Fix and simplifty pause logic

Resolves #770
This commit is contained in:
Dean Herbert 2017-05-17 20:11:41 +09:00
parent 12716d2ab4
commit 88a70e407c

View File

@ -38,7 +38,7 @@ namespace osu.Game.Screens.Play
public Action RestartRequested;
public bool IsPaused => !decoupledClock.IsRunning;
public bool IsPaused { get; private set; }
internal override bool AllowRulesetChange => false;
@ -264,19 +264,18 @@ namespace osu.Game.Screens.Play
{
if (!canPause && !force) return;
// the actual pausing is potentially happening on a different thread.
// we want to wait for the source clock to stop so we can be sure all components are in a stable state.
if (!IsPaused)
{
decoupledClock.Stop();
if (IsPaused) return;
Schedule(() => Pause(force));
return;
}
// stop the decoupled clock (stops the audio eventually)
decoupledClock.Stop();
// stop processing updatess on the offset clock (instantly freezes time for all our components)
offsetClock.ProcessSourceClockFrames = false;
IsPaused = true;
// we need to do a final check after all of our children have processed up to the paused clock time.
// this is to cover cases where, for instance, the player fails in the last processed frame (which would change canPause).
// as the scheduler runs before children updates, let's schedule for the next frame.
// this is to cover cases where, for instance, the player fails in the current processing frame.
Schedule(() =>
{
if (!canPause) return;
@ -291,6 +290,11 @@ namespace osu.Game.Screens.Play
public void Resume()
{
if (!IsPaused) return;
IsPaused = false;
offsetClock.ProcessSourceClockFrames = true;
lastPauseActionTime = Time.Current;
hudOverlay.KeyCounter.IsCounting = true;
hudOverlay.Progress.Hide();