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Fix regression in time jumping behaviour
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@ -69,13 +69,13 @@ namespace osu.Game.Tests.Visual.Gameplay
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spewer.Clock = new FramedClock(testClock);
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});
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AddStep("start spewer", () => spewer.Active.Value = true);
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AddAssert("spawned first particle", () => spewer.TotalCreatedParticles == 1);
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AddAssert("spawned first particle", () => spewer.TotalCreatedParticles, () => Is.EqualTo(1));
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AddStep("move clock forward", () => testClock.CurrentTime = TestParticleSpewer.MAX_DURATION * 3);
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AddAssert("spawned second particle", () => spewer.TotalCreatedParticles == 2);
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AddAssert("spawned second particle", () => spewer.TotalCreatedParticles, () => Is.EqualTo(2));
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AddStep("move clock backwards", () => testClock.CurrentTime = TestParticleSpewer.MAX_DURATION * -1);
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AddAssert("spawned third particle", () => spewer.TotalCreatedParticles == 3);
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AddAssert("spawned third particle", () => spewer.TotalCreatedParticles, () => Is.EqualTo(3));
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}
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private TestParticleSpewer createSpewer() =>
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@ -4,6 +4,7 @@
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#nullable disable
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using System;
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using System.Diagnostics;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.EnumExtensions;
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using osu.Framework.Graphics;
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@ -60,19 +61,43 @@ namespace osu.Game.Graphics
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return;
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}
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while (lastParticleAdded == null || Math.Abs(Time.Current - lastParticleAdded.Value) > timeBetweenSpawns)
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// Always want to spawn the first particle in an activation immediately.
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if (lastParticleAdded == null)
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{
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lastParticleAdded ??= Time.Current;
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var newParticle = CreateParticle();
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newParticle.StartTime = (float)lastParticleAdded;
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particles[currentIndex] = newParticle;
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currentIndex = (currentIndex + 1) % particles.Length;
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lastParticleAdded += timeBetweenSpawns;
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lastParticleAdded = Time.Current;
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spawnParticle();
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}
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double timeElapsed = Math.Abs(Time.Current - lastParticleAdded.Value);
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// Avoid spawning too many particles if a long amount of time has passed.
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if (timeElapsed > maxDuration)
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{
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lastParticleAdded = Time.Current;
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spawnParticle();
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return;
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}
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Debug.Assert(lastParticleAdded != null);
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for (int i = 0; i < timeElapsed / timeBetweenSpawns; i++)
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{
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lastParticleAdded += timeBetweenSpawns;
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spawnParticle();
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}
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}
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private void spawnParticle()
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{
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Debug.Assert(lastParticleAdded != null);
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var newParticle = CreateParticle();
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newParticle.StartTime = (float)lastParticleAdded.Value;
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particles[currentIndex] = newParticle;
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currentIndex = (currentIndex + 1) % particles.Length;
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}
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/// <summary>
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