mirror of
https://github.com/ppy/osu
synced 2024-12-14 10:57:41 +00:00
176 lines
5.9 KiB
C#
176 lines
5.9 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics;
|
|
using JetBrains.Annotations;
|
|
using osu.Game.Input.Handlers;
|
|
using osu.Game.Replays;
|
|
|
|
namespace osu.Game.Rulesets.Replays
|
|
{
|
|
/// <summary>
|
|
/// The ReplayHandler will take a replay and handle the propagation of updates to the input stack.
|
|
/// It handles logic of any frames which *must* be executed.
|
|
/// </summary>
|
|
public abstract class FramedReplayInputHandler<TFrame> : ReplayInputHandler
|
|
where TFrame : ReplayFrame
|
|
{
|
|
private readonly Replay replay;
|
|
|
|
protected List<ReplayFrame> Frames => replay.Frames;
|
|
|
|
public TFrame CurrentFrame
|
|
{
|
|
get
|
|
{
|
|
if (!HasFrames || !currentFrameIndex.HasValue)
|
|
return null;
|
|
|
|
return (TFrame)Frames[currentFrameIndex.Value];
|
|
}
|
|
}
|
|
|
|
public TFrame NextFrame
|
|
{
|
|
get
|
|
{
|
|
if (!HasFrames)
|
|
return null;
|
|
|
|
if (!currentFrameIndex.HasValue)
|
|
return currentDirection > 0 ? (TFrame)Frames[0] : null;
|
|
|
|
int nextFrame = clampedNextFrameIndex;
|
|
|
|
if (nextFrame == currentFrameIndex.Value)
|
|
return null;
|
|
|
|
return (TFrame)Frames[clampedNextFrameIndex];
|
|
}
|
|
}
|
|
|
|
private int? currentFrameIndex;
|
|
|
|
private int clampedNextFrameIndex =>
|
|
currentFrameIndex.HasValue ? Math.Clamp(currentFrameIndex.Value + currentDirection, 0, Frames.Count - 1) : 0;
|
|
|
|
protected FramedReplayInputHandler(Replay replay)
|
|
{
|
|
this.replay = replay;
|
|
}
|
|
|
|
private const double sixty_frame_time = 1000.0 / 60;
|
|
|
|
protected virtual double AllowedImportantTimeSpan => sixty_frame_time * 1.2;
|
|
|
|
protected double? CurrentTime { get; private set; }
|
|
|
|
private int currentDirection = 1;
|
|
|
|
/// <summary>
|
|
/// When set, we will ensure frames executed by nested drawables are frame-accurate to replay data.
|
|
/// Disabling this can make replay playback smoother (useful for autoplay, currently).
|
|
/// </summary>
|
|
public bool FrameAccuratePlayback;
|
|
|
|
public bool HasFrames => Frames.Count > 0;
|
|
|
|
private bool inImportantSection
|
|
{
|
|
get
|
|
{
|
|
if (!HasFrames || !FrameAccuratePlayback)
|
|
return false;
|
|
|
|
var frame = currentDirection > 0 ? CurrentFrame : NextFrame;
|
|
|
|
if (frame == null)
|
|
return false;
|
|
|
|
return IsImportant(frame) && // a button is in a pressed state
|
|
Math.Abs(CurrentTime - NextFrame?.Time ?? 0) <= AllowedImportantTimeSpan; // the next frame is within an allowable time span
|
|
}
|
|
}
|
|
|
|
protected virtual bool IsImportant([NotNull] TFrame frame) => false;
|
|
|
|
/// <summary>
|
|
/// Update the current frame based on an incoming time value.
|
|
/// There are cases where we return a "must-use" time value that is different from the input.
|
|
/// This is to ensure accurate playback of replay data.
|
|
/// </summary>
|
|
/// <param name="time">The time which we should use for finding the current frame.</param>
|
|
/// <returns>The usable time value. If null, we should not advance time as we do not have enough data.</returns>
|
|
public override double? SetFrameFromTime(double time)
|
|
{
|
|
updateDirection(time);
|
|
|
|
Debug.Assert(currentDirection != 0);
|
|
|
|
if (!HasFrames)
|
|
{
|
|
// in the case all frames are received, allow time to progress regardless.
|
|
if (replay.HasReceivedAllFrames)
|
|
return CurrentTime = time;
|
|
|
|
return null;
|
|
}
|
|
|
|
TFrame next = NextFrame;
|
|
|
|
// if we have a next frame, check if it is before or at the current time in playback, and advance time to it if so.
|
|
if (next != null)
|
|
{
|
|
int compare = time.CompareTo(next.Time);
|
|
|
|
if (compare == 0 || compare == currentDirection)
|
|
{
|
|
currentFrameIndex = clampedNextFrameIndex;
|
|
return CurrentTime = CurrentFrame.Time;
|
|
}
|
|
}
|
|
|
|
// at this point, the frame index can't be advanced.
|
|
// even so, we may be able to propose the clock progresses forward due to being at an extent of the replay,
|
|
// or moving towards the next valid frame (ie. interpolating in a non-important section).
|
|
|
|
// the exception is if currently in an important section, which is respected above all.
|
|
if (inImportantSection)
|
|
{
|
|
Debug.Assert(next != null || !replay.HasReceivedAllFrames);
|
|
return null;
|
|
}
|
|
|
|
// if a next frame does exist, allow interpolation.
|
|
if (next != null)
|
|
return CurrentTime = time;
|
|
|
|
// if all frames have been received, allow playing beyond extents.
|
|
if (replay.HasReceivedAllFrames)
|
|
return CurrentTime = time;
|
|
|
|
// if not all frames are received but we are before the first frame, allow playing.
|
|
if (time < Frames[0].Time)
|
|
return CurrentTime = time;
|
|
|
|
// in the case we have no next frames and haven't received enough frame data, block.
|
|
return null;
|
|
}
|
|
|
|
private void updateDirection(double time)
|
|
{
|
|
if (!CurrentTime.HasValue)
|
|
{
|
|
currentDirection = 1;
|
|
}
|
|
else
|
|
{
|
|
currentDirection = time.CompareTo(CurrentTime);
|
|
if (currentDirection == 0) currentDirection = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|