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Merge pull request #20203 from peppy/fix-beat-sync-stop
Fix beat sync stopping after returning to menu from a failed play
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commit
2bd23d7499
@ -121,7 +121,18 @@ namespace osu.Game.Beatmaps
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protected override void Update()
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{
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base.Update();
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finalClockSource.ProcessFrame();
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if (Source != null && Source is not IAdjustableClock && Source.CurrentTime < decoupledClock.CurrentTime)
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{
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// InterpolatingFramedClock won't interpolate backwards unless its source has an ElapsedFrameTime.
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// See https://github.com/ppy/osu-framework/blob/ba1385330cc501f34937e08257e586c84e35d772/osu.Framework/Timing/InterpolatingFramedClock.cs#L91-L93
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// This is not always the case here when doing large seeks.
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// (Of note, this is not an issue if the source is adjustable, as the source is seeked to be in time by DecoupleableInterpolatingFramedClock).
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// Rather than trying to get around this by fixing the framework clock stack, let's work around it for now.
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Seek(Source.CurrentTime);
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}
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else
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finalClockSource.ProcessFrame();
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}
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public double TotalAppliedOffset
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@ -390,11 +390,6 @@ namespace osu.Game
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var framedClock = new FramedClock(beatmap.Track);
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beatmapClock.ChangeSource(framedClock);
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// Normally the internal decoupled clock will seek the *track* to the decoupled time, but we blocked this.
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// It won't behave nicely unless we also set it to the track's time.
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// Probably another thing which should be fixed in the decoupled mess (or just replaced).
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beatmapClock.Seek(beatmap.Track.CurrentTime);
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}
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protected virtual void InitialiseFonts()
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