mirror of
https://github.com/ppy/osu
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192 lines
7.4 KiB
C#
192 lines
7.4 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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Input.StateChanges;
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using osu.Game.Input.Handlers;
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using osu.Game.Replays;
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namespace osu.Game.Rulesets.Replays
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{
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/// <summary>
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/// The ReplayHandler will take a replay and handle the propagation of updates to the input stack.
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/// It handles logic of any frames which *must* be executed.
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/// </summary>
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public abstract class FramedReplayInputHandler<TFrame> : ReplayInputHandler
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where TFrame : ReplayFrame
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{
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/// <summary>
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/// Whether we have at least one replay frame.
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/// </summary>
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public bool HasFrames => Frames.Count != 0;
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/// <summary>
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/// Whether we are waiting for new frames to be received.
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/// </summary>
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public bool WaitingForFrame => !replay.HasReceivedAllFrames && currentFrameIndex == Frames.Count - 1;
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/// <summary>
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/// The current frame of the replay.
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/// The current time is always between the start and the end time of the current frame.
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/// </summary>
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/// <remarks>Returns null if the current time is strictly before the first frame.</remarks>
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public TFrame? CurrentFrame => currentFrameIndex == -1 ? null : (TFrame)Frames[currentFrameIndex];
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/// <summary>
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/// The next frame of the replay.
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/// The start time of <see cref="NextFrame"/> is always greater or equal to the start time of <see cref="CurrentFrame"/> regardless of the seeking direction.
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/// </summary>
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/// <remarks>Returns null if the current frame is the last frame.</remarks>
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public TFrame? NextFrame => currentFrameIndex == Frames.Count - 1 ? null : (TFrame)Frames[currentFrameIndex + 1];
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/// <summary>
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/// The frame for the start value of the interpolation of the replay movement.
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/// </summary>
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/// <exception cref="InvalidOperationException">The replay is empty.</exception>
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public TFrame StartFrame
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{
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get
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{
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if (!HasFrames)
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throw new InvalidOperationException($"Attempted to get {nameof(StartFrame)} of an empty replay");
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return (TFrame)Frames[Math.Max(0, currentFrameIndex)];
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}
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}
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/// <summary>
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/// The frame for the end value of the interpolation of the replay movement.
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/// </summary>
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/// <exception cref="InvalidOperationException">The replay is empty.</exception>
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public TFrame EndFrame
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{
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get
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{
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if (!HasFrames)
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throw new InvalidOperationException($"Attempted to get {nameof(EndFrame)} of an empty replay");
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return (TFrame)Frames[Math.Min(currentFrameIndex + 1, Frames.Count - 1)];
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}
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}
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/// <summary>
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/// When set, we will ensure frames executed by nested drawables are frame-accurate to replay data.
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/// Disabling this can make replay playback smoother (useful for autoplay, currently).
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/// </summary>
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public bool FrameAccuratePlayback;
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// This input handler should be enabled only if there is at least one replay frame.
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public override bool IsActive => HasFrames;
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protected double CurrentTime { get; private set; }
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protected virtual double AllowedImportantTimeSpan => sixty_frame_time * 1.2;
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protected List<ReplayFrame> Frames => replay.Frames;
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private readonly Replay replay;
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private int currentFrameIndex;
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private const double sixty_frame_time = 1000.0 / 60;
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protected FramedReplayInputHandler(Replay replay)
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{
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// TODO: This replay frame ordering should be enforced on the Replay type.
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// Currently, the ordering can be broken if the frames are added after this construction.
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replay.Frames = replay.Frames.OrderBy(f => f.Time).ToList();
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this.replay = replay;
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currentFrameIndex = -1;
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CurrentTime = double.NegativeInfinity;
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}
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private bool inImportantSection
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{
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get
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{
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if (!HasFrames || !FrameAccuratePlayback || currentFrameIndex == -1)
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return false;
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return IsImportant(StartFrame) && // a button is in a pressed state
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Math.Abs(CurrentTime - EndFrame.Time) <= AllowedImportantTimeSpan; // the next frame is within an allowable time span
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}
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}
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protected virtual bool IsImportant(TFrame frame) => false;
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/// <summary>
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/// Update the current frame based on an incoming time value.
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/// There are cases where we return a "must-use" time value that is different from the input.
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/// This is to ensure accurate playback of replay data.
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/// </summary>
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/// <param name="time">The time which we should use for finding the current frame.</param>
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/// <returns>The usable time value. If null, we should not advance time as we do not have enough data.</returns>
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public override double? SetFrameFromTime(double time)
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{
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if (!HasFrames)
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{
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// In the case all frames are received, allow time to progress regardless.
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if (replay.HasReceivedAllFrames)
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return CurrentTime = time;
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return null;
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}
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double frameStart = getFrameTime(currentFrameIndex);
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double frameEnd = getFrameTime(currentFrameIndex + 1);
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// If the proposed time is after the current frame end time, we progress forwards to precisely the new frame's time (regardless of incoming time).
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if (frameEnd <= time)
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{
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time = frameEnd;
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currentFrameIndex++;
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}
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// If the proposed time is before the current frame start time, and we are at the frame boundary, we progress backwards.
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else if (time < frameStart && CurrentTime == frameStart)
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currentFrameIndex--;
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frameStart = getFrameTime(currentFrameIndex);
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frameEnd = getFrameTime(currentFrameIndex + 1);
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// Pause until more frames are arrived.
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if (WaitingForFrame && frameStart < time)
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{
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CurrentTime = frameStart;
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return null;
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}
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CurrentTime = Math.Clamp(time, frameStart, frameEnd);
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// In an important section, a mid-frame time cannot be used and a null is returned instead.
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return inImportantSection && frameStart < time && time < frameEnd ? null : CurrentTime;
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}
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private double getFrameTime(int index)
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{
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if (index < 0)
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return double.NegativeInfinity;
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if (index >= Frames.Count)
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return double.PositiveInfinity;
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return Frames[index].Time;
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}
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public sealed override void CollectPendingInputs(List<IInput> inputs)
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{
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base.CollectPendingInputs(inputs);
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CollectReplayInputs(inputs);
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if (CurrentFrame?.Header != null)
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inputs.Add(new ReplayStatisticsFrameInput { Frame = CurrentFrame });
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}
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protected virtual void CollectReplayInputs(List<IInput> inputs)
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{
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}
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}
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}
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