mirror of https://github.com/ppy/osu
219 lines
7.7 KiB
C#
219 lines
7.7 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Diagnostics;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Timing;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Screens.Play;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// A clock intended to be the single source-of-truth for beatmap timing.
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///
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/// It provides some functionality:
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/// - Optionally applies (and tracks changes of) beatmap, user, and platform offsets (see ctor argument applyOffsets).
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/// - Adjusts <see cref="Seek"/> operations to account for any applied offsets, seeking in raw "beatmap" time values.
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/// - Exposes track length.
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/// - Allows changing the source to a new track (for cases like editor track updating).
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/// </summary>
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public partial class FramedBeatmapClock : Component, IFrameBasedClock, IAdjustableClock, ISourceChangeableClock
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{
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private readonly bool applyOffsets;
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private readonly OffsetCorrectionClock? userGlobalOffsetClock;
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private readonly OffsetCorrectionClock? platformOffsetClock;
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private readonly FramedOffsetClock? userBeatmapOffsetClock;
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private readonly IFrameBasedClock finalClockSource;
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private Bindable<double>? userAudioOffset;
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private IDisposable? beatmapOffsetSubscription;
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private readonly DecouplingFramedClock decoupledTrack;
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private readonly InterpolatingFramedClock interpolatedTrack;
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[Resolved]
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private OsuConfigManager config { get; set; } = null!;
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[Resolved]
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private RealmAccess realm { get; set; } = null!;
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
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public bool IsRewinding { get; private set; }
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public FramedBeatmapClock(bool applyOffsets, bool requireDecoupling, IClock? source = null)
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{
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this.applyOffsets = applyOffsets;
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decoupledTrack = new DecouplingFramedClock(source) { AllowDecoupling = requireDecoupling };
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// An interpolating clock is used to ensure precise time values even when the host audio subsystem is not reporting
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// high precision times (on windows there's generally only 5-10ms reporting intervals, as an example).
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interpolatedTrack = new InterpolatingFramedClock(decoupledTrack);
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if (applyOffsets)
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{
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// Audio timings in general with newer BASS versions don't match stable.
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// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
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platformOffsetClock = new OffsetCorrectionClock(interpolatedTrack) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
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// User global offset (set in settings) should also be applied.
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userGlobalOffsetClock = new OffsetCorrectionClock(platformOffsetClock);
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// User per-beatmap offset will be applied to this final clock.
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finalClockSource = userBeatmapOffsetClock = new FramedOffsetClock(userGlobalOffsetClock);
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}
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else
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{
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finalClockSource = interpolatedTrack;
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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if (applyOffsets)
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{
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Debug.Assert(userBeatmapOffsetClock != null);
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Debug.Assert(userGlobalOffsetClock != null);
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userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
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userAudioOffset.BindValueChanged(offset => userGlobalOffsetClock.Offset = offset.NewValue, true);
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// TODO: this doesn't update when using ChangeSource() to change beatmap.
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beatmapOffsetSubscription = realm.SubscribeToPropertyChanged(
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r => r.Find<BeatmapInfo>(beatmap.Value.BeatmapInfo.ID)?.UserSettings,
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settings => settings.Offset,
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val =>
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{
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userBeatmapOffsetClock.Offset = val;
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});
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}
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}
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protected override void Update()
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{
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base.Update();
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finalClockSource.ProcessFrame();
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if (Clock.ElapsedFrameTime != 0)
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IsRewinding = Clock.ElapsedFrameTime < 0;
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}
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public double TotalAppliedOffset
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{
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get
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{
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if (!applyOffsets)
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return 0;
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Debug.Assert(userGlobalOffsetClock != null);
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Debug.Assert(userBeatmapOffsetClock != null);
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Debug.Assert(platformOffsetClock != null);
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return userGlobalOffsetClock.RateAdjustedOffset + userBeatmapOffsetClock.Offset + platformOffsetClock.RateAdjustedOffset;
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}
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}
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#region Delegation of IAdjustableClock / ISourceChangeableClock to decoupled clock.
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public void ChangeSource(IClock? source) => decoupledTrack.ChangeSource(source);
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public IClock Source => decoupledTrack.Source;
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public void Reset()
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{
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decoupledTrack.Reset();
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finalClockSource.ProcessFrame();
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}
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public void Start()
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{
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decoupledTrack.Start();
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finalClockSource.ProcessFrame();
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}
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public void Stop()
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{
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decoupledTrack.Stop();
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finalClockSource.ProcessFrame();
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}
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public bool Seek(double position)
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{
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bool success = decoupledTrack.Seek(position - TotalAppliedOffset);
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finalClockSource.ProcessFrame();
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return success;
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}
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public void ResetSpeedAdjustments() => decoupledTrack.ResetSpeedAdjustments();
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public double Rate
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{
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get => decoupledTrack.Rate;
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set => decoupledTrack.Rate = value;
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}
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#endregion
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#region Delegation of IFrameBasedClock to clock with all offsets applied
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public double CurrentTime => finalClockSource.CurrentTime;
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public bool IsRunning => finalClockSource.IsRunning;
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public void ProcessFrame()
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{
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// Noop to ensure an external consumer doesn't process the internal clock an extra time.
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}
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public double ElapsedFrameTime => finalClockSource.ElapsedFrameTime;
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public double FramesPerSecond => finalClockSource.FramesPerSecond;
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#endregion
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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beatmapOffsetSubscription?.Dispose();
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}
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public string GetSnapshot()
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{
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return
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$"originalSource: {output(Source)}\n" +
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$"userGlobalOffsetClock: {output(userGlobalOffsetClock)}\n" +
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$"platformOffsetClock: {output(platformOffsetClock)}\n" +
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$"userBeatmapOffsetClock: {output(userBeatmapOffsetClock)}\n" +
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$"interpolatedTrack: {output(interpolatedTrack)}\n" +
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$"decoupledTrack: {output(decoupledTrack)}\n" +
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$"finalClockSource: {output(finalClockSource)}\n";
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string output(IClock? clock)
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{
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if (clock == null)
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return "null";
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if (clock is IFrameBasedClock framed)
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return $"current: {clock.CurrentTime:N2} running: {clock.IsRunning} rate: {clock.Rate} elapsed: {framed.ElapsedFrameTime:N2}";
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return $"current: {clock.CurrentTime:N2} running: {clock.IsRunning} rate: {clock.Rate}";
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}
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}
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}
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}
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