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MasterGameplayClockContainer.cs
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// 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.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Logging;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Overlays;
namespace osu.Game.Screens.Play
{
/// <summary>
/// A <see cref="GameplayClockContainer"/> which uses a <see cref="WorkingBeatmap"/> as a source.
/// <para>
/// This is the most complete <see cref="GameplayClockContainer"/> which takes into account all user and platform offsets,
/// and provides implementations for user actions such as skipping or adjusting playback rates that may occur during gameplay.
/// </para>
/// </summary>
/// <remarks>
/// This is intended to be used as a single controller for gameplay, or as a reference source for other <see cref="GameplayClockContainer"/>s.
/// </remarks>
public partial class MasterGameplayClockContainer : GameplayClockContainer, IBeatSyncProvider
{
/// <summary>
/// Duration before gameplay start time required before skip button displays.
/// </summary>
public const double MINIMUM_SKIP_TIME = 1000;
public readonly BindableNumber<double> UserPlaybackRate = new BindableDouble(1)
{
MinValue = 0.05,
MaxValue = 2,
Precision = 0.01,
};
/// <summary>
/// Whether the audio playback rate should be validated.
/// Mostly disabled for tests.
/// </summary>
internal bool ShouldValidatePlaybackRate { get; init; }
/// <summary>
/// Whether the audio playback is within acceptable ranges.
/// Will become false if audio playback is not going as expected.
/// </summary>
public IBindable<bool> PlaybackRateValid => playbackRateValid;
private readonly Bindable<bool> playbackRateValid = new Bindable<bool>(true);
private readonly WorkingBeatmap beatmap;
private Track track;
private readonly double skipTargetTime;
/// <summary>
/// Stores the time at which the last <see cref="StopGameplayClock"/> call was triggered.
/// This is used to ensure we resume from that precise point in time, ignoring the proceeding frequency ramp.
///
/// Optimally, we'd have gameplay ramp down with the frequency, but I believe this was intentionally disabled
/// to avoid fails occurring after the pause screen has been shown.
///
/// In the future I want to change this.
/// </summary>
internal double? LastStopTime;
[Resolved]
private MusicController musicController { get; set; } = null!;
/// <summary>
/// Create a new master gameplay clock container.
/// </summary>
/// <param name="beatmap">The beatmap to be used for time and metadata references.</param>
/// <param name="skipTargetTime">The latest time which should be used when introducing gameplay. Will be used when skipping forward.</param>
public MasterGameplayClockContainer(WorkingBeatmap beatmap, double skipTargetTime)
: base(beatmap.Track, applyOffsets: true, requireDecoupling: true)
{
this.beatmap = beatmap;
this.skipTargetTime = skipTargetTime;
track = beatmap.Track;
StartTime = findEarliestStartTime();
}
private double findEarliestStartTime()
{
// here we are trying to find the time to start playback from the "zero" point.
// generally this is either zero, or some point earlier than zero in the case of storyboards, lead-ins etc.
// start with the originally provided latest time (if before zero).
double time = Math.Min(0, skipTargetTime);
// 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.
double? firstStoryboardEvent = beatmap.Storyboard.EarliestEventTime;
if (firstStoryboardEvent != null)
time = Math.Min(time, firstStoryboardEvent.Value);
// 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.
double firstHitObjectTime = beatmap.Beatmap.HitObjects.First().StartTime;
if (beatmap.BeatmapInfo.AudioLeadIn > 0)
time = Math.Min(time, firstHitObjectTime - beatmap.BeatmapInfo.AudioLeadIn);
return time;
}
protected override void StopGameplayClock()
{
LastStopTime = GameplayClock.CurrentTime;
if (IsLoaded)
{
// During normal operation, the source is stopped after performing a frequency ramp.
this.TransformBindableTo(GameplayClock.ExternalPauseFrequencyAdjust, 0, 200, Easing.Out).OnComplete(_ =>
{
if (IsPaused.Value)
base.StopGameplayClock();
});
}
else
{
base.StopGameplayClock();
// If not yet loaded, we still want to ensure relevant state is correct, as it is used for offset calculations.
GameplayClock.ExternalPauseFrequencyAdjust.Value = 0;
// We must also process underlying gameplay clocks to update rate-adjusted offsets with the new frequency adjustment.
// Without doing this, an initial seek may be performed with the wrong offset.
GameplayClock.ProcessFrame();
}
}
public override void Seek(double time)
{
// Safety in case the clock is seeked while stopped.
LastStopTime = null;
elapsedValidationTime = null;
base.Seek(time);
}
protected override void PrepareStart()
{
if (LastStopTime != null)
{
Seek(LastStopTime.Value);
LastStopTime = null;
}
else
base.PrepareStart();
}
protected override void StartGameplayClock()
{
addAdjustmentsToTrack();
base.StartGameplayClock();
if (IsLoaded)
{
this.TransformBindableTo(GameplayClock.ExternalPauseFrequencyAdjust, 1, 200, Easing.In);
}
else
{
// If not yet loaded, we still want to ensure relevant state is correct, as it is used for offset calculations.
GameplayClock.ExternalPauseFrequencyAdjust.Value = 1;
// We must also process underlying gameplay clocks to update rate-adjusted offsets with the new frequency adjustment.
// Without doing this, an initial seek may be performed with the wrong offset.
GameplayClock.ProcessFrame();
}
}
/// <summary>
/// Skip forward to the next valid skip point.
/// </summary>
public void Skip()
{
if (GameplayClock.CurrentTime > skipTargetTime - MINIMUM_SKIP_TIME)
return;
double skipTarget = skipTargetTime - MINIMUM_SKIP_TIME;
if (GameplayClock.CurrentTime < 0 && skipTarget > 6000)
// double skip exception for storyboards with very long intros
skipTarget = 0;
Seek(skipTarget);
}
/// <summary>
/// Changes the backing clock to avoid using the originally provided track.
/// </summary>
public void StopUsingBeatmapClock()
{
removeAdjustmentsFromTrack();
track = new TrackVirtual(beatmap.Track.Length);
track.Seek(CurrentTime);
if (IsRunning)
track.Start();
ChangeSource(track);
addAdjustmentsToTrack();
}
protected override void Update()
{
base.Update();
checkPlaybackValidity();
}
#region Clock validation (ensure things are running correctly for local gameplay)
private double elapsedGameplayClockTime;
private double? elapsedValidationTime;
private int playbackDiscrepancyCount;
private const int allowed_playback_discrepancies = 5;
private void checkPlaybackValidity()
{
if (!ShouldValidatePlaybackRate)
return;
if (GameplayClock.IsRunning)
{
elapsedGameplayClockTime += GameplayClock.ElapsedFrameTime;
if (elapsedValidationTime == null)
elapsedValidationTime = elapsedGameplayClockTime;
else
elapsedValidationTime += GameplayClock.Rate * Time.Elapsed;
if (Math.Abs(elapsedGameplayClockTime - elapsedValidationTime!.Value) > 300)
{
if (playbackDiscrepancyCount++ > allowed_playback_discrepancies)
{
if (playbackRateValid.Value)
{
playbackRateValid.Value = false;
Logger.Log("System audio playback is not working as expected. Some online functionality will not work.\n\nPlease check your audio drivers.", level: LogLevel.Important);
}
}
else
{
Logger.Log($"Playback discrepancy detected ({playbackDiscrepancyCount} of allowed {allowed_playback_discrepancies}): {elapsedGameplayClockTime:N1} vs {elapsedValidationTime:N1}");
}
elapsedValidationTime = null;
}
}
}
#endregion
private bool speedAdjustmentsApplied;
private void addAdjustmentsToTrack()
{
if (speedAdjustmentsApplied)
return;
musicController.ResetTrackAdjustments();
track.BindAdjustments(AdjustmentsFromMods);
track.AddAdjustment(AdjustableProperty.Frequency, GameplayClock.ExternalPauseFrequencyAdjust);
track.AddAdjustment(AdjustableProperty.Frequency, UserPlaybackRate);
speedAdjustmentsApplied = true;
}
private void removeAdjustmentsFromTrack()
{
if (!speedAdjustmentsApplied)
return;
track.UnbindAdjustments(AdjustmentsFromMods);
track.RemoveAdjustment(AdjustableProperty.Frequency, GameplayClock.ExternalPauseFrequencyAdjust);
track.RemoveAdjustment(AdjustableProperty.Frequency, UserPlaybackRate);
speedAdjustmentsApplied = false;
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
removeAdjustmentsFromTrack();
}
ControlPointInfo IBeatSyncProvider.ControlPoints => beatmap.Beatmap.ControlPointInfo;
IClock IBeatSyncProvider.Clock => this;
ChannelAmplitudes IHasAmplitudes.CurrentAmplitudes => beatmap.TrackLoaded ? beatmap.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
}
}