mirror of
https://github.com/ppy/osu
synced 2024-12-28 18:02:53 +00:00
d0b1ebff5a
This reverts commit d7d569cf4e
.
333 lines
12 KiB
C#
333 lines
12 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 System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Input.Handlers;
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using osu.Game.Screens.Play;
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using osu.Game.Utils;
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namespace osu.Game.Rulesets.UI
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{
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/// <summary>
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/// A container which consumes a parent gameplay clock and standardises frame counts for children.
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/// Will ensure a minimum of 50 frames per clock second is maintained, regardless of any system lag or seeks.
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/// </summary>
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[Cached(typeof(IGameplayClock))]
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[Cached(typeof(IFrameStableClock))]
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public sealed partial class FrameStabilityContainer : Container, IHasReplayHandler, IFrameStableClock
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{
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public ReplayInputHandler? ReplayInputHandler { get; set; }
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public bool AllowBackwardsSeeks { get; set; }
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private double? lastBackwardsSeekLogTime;
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/// <summary>
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/// The number of CPU milliseconds to spend at most during seek catch-up.
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/// </summary>
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private const double max_catchup_milliseconds = 10;
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/// <summary>
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/// Whether to enable frame-stable playback.
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/// </summary>
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internal bool FrameStablePlayback { get; set; } = true;
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private readonly Bindable<bool> isCatchingUp = new Bindable<bool>();
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private readonly Bindable<bool> waitingOnFrames = new Bindable<bool>();
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private readonly double gameplayStartTime;
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private IGameplayClock? parentGameplayClock;
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/// <summary>
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/// A clock which is used as reference for time, rate and running state.
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/// </summary>
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private IClock referenceClock = null!;
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/// <summary>
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/// A local manual clock which tracks the reference clock.
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/// Values are transferred from <see cref="referenceClock"/> each update call.
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/// </summary>
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private readonly ManualClock manualClock;
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/// <summary>
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/// The main framed clock which has stability applied to it.
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/// This gets exposed to children as an <see cref="IGameplayClock"/>.
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/// </summary>
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private readonly FramedClock framedClock;
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private readonly Stopwatch stopwatch = new Stopwatch();
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/// <summary>
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/// The current direction of playback to be exposed to frame stable children.
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/// </summary>
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/// <remarks>
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/// Initially it is presumed that playback will proceed in the forward direction.
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/// </remarks>
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private int direction = 1;
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private PlaybackState state;
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private bool hasReplayAttached => ReplayInputHandler != null;
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private bool firstConsumption = true;
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public FrameStabilityContainer(double gameplayStartTime = double.MinValue)
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{
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RelativeSizeAxes = Axes.Both;
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framedClock = new FramedClock(manualClock = new ManualClock());
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this.gameplayStartTime = gameplayStartTime;
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}
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[BackgroundDependencyLoader(true)]
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private void load(IGameplayClock? gameplayClock)
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{
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if (gameplayClock != null)
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{
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parentGameplayClock = gameplayClock;
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IsPaused.BindTo(parentGameplayClock.IsPaused);
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}
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referenceClock = gameplayClock ?? Clock;
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Clock = this;
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}
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public override bool UpdateSubTree()
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{
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stopwatch.Restart();
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do
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{
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// update clock is always trying to approach the aim time.
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// it should be provided as the original value each loop.
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updateClock();
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if (state == PlaybackState.NotValid)
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break;
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base.UpdateSubTree();
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UpdateSubTreeMasking();
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} while (state == PlaybackState.RequiresCatchUp && stopwatch.ElapsedMilliseconds < max_catchup_milliseconds);
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return true;
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}
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private void updateClock()
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{
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if (waitingOnFrames.Value)
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{
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// if waiting on frames, run one update loop to determine if frames have arrived.
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state = PlaybackState.Valid;
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}
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else if (IsPaused.Value && !hasReplayAttached)
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{
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// time should not advance while paused, nor should anything run.
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state = PlaybackState.NotValid;
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return;
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}
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else
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{
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state = PlaybackState.Valid;
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}
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double proposedTime = referenceClock.CurrentTime;
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if (FrameStablePlayback)
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// if we require frame stability, the proposed time will be adjusted to move at most one known
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// frame interval in the current direction.
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applyFrameStability(ref proposedTime);
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if (hasReplayAttached)
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{
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bool valid = updateReplay(ref proposedTime);
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if (!valid)
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state = PlaybackState.NotValid;
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}
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// This is a hotfix for https://github.com/ppy/osu/issues/26879 while we figure how the hell time is seeking
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// backwards by 11,850 ms for some users during gameplay.
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//
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// It basically says that "while we're running in frame stable mode, and don't have a replay attached,
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// time should never go backwards". If it does, we stop running gameplay until it returns to normal.
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if (!hasReplayAttached && FrameStablePlayback && proposedTime > referenceClock.CurrentTime && !AllowBackwardsSeeks)
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{
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if (lastBackwardsSeekLogTime == null || Math.Abs(Clock.CurrentTime - lastBackwardsSeekLogTime.Value) > 1000)
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{
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lastBackwardsSeekLogTime = Clock.CurrentTime;
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string loggableContent = $"Denying backwards seek during gameplay (reference: {referenceClock.CurrentTime:N2} stable: {proposedTime:N2})";
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if (parentGameplayClock is GameplayClockContainer gcc)
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loggableContent += $"\n{gcc.ChildrenOfType<FramedBeatmapClock>().Single().GetSnapshot()}";
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Logger.Error(new SentryOnlyDiagnosticsException("backwards seek"), loggableContent);
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}
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state = PlaybackState.NotValid;
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return;
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}
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// if the proposed time is the same as the current time, assume that the clock will continue progressing in the same direction as previously.
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// this avoids spurious flips in direction from -1 to 1 during rewinds.
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if (state == PlaybackState.Valid && proposedTime != manualClock.CurrentTime)
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direction = proposedTime >= manualClock.CurrentTime ? 1 : -1;
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double timeBehind = Math.Abs(proposedTime - referenceClock.CurrentTime);
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isCatchingUp.Value = timeBehind > 200;
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waitingOnFrames.Value = hasReplayAttached && state == PlaybackState.NotValid;
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manualClock.CurrentTime = proposedTime;
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manualClock.Rate = Math.Abs(referenceClock.Rate) * direction;
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manualClock.IsRunning = referenceClock.IsRunning;
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// determine whether catch-up is required.
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if (state == PlaybackState.Valid && timeBehind > 0)
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state = PlaybackState.RequiresCatchUp;
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// The manual clock time has changed in the above code. The framed clock now needs to be updated
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// to ensure that the its time is valid for our children before input is processed
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framedClock.ProcessFrame();
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if (framedClock.ElapsedFrameTime != 0)
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IsRewinding = framedClock.ElapsedFrameTime < 0;
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}
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/// <summary>
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/// Attempt to advance replay playback for a given time.
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/// </summary>
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/// <param name="proposedTime">The time which is to be displayed.</param>
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/// <returns>Whether playback is still valid.</returns>
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private bool updateReplay(ref double proposedTime)
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{
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Debug.Assert(ReplayInputHandler != null);
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double? newTime;
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if (FrameStablePlayback)
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{
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// when stability is turned on, we shouldn't execute for time values the replay is unable to satisfy.
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newTime = ReplayInputHandler.SetFrameFromTime(proposedTime);
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}
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else
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{
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// when stability is disabled, we don't really care about accuracy.
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// looping over the replay will allow it to catch up and feed out the required values
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// for the current time.
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while ((newTime = ReplayInputHandler.SetFrameFromTime(proposedTime)) != proposedTime)
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{
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if (newTime == null)
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{
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// special case for when the replay actually can't arrive at the required time.
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// protects from potential endless loop.
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break;
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}
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}
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}
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if (newTime == null)
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return false;
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proposedTime = newTime.Value;
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return true;
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}
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/// <summary>
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/// Apply frame stability modifier to a time.
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/// </summary>
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/// <param name="proposedTime">The time which is to be displayed.</param>
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private void applyFrameStability(ref double proposedTime)
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{
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const double sixty_frame_time = 1000.0 / 60;
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if (firstConsumption)
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{
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// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
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// Instead we perform an initial seek to the proposed time.
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// process frame (in addition to finally clause) to clear out ElapsedTime
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manualClock.CurrentTime = proposedTime;
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framedClock.ProcessFrame();
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firstConsumption = false;
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return;
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}
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if (manualClock.CurrentTime < gameplayStartTime)
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manualClock.CurrentTime = proposedTime = Math.Min(gameplayStartTime, proposedTime);
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else if (Math.Abs(manualClock.CurrentTime - proposedTime) > sixty_frame_time * 1.2f)
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{
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proposedTime = proposedTime > manualClock.CurrentTime
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? Math.Min(proposedTime, manualClock.CurrentTime + sixty_frame_time)
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: Math.Max(proposedTime, manualClock.CurrentTime - sixty_frame_time);
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}
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}
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#region Delegation of IGameplayClock
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public IBindable<bool> IsPaused { get; } = new BindableBool();
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public bool IsRewinding { get; private set; }
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public double CurrentTime => framedClock.CurrentTime;
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public double Rate => framedClock.Rate;
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public bool IsRunning => framedClock.IsRunning;
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public void ProcessFrame() { }
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public double ElapsedFrameTime => framedClock.ElapsedFrameTime;
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public double FramesPerSecond => framedClock.FramesPerSecond;
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public double StartTime => parentGameplayClock?.StartTime ?? 0;
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private readonly AudioAdjustments gameplayAdjustments = new AudioAdjustments();
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public IAdjustableAudioComponent AdjustmentsFromMods => parentGameplayClock?.AdjustmentsFromMods ?? gameplayAdjustments;
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#endregion
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#region Delegation of IFrameStableClock
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IBindable<bool> IFrameStableClock.IsCatchingUp => isCatchingUp;
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IBindable<bool> IFrameStableClock.WaitingOnFrames => waitingOnFrames;
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#endregion
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private enum PlaybackState
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{
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/// <summary>
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/// Playback is not possible. Child hierarchy should not be processed.
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/// </summary>
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NotValid,
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/// <summary>
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/// Playback is running behind real-time. Catch-up will be attempted by processing more than once per
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/// game loop (limited to a sane maximum to avoid frame drops).
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/// </summary>
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RequiresCatchUp,
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/// <summary>
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/// In a valid state, progressing one child hierarchy loop per game loop.
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/// </summary>
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Valid
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}
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}
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}
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