osu/osu.Game/Screens/Play/GameplayClockContainer.cs

255 lines
9.0 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.Linq;
using System.Threading.Tasks;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Screens.Play
{
/// <summary>
/// Encapsulates gameplay timing logic and provides a <see cref="Play.GameplayClock"/> for children.
/// </summary>
public class GameplayClockContainer : Container
{
private readonly WorkingBeatmap beatmap;
private readonly IReadOnlyList<Mod> mods;
/// <summary>
/// The original source (usually a <see cref="WorkingBeatmap"/>'s track).
/// </summary>
private IAdjustableClock sourceClock;
public readonly BindableBool IsPaused = new BindableBool();
/// <summary>
/// The decoupled clock used for gameplay. Should be used for seeks and clock control.
/// </summary>
private readonly DecoupleableInterpolatingFramedClock adjustableClock;
private readonly double gameplayStartTime;
private readonly double firstHitObjectTime;
public readonly Bindable<double> UserPlaybackRate = new BindableDouble(1)
{
Default = 1,
MinValue = 0.5,
MaxValue = 2,
Precision = 0.1,
};
/// <summary>
/// The final clock which is exposed to underlying components.
/// </summary>
[Cached]
public readonly GameplayClock GameplayClock;
private Bindable<double> userAudioOffset;
private readonly FramedOffsetClock userOffsetClock;
private readonly FramedOffsetClock platformOffsetClock;
public GameplayClockContainer(WorkingBeatmap beatmap, IReadOnlyList<Mod> mods, double gameplayStartTime)
{
this.beatmap = beatmap;
this.mods = mods;
this.gameplayStartTime = gameplayStartTime;
firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
RelativeSizeAxes = Axes.Both;
sourceClock = (IAdjustableClock)beatmap.Track ?? new StopwatchClock();
(sourceClock as IAdjustableAudioComponent)?.AddAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
platformOffsetClock = new FramedOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 22 : 0 };
// the final usable gameplay clock with user-set offsets applied.
userOffsetClock = new FramedOffsetClock(platformOffsetClock);
// the clock to be exposed via DI to children.
GameplayClock = new GameplayClock(userOffsetClock);
GameplayClock.IsPaused.BindTo(IsPaused);
}
private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
/// <summary>
/// Duration before gameplay start time required before skip button displays.
/// </summary>
public const double MINIMUM_SKIP_TIME = 1000;
private readonly BindableDouble pauseFreqAdjust = new BindableDouble(1);
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
userAudioOffset = config.GetBindable<double>(OsuSetting.AudioOffset);
userAudioOffset.BindValueChanged(offset => userOffsetClock.Offset = offset.NewValue, true);
// sane default provided by ruleset.
double startTime = Math.Min(0, gameplayStartTime);
// if a storyboard is present, it may dictate the appropriate start time by having events in negative time space.
// this is commonly used to display an intro before the audio track start.
startTime = Math.Min(startTime, beatmap.Storyboard.FirstEventTime);
// some beatmaps specify a current lead-in time which should be used instead of the ruleset-provided value when available.
// this is not available as an option in the live editor but can still be applied via .osu editing.
if (beatmap.BeatmapInfo.AudioLeadIn > 0)
startTime = Math.Min(startTime, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
Seek(startTime);
adjustableClock.ProcessFrame();
UserPlaybackRate.ValueChanged += _ => updateRate();
}
public void Restart()
{
Task.Run(() =>
{
sourceClock.Reset();
Schedule(() =>
{
adjustableClock.ChangeSource(sourceClock);
updateRate();
if (!IsPaused.Value)
Start();
});
});
}
public void Start()
{
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
// This accounts for the audio clock source potentially taking time to enter a completely stopped state
Seek(GameplayClock.CurrentTime);
adjustableClock.Start();
IsPaused.Value = false;
this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
}
/// <summary>
/// Skip forward to the next valid skip point.
/// </summary>
public void Skip()
{
if (GameplayClock.CurrentTime > gameplayStartTime - MINIMUM_SKIP_TIME)
return;
double skipTarget = gameplayStartTime - MINIMUM_SKIP_TIME;
if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
// double skip exception for storyboards with very long intros
skipTarget = 0;
Seek(skipTarget);
}
/// <summary>
/// Seek to a specific time in gameplay.
/// <remarks>
/// Adjusts for any offsets which have been applied (so the seek may not be the expected point in time on the underlying audio track).
/// </remarks>
/// </summary>
/// <param name="time">The destination time to seek to.</param>
public void Seek(double time)
{
// remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
// we may want to consider reversing the application of offsets in the future as it may feel more correct.
adjustableClock.Seek(time - totalOffset);
// manually process frame to ensure GameplayClock is correctly updated after a seek.
userOffsetClock.ProcessFrame();
}
public void Stop()
{
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => adjustableClock.Stop());
IsPaused.Value = true;
}
/// <summary>
/// Changes the backing clock to avoid using the originally provided beatmap's track.
/// </summary>
public void StopUsingBeatmapClock()
{
if (sourceClock != beatmap.Track)
return;
removeSourceClockAdjustments();
sourceClock = new TrackVirtual(beatmap.Track.Length);
adjustableClock.ChangeSource(sourceClock);
}
protected override void Update()
{
if (!IsPaused.Value)
userOffsetClock.ProcessFrame();
base.Update();
}
private bool speedAdjustmentsApplied;
private void updateRate()
{
if (sourceClock == null) return;
speedAdjustmentsApplied = true;
sourceClock.ResetSpeedAdjustments();
if (sourceClock is IHasTempoAdjust tempo)
tempo.TempoAdjust = UserPlaybackRate.Value;
else
sourceClock.Rate = UserPlaybackRate.Value;
foreach (var mod in mods.OfType<IApplicableToClock>())
mod.ApplyToClock(sourceClock);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
removeSourceClockAdjustments();
sourceClock = null;
}
private void removeSourceClockAdjustments()
{
if (speedAdjustmentsApplied)
{
sourceClock.ResetSpeedAdjustments();
speedAdjustmentsApplied = false;
}
(sourceClock as IAdjustableAudioComponent)?.RemoveAdjustment(AdjustableProperty.Frequency, pauseFreqAdjust);
}
}
}