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A few more xmldocs
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@ -6,7 +6,7 @@ using osu.Framework.Timing;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate.Sync
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{
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/// <summary>
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/// Manages the synchronisation between one or more slave clocks in relation to a master clock.
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/// Manages the synchronisation between one or more <see cref="ISpectatorSlaveClock"/>s in relation to a master clock.
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/// </summary>
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public interface ISpectatorSyncManager
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{
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@ -16,15 +16,15 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate.Sync
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IAdjustableClock Master { get; }
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/// <summary>
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/// Adds a slave clock.
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/// Adds an <see cref="ISpectatorSlaveClock"/> to manage.
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/// </summary>
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/// <param name="clock">The clock to add.</param>
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/// <param name="clock">The <see cref="ISpectatorSlaveClock"/> to add.</param>
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void AddSlave(ISpectatorSlaveClock clock);
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/// <summary>
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/// Removes a slave clock.
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/// Removes an <see cref="ISpectatorSlaveClock"/>, stopping it from being managed by this <see cref="ISpectatorSyncManager"/>.
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/// </summary>
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/// <param name="clock">The clock to remove.</param>
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/// <param name="clock">The <see cref="ISpectatorSlaveClock"/> to remove.</param>
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void RemoveSlave(ISpectatorSlaveClock clock);
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}
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}
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@ -7,10 +7,13 @@ using osu.Framework.Timing;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate.Sync
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{
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/// <summary>
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/// A <see cref="ISpectatorSlaveClock"/> which catches up using rate adjustment.
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/// </summary>
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public class SpectatorCatchUpSlaveClock : ISpectatorSlaveClock
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{
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/// <summary>
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/// The catchup rate.
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/// The catch up rate.
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/// </summary>
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public const double CATCHUP_RATE = 2;
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