mirror of
https://github.com/ppy/osu
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151 lines
5.0 KiB
C#
151 lines
5.0 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 JetBrains.Annotations;
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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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private readonly Replay replay;
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protected List<ReplayFrame> Frames => replay.Frames;
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public TFrame CurrentFrame
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{
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get
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{
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if (!HasFrames || !currentFrameIndex.HasValue)
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return null;
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return (TFrame)Frames[currentFrameIndex.Value];
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}
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}
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public TFrame NextFrame
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{
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get
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{
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if (!HasFrames)
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return null;
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if (!currentFrameIndex.HasValue)
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return (TFrame)Frames[0];
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if (currentDirection > 0)
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return currentFrameIndex == Frames.Count - 1 ? null : (TFrame)Frames[currentFrameIndex.Value + 1];
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else
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return currentFrameIndex == 0 ? null : (TFrame)Frames[nextFrameIndex];
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}
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}
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private int? currentFrameIndex;
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private int nextFrameIndex => currentFrameIndex.HasValue ? Math.Clamp(currentFrameIndex.Value + (currentDirection > 0 ? 1 : -1), 0, Frames.Count - 1) : 0;
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protected FramedReplayInputHandler(Replay replay)
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{
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this.replay = replay;
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}
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private bool advanceFrame()
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{
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int newFrame = nextFrameIndex;
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//ensure we aren't at an extent.
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if (newFrame == currentFrameIndex) return false;
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currentFrameIndex = newFrame;
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return true;
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}
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public override List<IInput> GetPendingInputs() => new List<IInput>();
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private const double sixty_frame_time = 1000.0 / 60;
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protected virtual double AllowedImportantTimeSpan => sixty_frame_time * 1.2;
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protected double? CurrentTime { get; private set; }
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private int currentDirection;
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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 = false;
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protected bool HasFrames => Frames.Count > 0;
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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)
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return false;
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var frame = currentDirection > 0 ? CurrentFrame : NextFrame;
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if (frame == null)
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return false;
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return IsImportant(frame) && //a button is in a pressed state
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Math.Abs(CurrentTime - NextFrame?.Time ?? 0) <= 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([NotNull] 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 (!CurrentTime.HasValue)
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{
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currentDirection = 1;
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}
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else
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{
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currentDirection = time.CompareTo(CurrentTime);
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if (currentDirection == 0) currentDirection = 1;
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}
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if (HasFrames)
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{
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// check if the next frame is valid for the current playback direction.
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// validity is if the next frame is equal or "earlier"
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var compare = time.CompareTo(NextFrame?.Time);
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if (compare == 0 || compare == currentDirection)
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{
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if (advanceFrame())
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return CurrentTime = CurrentFrame.Time;
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}
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else
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{
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// if we didn't change frames, we need to ensure we are allowed to run frames in between, else return null.
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if (inImportantSection)
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return null;
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}
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}
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return CurrentTime = time;
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}
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}
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}
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