mirror of https://github.com/ppy/osu
Allow attaching a replay to a FrameStabilityContainer when FrameStablePlayback is off
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@ -123,39 +123,63 @@ private void updateClock()
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try
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{
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if (!FrameStablePlayback)
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return;
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if (firstConsumption)
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if (FrameStablePlayback)
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{
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// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
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// Instead we perform an initial seek to the proposed time.
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if (firstConsumption)
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{
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// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
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// Instead we perform an initial seek to the proposed time.
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// process frame (in addition to finally clause) to clear out ElapsedTime
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manualClock.CurrentTime = newProposedTime;
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framedClock.ProcessFrame();
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// process frame (in addition to finally clause) to clear out ElapsedTime
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manualClock.CurrentTime = newProposedTime;
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framedClock.ProcessFrame();
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firstConsumption = false;
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}
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else if (manualClock.CurrentTime < gameplayStartTime)
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manualClock.CurrentTime = newProposedTime = Math.Min(gameplayStartTime, newProposedTime);
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else if (Math.Abs(manualClock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f)
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{
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newProposedTime = newProposedTime > manualClock.CurrentTime
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? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time)
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: Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time);
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firstConsumption = false;
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}
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else if (manualClock.CurrentTime < gameplayStartTime)
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manualClock.CurrentTime = newProposedTime = Math.Min(gameplayStartTime, newProposedTime);
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else if (Math.Abs(manualClock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f)
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{
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newProposedTime = newProposedTime > manualClock.CurrentTime
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? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time)
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: Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time);
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}
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}
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if (isAttached)
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{
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double? newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime);
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double? newTime;
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if (newTime == null)
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if (FrameStablePlayback)
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{
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// we shouldn't execute for this time value. probably waiting on more replay data.
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validState = false;
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requireMoreUpdateLoops = true;
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return;
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// when stability is turned on, we shouldn't execute for time values the replay is unable to satisfy.
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if ((newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime)) == null)
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{
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// setting invalid state here ensures that gameplay will not continue (ie. our child
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// hierarchy won't be updated).
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validState = false;
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// potentially loop to catch-up playback.
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requireMoreUpdateLoops = true;
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return;
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}
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}
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else
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{
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// when stability is disabled, we don't really care about accuracy.
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// looping over the replay will allow it to catch up and feed out the required values
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// for the current time.
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while ((newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime)) != newProposedTime)
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{
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if (newTime == null)
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{
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// special case for when the replay actually can't arrive at the required time.
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// protects from potential endless loop.
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validState = false;
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return;
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}
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}
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}
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newProposedTime = newTime.Value;
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