///  <summary>
        ///
        ///      Important frames are also taken into account here.
        ///          - KeyPressState Changes.
        ///          - Combo is different than the previous frame.
        ///          - Frames at the capture interval.
        ///  </summary>
        /// <param name="gameTime"></param>
        public void Capture(GameTime gameTime)
        {
            if (Screen.IsPaused || !ShouldCapture)
            {
                return;
            }

            // If we're in replay mode, we don't want to capture a completely new replay, as that can cause
            // inaccuracies with GameplayRuleset.StandardizedReplayPlayer (as it calculates standardized score in real-time).
            // To get around this, we have to feed the captured replay the frames of the watched one.
            // This will ensure that the StandardizedReplayPlayer is still able to run in real-time, but with the correct
            // replay frames.
            if (Screen.InReplayMode)
            {
                var inputManager       = (KeysInputManager)Screen.Ruleset.InputManager;
                var replayInputManager = inputManager.ReplayInputManager;

                if (Screen.Ruleset.StandardizedReplayPlayer.Replay.Frames.Count == replayInputManager.CurrentFrame + 1)
                {
                    return;
                }

                for (var i = Screen.Ruleset.StandardizedReplayPlayer.Replay.Frames.Count; i < replayInputManager.CurrentFrame + 1; i++)
                {
                    if (i >= replayInputManager.VirtualPlayer.Replay.Frames.Count)
                    {
                        break;
                    }

                    var frame = replayInputManager.VirtualPlayer.Replay.Frames[i];
                    Replay.AddFrame(frame.Time, frame.Keys);
                }

                return;
            }

            TimeSinceLastCapture += gameTime.ElapsedGameTime.TotalMilliseconds;

            var currentPressState = GetKeyPressState();

            // If the key press states don't match, add a frame.
            if (LastKeyPressState != currentPressState)
            {
                AddFrame(currentPressState);
            }

            if (Screen.LastRecordedCombo != Screen.Ruleset.ScoreProcessor.Combo)
            {
                AddFrame(currentPressState);
            }

            // Add frame for 60 fps.
            if (TimeSinceLastCapture >= 1000 / 60f)
            {
                AddFrame(currentPressState);
                TimeSinceLastCapture = 0;
            }

            LastKeyPressState = GetKeyPressState();
        }
示例#2
0
        /// <summary>
        ///     Ctor
        /// </summary>
        /// <param name="screen"></param>
        public ReplayCapturer(GameplayScreen screen)
        {
            Screen = screen;

            var name = Screen.InReplayMode && Screen.LoadedReplay != null ? Screen.LoadedReplay.PlayerName : ConfigManager.Username.Value;
            var mods = Screen.InReplayMode && Screen.LoadedReplay != null ? Screen.LoadedReplay.Mods : ModManager.Mods;

            Replay = new Replay(Screen.Map.Mode, name, mods, Screen.MapHash)
            {
                TimePlayed = Screen.TimePlayed
            };

            // Add sample first frame.
            Replay.AddFrame(-10000, 0);
        }
示例#3
0
        /// <summary>
        ///     Adds a replay frame with the correct key press state.
        /// </summary>
        private void AddFrame(ReplayKeyPressState state)
        {
            var manager = Screen.Ruleset.HitObjectManager as HitObjectManagerKeys;

            Replay.AddFrame((int)manager.CurrentAudioPosition, state);
        }
示例#4
0
 /// <summary>
 ///     Adds a replay frame with the correct key press state.
 /// </summary>
 private void AddFrame(ReplayKeyPressState state) => Replay.AddFrame((int)Screen.Timing.Time, state);