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Adjust documentation in CatchUpSyncManager

This commit is contained in:
Dean Herbert 2021-05-03 14:37:11 +09:00
parent c065092e72
commit 2aa21e2aff

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@ -14,7 +14,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
public class CatchUpSyncManager : Component, ISyncManager
{
/// <summary>
/// The offset from the master clock to which player clocks should be synchronised to.
/// The offset from the master clock to which player clocks should remain within to be considered in-sync.
/// </summary>
public const double SYNC_TARGET = 16;
@ -102,6 +102,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
for (int i = 0; i < playerClocks.Count; i++)
{
var clock = playerClocks[i];
// How far this player's clock is out of sync, compared to the master clock.
// A negative value means the player is running fast (ahead); a positive value means the player is running behind (catching up).
double timeDelta = MasterClock.CurrentTime - clock.CurrentTime;
// Check that the player clock isn't too far ahead.