Simplify calculation method

This commit is contained in:
Dean Herbert 2022-09-08 18:22:53 +09:00
parent 7337d4c1aa
commit 5c2fb3e434

View File

@ -2,7 +2,6 @@
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Game.Rulesets.UI;
@ -11,56 +10,48 @@ namespace osu.Game.Screens.Play.HUD.ClicksPerSecond
{
public class ClicksPerSecondCalculator : Component
{
private readonly List<double> timestamps;
private readonly List<double> timestamps = new List<double>();
[Resolved]
private IGameplayClock gameplayClock { get; set; } = null!;
[Resolved]
private DrawableRuleset drawableRuleset { get; set; } = null!;
private double rate;
// The latest timestamp GC seeked. Does not affect normal gameplay
// but prevents duplicate inputs on replays.
private double latestTime = double.NegativeInfinity;
[Resolved(canBeNull: true)]
private DrawableRuleset? drawableRuleset { get; set; }
public int Value { get; private set; }
private IGameplayClock clock => drawableRuleset?.FrameStableClock ?? gameplayClock;
public ClicksPerSecondCalculator()
{
RelativeSizeAxes = Axes.Both;
timestamps = new List<double>();
}
public void AddInputTimestamp() => timestamps.Add(clock.CurrentTime);
protected override void Update()
{
base.Update();
// When pausing in replays (using the space bar) GC.TrueGameplayRate returns 0
// To prevent CPS value being 0, we store and use the last non-zero TrueGameplayRate
if (gameplayClock.TrueGameplayRate > 0)
double latestValidTime = clock.CurrentTime;
double earliestTimeValid = latestValidTime - 1000 * gameplayClock.TrueGameplayRate;
int count = 0;
for (int i = timestamps.Count - 1; i >= 0; i--)
{
rate = gameplayClock.TrueGameplayRate;
// handle rewinding by removing future timestamps as we go
if (timestamps[i] > latestValidTime)
{
timestamps.RemoveAt(i);
continue;
}
if (timestamps[i] >= earliestTimeValid)
count++;
}
Value = timestamps.Count(timestamp =>
{
double window = 1000 * rate;
double relativeTime = drawableRuleset.FrameStableClock.CurrentTime - timestamp;
return relativeTime > 0 && relativeTime <= window;
});
}
public void AddTimestamp()
{
// Discard inputs if current gameplay time is not the latest
// to prevent duplicate inputs
if (drawableRuleset.FrameStableClock.CurrentTime >= latestTime)
{
timestamps.Add(drawableRuleset.FrameStableClock.CurrentTime);
latestTime = drawableRuleset.FrameStableClock.CurrentTime;
}
Value = count;
}
}
}