Add basic replay frame accurate "seeking".

Previously we were looping over Update, when we should instead have been looping over UpdateSubTree.
This commit is contained in:
Dean Herbert 2017-04-25 19:09:30 +09:00
parent d476482493
commit e003d9fc3c
2 changed files with 43 additions and 13 deletions

View File

@ -116,7 +116,7 @@ namespace osu.Game.Rulesets.UI
where TObject : HitObject
{
/// <summary>
/// The Beatmap
/// The Beatmap
/// </summary>
public Beatmap<TObject> Beatmap;

View File

@ -36,6 +36,38 @@ namespace osu.Game.Screens.Play
Clock = new FramedClock(clock);
}
/// <summary>
/// Whether we running up-to-date with our parent clock.
/// If not, we will need to keep processing children until we catch up.
/// </summary>
private bool requireMoreUpdateLoops;
/// <summary>
/// Whether we in a valid state (ie. should we keep processing children frames).
/// This should be set to false when the replay is, for instance, waiting for future frames to arrive.
/// </summary>
private bool validState;
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && validState;
private bool isAttached => replayInputHandler != null && !UseParentState;
private const int max_catch_up_updates_per_frame = 50;
public override bool UpdateSubTree()
{
requireMoreUpdateLoops = true;
validState = true;
int loops = 0;
while (validState && requireMoreUpdateLoops && loops++ < 50)
if (!base.UpdateSubTree())
return false;
return true;
}
protected override void Update()
{
if (parentClock == null) return;
@ -43,28 +75,26 @@ namespace osu.Game.Screens.Play
clock.Rate = parentClock.Rate;
clock.IsRunning = parentClock.IsRunning;
//if a replayHandler is not attached, we should just pass-through.
if (UseParentState || replayInputHandler == null)
if (!isAttached)
{
clock.CurrentTime = parentClock.CurrentTime;
base.Update();
return;
}
while (true)
else
{
double? newTime = replayInputHandler.SetFrameFromTime(parentClock.CurrentTime);
if (newTime == null)
//we shouldn't execute for this time value
break;
if (clock.CurrentTime == parentClock.CurrentTime)
break;
{
// we shouldn't execute for this time value. probably waiting on more replay data.
validState = false;
return;
}
clock.CurrentTime = newTime.Value;
base.Update();
}
requireMoreUpdateLoops = clock.CurrentTime != parentClock.CurrentTime;
base.Update();
}
}
}