mirror of
https://github.com/ppy/osu
synced 2024-12-13 10:28:17 +00:00
225 lines
8.2 KiB
C#
225 lines
8.2 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.Audio.Track;
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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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/// <summary>
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/// The length of the underlying beatmap track. Will default to 60 seconds if unavailable.
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/// </summary>
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public double TrackLength => Track.Length;
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/// <summary>
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/// The underlying beatmap track, if available.
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/// </summary>
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public Track Track { get; private set; } = new TrackVirtual(60000);
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/// <summary>
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/// The total frequency adjustment from pause transforms. Should eventually be handled in a better way.
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/// </summary>
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public readonly BindableDouble ExternalPauseFrequencyAdjust = new BindableDouble(1);
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private readonly OffsetCorrectionClock? userGlobalOffsetClock;
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private readonly OffsetCorrectionClock? platformOffsetClock;
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private readonly OffsetCorrectionClock? 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 DecoupleableInterpolatingFramedClock decoupledClock;
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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 IsCoupled
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{
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get => decoupledClock.IsCoupled;
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set => decoupledClock.IsCoupled = value;
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}
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public FramedBeatmapClock(bool applyOffsets = false)
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{
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this.applyOffsets = applyOffsets;
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// A decoupled 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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decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = true };
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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(decoupledClock, ExternalPauseFrequencyAdjust) { 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, ExternalPauseFrequencyAdjust);
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// User per-beatmap offset will be applied to this final clock.
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finalClockSource = userBeatmapOffsetClock = new OffsetCorrectionClock(userGlobalOffsetClock, ExternalPauseFrequencyAdjust);
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}
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else
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{
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finalClockSource = decoupledClock;
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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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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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if (Source != null && Source is not IAdjustableClock && Source.CurrentTime < decoupledClock.CurrentTime)
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{
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// InterpolatingFramedClock won't interpolate backwards unless its source has an ElapsedFrameTime.
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// See https://github.com/ppy/osu-framework/blob/ba1385330cc501f34937e08257e586c84e35d772/osu.Framework/Timing/InterpolatingFramedClock.cs#L91-L93
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// This is not always the case here when doing large seeks.
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// (Of note, this is not an issue if the source is adjustable, as the source is seeked to be in time by DecoupleableInterpolatingFramedClock).
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// Rather than trying to get around this by fixing the framework clock stack, let's work around it for now.
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Seek(Source.CurrentTime);
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}
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else
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finalClockSource.ProcessFrame();
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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.RateAdjustedOffset + 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)
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{
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Track = source as Track ?? new TrackVirtual(60000);
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decoupledClock.ChangeSource(source);
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}
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public IClock? Source => decoupledClock.Source;
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public void Reset()
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{
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decoupledClock.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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decoupledClock.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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decoupledClock.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 = decoupledClock.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() => decoupledClock.ResetSpeedAdjustments();
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public double Rate
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{
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get => decoupledClock.Rate;
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set => decoupledClock.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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public FrameTimeInfo TimeInfo => finalClockSource.TimeInfo;
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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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}
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}
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