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Merge pull request #16714 from frenzibyte/rewrite-hardware-correction-clock
Rewrite `HardwareCorrectionOffsetClock` to handle seeking on different gameplay rates
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commit
62603e78fd
@ -2,7 +2,13 @@
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Visual;
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@ -12,47 +18,93 @@ namespace osu.Game.Tests.Gameplay
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[HeadlessTest]
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public class TestSceneMasterGameplayClockContainer : OsuTestScene
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{
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private OsuConfigManager localConfig;
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[BackgroundDependencyLoader]
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private void load()
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{
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Dependencies.Cache(localConfig = new OsuConfigManager(LocalStorage));
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}
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[Test]
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public void TestStartThenElapsedTime()
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{
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GameplayClockContainer gcc = null;
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GameplayClockContainer gameplayClockContainer = null;
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AddStep("create container", () =>
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{
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var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
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working.LoadTrack();
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Add(gcc = new MasterGameplayClockContainer(working, 0));
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Add(gameplayClockContainer = new MasterGameplayClockContainer(working, 0));
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});
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AddStep("start clock", () => gcc.Start());
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AddUntilStep("elapsed greater than zero", () => gcc.GameplayClock.ElapsedFrameTime > 0);
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AddStep("start clock", () => gameplayClockContainer.Start());
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AddUntilStep("elapsed greater than zero", () => gameplayClockContainer.GameplayClock.ElapsedFrameTime > 0);
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}
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[Test]
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public void TestElapseThenReset()
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{
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GameplayClockContainer gcc = null;
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GameplayClockContainer gameplayClockContainer = null;
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AddStep("create container", () =>
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{
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var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
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working.LoadTrack();
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Add(gcc = new MasterGameplayClockContainer(working, 0));
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Add(gameplayClockContainer = new MasterGameplayClockContainer(working, 0));
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});
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AddStep("start clock", () => gcc.Start());
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AddUntilStep("current time greater 2000", () => gcc.GameplayClock.CurrentTime > 2000);
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AddStep("start clock", () => gameplayClockContainer.Start());
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AddUntilStep("current time greater 2000", () => gameplayClockContainer.GameplayClock.CurrentTime > 2000);
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double timeAtReset = 0;
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AddStep("reset clock", () =>
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{
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timeAtReset = gcc.GameplayClock.CurrentTime;
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gcc.Reset();
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timeAtReset = gameplayClockContainer.GameplayClock.CurrentTime;
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gameplayClockContainer.Reset();
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});
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AddAssert("current time < time at reset", () => gcc.GameplayClock.CurrentTime < timeAtReset);
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AddAssert("current time < time at reset", () => gameplayClockContainer.GameplayClock.CurrentTime < timeAtReset);
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}
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[Test]
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public void TestSeekPerformsInGameplayTime(
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[Values(1.0, 0.5, 2.0)] double clockRate,
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[Values(0.0, 200.0, -200.0)] double userOffset,
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[Values(false, true)] bool whileStopped)
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{
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ClockBackedTestWorkingBeatmap working = null;
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GameplayClockContainer gameplayClockContainer = null;
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AddStep("create container", () =>
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{
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working = new ClockBackedTestWorkingBeatmap(new OsuRuleset().RulesetInfo, new FramedClock(new ManualClock()), Audio);
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working.LoadTrack();
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Add(gameplayClockContainer = new MasterGameplayClockContainer(working, 0));
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if (whileStopped)
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gameplayClockContainer.Stop();
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gameplayClockContainer.Reset();
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});
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AddStep($"set clock rate to {clockRate}", () => working.Track.AddAdjustment(AdjustableProperty.Frequency, new BindableDouble(clockRate)));
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AddStep($"set audio offset to {userOffset}", () => localConfig.SetValue(OsuSetting.AudioOffset, userOffset));
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AddStep("seek to 2500", () => gameplayClockContainer.Seek(2500));
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AddAssert("gameplay clock time = 2500", () => Precision.AlmostEquals(gameplayClockContainer.CurrentTime, 2500, 10f));
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AddStep("seek to 10000", () => gameplayClockContainer.Seek(10000));
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AddAssert("gameplay clock time = 10000", () => Precision.AlmostEquals(gameplayClockContainer.CurrentTime, 10000, 10f));
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}
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protected override void Dispose(bool isDisposing)
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{
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localConfig?.Dispose();
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base.Dispose(isDisposing);
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}
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}
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}
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@ -43,7 +43,7 @@ namespace osu.Game.Screens.Play
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Precision = 0.1,
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};
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private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
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private double totalAppliedOffset => userOffsetClock.RateAdjustedOffset + platformOffsetClock.RateAdjustedOffset;
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private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1);
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@ -52,8 +52,8 @@ namespace osu.Game.Screens.Play
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private readonly bool startAtGameplayStart;
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private readonly double firstHitObjectTime;
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private FramedOffsetClock userOffsetClock;
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private FramedOffsetClock platformOffsetClock;
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private HardwareCorrectionOffsetClock userOffsetClock;
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private HardwareCorrectionOffsetClock platformOffsetClock;
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private MasterGameplayClock masterGameplayClock;
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private Bindable<double> userAudioOffset;
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private double startOffset;
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@ -128,7 +128,7 @@ namespace osu.Game.Screens.Play
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{
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// remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
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// we may want to consider reversing the application of offsets in the future as it may feel more correct.
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base.Seek(time - totalOffset);
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base.Seek(time - totalAppliedOffset);
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}
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/// <summary>
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@ -214,13 +214,25 @@ namespace osu.Game.Screens.Play
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private class HardwareCorrectionOffsetClock : FramedOffsetClock
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{
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// we always want to apply the same real-time offset, so it should be adjusted by the difference in playback rate (from realtime) to achieve this.
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// base implementation already adds offset at 1.0 rate, so we only add the difference from that here.
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public override double CurrentTime => base.CurrentTime + offsetAdjust;
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private readonly BindableDouble pauseRateAdjust;
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private double offsetAdjust;
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private double offset;
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public new double Offset
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{
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get => offset;
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set
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{
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if (value == offset)
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return;
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offset = value;
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updateOffset();
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}
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}
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public double RateAdjustedOffset => base.Offset;
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public HardwareCorrectionOffsetClock(IClock source, BindableDouble pauseRateAdjust)
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: base(source)
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@ -231,10 +243,17 @@ namespace osu.Game.Screens.Play
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public override void ProcessFrame()
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{
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base.ProcessFrame();
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updateOffset();
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}
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private void updateOffset()
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{
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// changing this during the pause transform effect will cause a potentially large offset to be suddenly applied as we approach zero rate.
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if (pauseRateAdjust.Value == 1)
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offsetAdjust = Offset * (Rate - 1);
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{
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// we always want to apply the same real-time offset, so it should be adjusted by the difference in playback rate (from realtime) to achieve this.
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base.Offset = Offset * Rate;
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}
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}
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}
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