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Move clock logic back to inside updateClock method
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parent
79aecc9a98
commit
1bd461f229
@ -85,15 +85,10 @@ namespace osu.Game.Rulesets.UI
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public override bool UpdateSubTree()
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public override bool UpdateSubTree()
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{
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{
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if (parentGameplayClock == null)
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setClock(); // LoadComplete may not be run yet, but we still want the clock.
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double aimTime = parentGameplayClock.CurrentTime;
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if (frameStableClock.WaitingOnFrames.Value)
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if (frameStableClock.WaitingOnFrames.Value)
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{
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{
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// waiting on frames is a special case where we want to avoid doing any update propagation, unless new frame data has arrived.
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// waiting on frames is a special case where we want to avoid doing any update propagation, unless new frame data has arrived.
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state = ReplayInputHandler.SetFrameFromTime(aimTime) != null ? PlaybackState.Valid : PlaybackState.NotValid;
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state = PlaybackState.Valid;
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}
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}
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else if (!frameStableClock.IsPaused.Value)
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else if (!frameStableClock.IsPaused.Value)
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{
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{
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@ -103,10 +98,8 @@ namespace osu.Game.Rulesets.UI
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{
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{
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// time should not advance while paused, nor should anything run.
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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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state = PlaybackState.NotValid;
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}
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if (state == PlaybackState.NotValid)
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return true;
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return true;
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}
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int loops = MaxCatchUpFrames;
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int loops = MaxCatchUpFrames;
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@ -114,7 +107,7 @@ namespace osu.Game.Rulesets.UI
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{
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{
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// update clock is always trying to approach the aim time.
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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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// it should be provided as the original value each loop.
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updateClock(aimTime);
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updateClock();
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if (state == PlaybackState.NotValid)
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if (state == PlaybackState.NotValid)
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break;
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break;
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@ -126,8 +119,13 @@ namespace osu.Game.Rulesets.UI
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return true;
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return true;
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}
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}
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private void updateClock(double proposedTime)
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private void updateClock()
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{
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{
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if (parentGameplayClock == null)
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setClock(); // LoadComplete may not be run yet, but we still want the clock.
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double proposedTime = parentGameplayClock.CurrentTime;
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// each update start with considering things in valid state.
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// each update start with considering things in valid state.
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state = PlaybackState.Valid;
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state = PlaybackState.Valid;
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