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Fix aim time being mutated inside update loop
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parent
2671d371da
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@ -85,7 +85,7 @@ namespace osu.Game.Rulesets.UI
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public override bool UpdateSubTree()
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{
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double proposedTime = manualClock.CurrentTime;
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double aimTime = manualClock.CurrentTime;
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if (frameStableClock.WaitingOnFrames.Value)
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{
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@ -100,7 +100,7 @@ namespace osu.Game.Rulesets.UI
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if (parentGameplayClock == null)
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setClock(); // LoadComplete may not be run yet, but we still want the clock.
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proposedTime = parentGameplayClock.CurrentTime;
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aimTime = parentGameplayClock.CurrentTime;
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}
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else
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{
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@ -113,7 +113,9 @@ namespace osu.Game.Rulesets.UI
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while (loops-- > 0)
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{
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updateClock(ref proposedTime);
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// update clock is always trying to approach the aim time.
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// it should be provided as the original value each loop.
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updateClock(aimTime);
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if (state == PlaybackState.NotValid)
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break;
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@ -125,7 +127,7 @@ namespace osu.Game.Rulesets.UI
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return true;
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}
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private void updateClock(ref double proposedTime)
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private void updateClock(double proposedTime)
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{
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// each update start with considering things in valid state.
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state = PlaybackState.Valid;
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