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Merge pull request #26382 from peppy/editor-more-frame-stable
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Keep editor in frame stable mode when possible
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peppy committed Jan 9, 2024
2 parents 743411d + 3419c59 commit 6f8a3e1
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Showing 3 changed files with 73 additions and 1 deletion.
Original file line number Diff line number Diff line change
@@ -0,0 +1,51 @@
// 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.Linq;
using NUnit.Framework;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Tests.Beatmaps;
using osu.Game.Tests.Visual;

namespace osu.Game.Rulesets.Osu.Tests.Editor
{
/// <summary>
/// This test covers autoplay working correctly in the editor on fast streams.
/// Might seem like a weird test, but frame stability being toggled can cause autoplay to operation incorrectly.
/// This is clearly a bug with the autoplay algorithm, but is worked around at an editor level for now.
/// </summary>
public partial class TestSceneEditorAutoplayFastStreams : EditorTestScene
{
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
{
var testBeatmap = new TestBeatmap(ruleset, false);
testBeatmap.HitObjects.AddRange(new[]
{
new HitCircle { StartTime = 500 },
new HitCircle { StartTime = 530 },
new HitCircle { StartTime = 560 },
new HitCircle { StartTime = 590 },
new HitCircle { StartTime = 620 },
});

return testBeatmap;
}

protected override Ruleset CreateEditorRuleset() => new OsuRuleset();

[Test]
public void TestAllHit()
{
AddStep("start playback", () => EditorClock.Start());
AddUntilStep("wait for all hit", () =>
{
DrawableHitCircle[] hitCircles = Editor.ChildrenOfType<DrawableHitCircle>().OrderBy(s => s.HitObject.StartTime).ToArray();
return hitCircles.Length == 5 && hitCircles.All(h => h.IsHit);
});
}
}
}
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Expand Up @@ -46,10 +46,12 @@ public void TestSelectAfterFadedOut()
moveMouseToObject(() => slider);

AddStep("seek after end", () => EditorClock.Seek(750));
AddUntilStep("wait for seek", () => !EditorClock.IsSeeking);
AddStep("left click", () => InputManager.Click(MouseButton.Left));
AddAssert("slider not selected", () => EditorBeatmap.SelectedHitObjects.Count == 0);

AddStep("seek to visible", () => EditorClock.Seek(650));
AddUntilStep("wait for seek", () => !EditorClock.IsSeeking);
AddStep("left click", () => InputManager.Click(MouseButton.Left));
AddUntilStep("slider selected", () => EditorBeatmap.SelectedHitObjects.Single() == slider);
}
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21 changes: 20 additions & 1 deletion osu.Game/Rulesets/Edit/DrawableEditorRulesetWrapper.cs
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
// 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.Extensions.ObjectExtensions;
Expand All @@ -26,6 +27,9 @@ internal partial class DrawableEditorRulesetWrapper<TObject> : CompositeDrawable
[Resolved]
private EditorBeatmap beatmap { get; set; } = null!;

[Resolved]
private EditorClock editorClock { get; set; } = null!;

public DrawableEditorRulesetWrapper(DrawableRuleset<TObject> drawableRuleset)
{
this.drawableRuleset = drawableRuleset;
Expand All @@ -38,7 +42,6 @@ public DrawableEditorRulesetWrapper(DrawableRuleset<TObject> drawableRuleset)
[BackgroundDependencyLoader]
private void load()
{
drawableRuleset.FrameStablePlayback = false;
Playfield.DisplayJudgements.Value = false;
}

Expand All @@ -65,6 +68,22 @@ protected override void LoadComplete()
Scheduler.AddOnce(regenerateAutoplay);
}

protected override void Update()
{
base.Update();

// Whenever possible, we want to stay in frame stability playback.
// Without doing so, we run into bugs with some gameplay elements not behaving as expected.
//
// Note that this is not using EditorClock.IsSeeking as that would exit frame stability
// on all seeks. The intention here is to retain frame stability for small seeks.
//
// I still think no gameplay elements should require frame stability in the first place, but maybe that ship has sailed already..
bool shouldBypassFrameStability = Math.Abs(drawableRuleset.FrameStableClock.CurrentTime - editorClock.CurrentTime) > 1000;

drawableRuleset.FrameStablePlayback = !shouldBypassFrameStability;
}

private void regenerateAutoplay()
{
var autoplayMod = drawableRuleset.Mods.OfType<ModAutoplay>().Single();
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