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Fix master clock becoming incorrectly paused when all spectator players are too far ahead

This commit is contained in:
Dean Herbert 2021-07-05 17:45:08 +09:00
parent b7180f16c5
commit 229bba14e6

View File

@ -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. // 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) 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(); clock.Stop();
continue; continue;
} }