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public IEnumerable<double> NonGameplayAdjustments => parentGameplayClock?.NonGameplayAdjustments ?? Enumerable.Empty<double>();
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#endregion
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private enum PlaybackState
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{
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@ -270,24 +294,7 @@ namespace osu.Game.Rulesets.UI
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Valid
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}
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private class FrameStabilityClock : GameplayClock, IFrameStableClock
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{
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public IGameplayClock ParentGameplayClock;
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public readonly Bindable<bool> IsCatchingUp = new Bindable<bool>();
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public readonly Bindable<bool> WaitingOnFrames = new Bindable<bool>();
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public override IEnumerable<Bindable<double>> NonGameplayAdjustments => ParentGameplayClock?.NonGameplayAdjustments ?? Enumerable.Empty<Bindable<double>>();
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public FrameStabilityClock(FramedClock underlyingClock)
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: base(underlyingClock)
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{
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}
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IBindable<bool> IFrameStableClock.IsCatchingUp => IsCatchingUp;
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IBindable<bool> IFrameStableClock.WaitingOnFrames => WaitingOnFrames;
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}
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IBindable<bool> IFrameStableClock.IsCatchingUp => IsCatchingUp;
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IBindable<bool> IFrameStableClock.WaitingOnFrames => WaitingOnFrames;
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}
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}
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@ -1,8 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using osu.Framework.Bindables;
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using osu.Framework.Timing;
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@ -27,7 +27,7 @@ namespace osu.Game.Screens.Play
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IBindable<bool> IGameplayClock.IsPaused => IsPaused;
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public virtual IEnumerable<Bindable<double>> NonGameplayAdjustments => Enumerable.Empty<Bindable<double>>();
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public virtual IEnumerable<double> NonGameplayAdjustments => Enumerable.Empty<double>();
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public GameplayClock(IFrameBasedClock underlyingClock)
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{
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@ -46,12 +46,12 @@ namespace osu.Game.Screens.Play
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{
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double baseRate = Rate;
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foreach (var adjustment in NonGameplayAdjustments)
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foreach (double adjustment in NonGameplayAdjustments)
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{
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if (Precision.AlmostEquals(adjustment.Value, 0))
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if (Precision.AlmostEquals(adjustment, 0))
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return 0;
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baseRate /= adjustment.Value;
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baseRate /= adjustment;
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}
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return baseRate;
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}
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}
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public IEnumerable<Bindable<double>> NonGameplayAdjustments => GameplayClock.NonGameplayAdjustments;
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public IEnumerable<double> NonGameplayAdjustments => GameplayClock.NonGameplayAdjustments;
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/// <summary>
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/// The final clock which is exposed to gameplay components.
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@ -27,7 +27,7 @@ namespace osu.Game.Screens.Play
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/// <summary>
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/// All adjustments applied to this clock which don't come from gameplay or mods.
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/// </summary>
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IEnumerable<Bindable<double>> NonGameplayAdjustments { get; }
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IEnumerable<double> NonGameplayAdjustments { get; }
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IBindable<bool> IsPaused { get; }
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}
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private class MasterGameplayClock : GameplayClock
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{
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public readonly List<Bindable<double>> MutableNonGameplayAdjustments = new List<Bindable<double>>();
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public override IEnumerable<Bindable<double>> NonGameplayAdjustments => MutableNonGameplayAdjustments;
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public override IEnumerable<double> NonGameplayAdjustments => MutableNonGameplayAdjustments.Select(b => b.Value);
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public MasterGameplayClock(FramedOffsetClock underlyingClock)
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: base(underlyingClock)
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