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Fix souce clock not always being transferred to FramedBeatmapClock in time

This commit is contained in:
Dean Herbert 2023-09-22 13:16:51 +09:00
parent 59d6e67512
commit 586311d508
2 changed files with 4 additions and 27 deletions

View File

@ -49,7 +49,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
protected override void Update() protected override void Update()
{ {
// The player clock's running state is controlled externally, but the local pausing state needs to be updated to start/stop gameplay. // The player clock's running state is controlled externally, but the local pausing state needs to be updated to start/stop gameplay.
if (GameplayClockContainer.SourceClock.IsRunning) if (GameplayClockContainer.IsRunning)
GameplayClockContainer.Start(); GameplayClockContainer.Start();
else else
GameplayClockContainer.Stop(); GameplayClockContainer.Stop();

View File

@ -23,11 +23,6 @@ namespace osu.Game.Screens.Play
public bool IsRewinding => GameplayClock.IsRewinding; public bool IsRewinding => GameplayClock.IsRewinding;
/// <summary>
/// The source clock. Should generally not be used for any timekeeping purposes.
/// </summary>
public IClock SourceClock { get; private set; }
/// <summary> /// <summary>
/// Invoked when a seek has been performed via <see cref="Seek"/> /// Invoked when a seek has been performed via <see cref="Seek"/>
/// </summary> /// </summary>
@ -62,8 +57,6 @@ namespace osu.Game.Screens.Play
/// <param name="applyOffsets">Whether to apply platform, user and beatmap offsets to the mix.</param> /// <param name="applyOffsets">Whether to apply platform, user and beatmap offsets to the mix.</param>
public GameplayClockContainer(IClock sourceClock, bool applyOffsets = false) public GameplayClockContainer(IClock sourceClock, bool applyOffsets = false)
{ {
SourceClock = sourceClock;
RelativeSizeAxes = Axes.Both; RelativeSizeAxes = Axes.Both;
InternalChildren = new Drawable[] InternalChildren = new Drawable[]
@ -71,6 +64,8 @@ namespace osu.Game.Screens.Play
GameplayClock = new FramedBeatmapClock(applyOffsets, requireDecoupling: true), GameplayClock = new FramedBeatmapClock(applyOffsets, requireDecoupling: true),
Content Content
}; };
GameplayClock.ChangeSource(sourceClock);
} }
/// <summary> /// <summary>
@ -83,8 +78,6 @@ namespace osu.Game.Screens.Play
isPaused.Value = false; isPaused.Value = false;
ensureSourceClockSet();
PrepareStart(); PrepareStart();
// The case which caused this to be added is FrameStabilityContainer, which manages its own current and elapsed time. // The case which caused this to be added is FrameStabilityContainer, which manages its own current and elapsed time.
@ -153,8 +146,6 @@ namespace osu.Game.Screens.Play
Stop(); Stop();
ensureSourceClockSet();
if (time != null) if (time != null)
StartTime = time.Value; StartTime = time.Value;
@ -168,21 +159,7 @@ namespace osu.Game.Screens.Play
/// Changes the source clock. /// Changes the source clock.
/// </summary> /// </summary>
/// <param name="sourceClock">The new source.</param> /// <param name="sourceClock">The new source.</param>
protected void ChangeSource(IClock sourceClock) => GameplayClock.ChangeSource(SourceClock = sourceClock); protected void ChangeSource(IClock sourceClock) => GameplayClock.ChangeSource(sourceClock);
/// <summary>
/// Ensures that the <see cref="GameplayClock"/> is set to <see cref="SourceClock"/>, if it hasn't been given a source yet.
/// This is usually done before a seek to avoid accidentally seeking only the adjustable source in decoupled mode,
/// but not the actual source clock.
/// That will pretty much only happen on the very first call of this method, as the source clock is passed in the constructor,
/// but it is not yet set on the adjustable source there.
/// </summary>
private void ensureSourceClockSet()
{
// TODO: does this need to exist?
if (GameplayClock.Source != SourceClock)
ChangeSource(SourceClock);
}
#region IAdjustableClock #region IAdjustableClock