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Stop loudly logging backwards seek bug to sentry

Several users have reported stutters when this happens. It's potentially
from the error report overhead. We now know that this is a BASS level
issue anyway, so having this logging is not helpful.
This commit is contained in:
Dean Herbert 2024-11-30 21:01:22 +09:00
parent e92aa36f47
commit 1e2e364cd3
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@ -3,19 +3,15 @@
using System;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Logging;
using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Input.Handlers;
using osu.Game.Screens.Play;
using osu.Game.Utils;
namespace osu.Game.Rulesets.UI
{
@ -168,13 +164,7 @@ namespace osu.Game.Rulesets.UI
if (lastBackwardsSeekLogTime == null || Math.Abs(Clock.CurrentTime - lastBackwardsSeekLogTime.Value) > 1000)
{
lastBackwardsSeekLogTime = Clock.CurrentTime;
string loggableContent = $"Denying backwards seek during gameplay (reference: {referenceClock.CurrentTime:N2} stable: {proposedTime:N2})";
if (parentGameplayClock is GameplayClockContainer gcc)
loggableContent += $"\n{gcc.ChildrenOfType<FramedBeatmapClock>().Single().GetSnapshot()}";
Logger.Error(new SentryOnlyDiagnosticsException("backwards seek"), loggableContent);
Logger.Log($"Denying backwards seek during gameplay (reference: {referenceClock.CurrentTime:N2} stable: {proposedTime:N2})");
}
state = PlaybackState.NotValid;