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Fix aim time being mutated inside update loop

This commit is contained in:
Dean Herbert 2020-10-29 18:11:50 +09:00
parent 2671d371da
commit 335d150a13

View File

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