From 229bba14e6261142692bda7bba8bf5cdb7f325eb Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Mon, 5 Jul 2021 17:45:08 +0900 Subject: [PATCH] Fix master clock becoming incorrectly paused when all spectator players are too far ahead --- .../OnlinePlay/Multiplayer/Spectate/CatchUpSyncManager.cs | 3 +++ 1 file changed, 3 insertions(+) diff --git a/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/CatchUpSyncManager.cs b/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/CatchUpSyncManager.cs index 94278a47b6..cf0dfbb585 100644 --- a/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/CatchUpSyncManager.cs +++ b/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/CatchUpSyncManager.cs @@ -130,6 +130,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate // This is a quiet case in which the catchup is done by the master clock, so IsCatchingUp is not set on the player clock. if (timeDelta < -SYNC_TARGET) { + // Importantly, set the clock to a non-catchup state. if this isn't done, updateMasterState may incorrectly pause the master clock + // when it is required to be running (ie. if all players are ahead of the master). + clock.IsCatchingUp = false; clock.Stop(); continue; }