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Fix souce clock not always being transferred to FramedBeatmapClock
in time
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@ -49,7 +49,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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protected override void Update()
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protected override void Update()
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{
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{
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// The player clock's running state is controlled externally, but the local pausing state needs to be updated to start/stop gameplay.
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// The player clock's running state is controlled externally, but the local pausing state needs to be updated to start/stop gameplay.
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if (GameplayClockContainer.SourceClock.IsRunning)
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if (GameplayClockContainer.IsRunning)
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GameplayClockContainer.Start();
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GameplayClockContainer.Start();
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else
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else
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GameplayClockContainer.Stop();
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GameplayClockContainer.Stop();
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@ -23,11 +23,6 @@ namespace osu.Game.Screens.Play
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public bool IsRewinding => GameplayClock.IsRewinding;
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public bool IsRewinding => GameplayClock.IsRewinding;
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/// <summary>
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/// The source clock. Should generally not be used for any timekeeping purposes.
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/// </summary>
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public IClock SourceClock { get; private set; }
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/// <summary>
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/// <summary>
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/// Invoked when a seek has been performed via <see cref="Seek"/>
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/// Invoked when a seek has been performed via <see cref="Seek"/>
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/// </summary>
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/// </summary>
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@ -62,8 +57,6 @@ namespace osu.Game.Screens.Play
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/// <param name="applyOffsets">Whether to apply platform, user and beatmap offsets to the mix.</param>
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/// <param name="applyOffsets">Whether to apply platform, user and beatmap offsets to the mix.</param>
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public GameplayClockContainer(IClock sourceClock, bool applyOffsets = false)
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public GameplayClockContainer(IClock sourceClock, bool applyOffsets = false)
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{
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{
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SourceClock = sourceClock;
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RelativeSizeAxes = Axes.Both;
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RelativeSizeAxes = Axes.Both;
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InternalChildren = new Drawable[]
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InternalChildren = new Drawable[]
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@ -71,6 +64,8 @@ namespace osu.Game.Screens.Play
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GameplayClock = new FramedBeatmapClock(applyOffsets, requireDecoupling: true),
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GameplayClock = new FramedBeatmapClock(applyOffsets, requireDecoupling: true),
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Content
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Content
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};
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};
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GameplayClock.ChangeSource(sourceClock);
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}
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}
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/// <summary>
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/// <summary>
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@ -83,8 +78,6 @@ namespace osu.Game.Screens.Play
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isPaused.Value = false;
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isPaused.Value = false;
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ensureSourceClockSet();
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PrepareStart();
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PrepareStart();
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// The case which caused this to be added is FrameStabilityContainer, which manages its own current and elapsed time.
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// The case which caused this to be added is FrameStabilityContainer, which manages its own current and elapsed time.
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@ -153,8 +146,6 @@ namespace osu.Game.Screens.Play
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Stop();
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Stop();
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ensureSourceClockSet();
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if (time != null)
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if (time != null)
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StartTime = time.Value;
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StartTime = time.Value;
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@ -168,21 +159,7 @@ namespace osu.Game.Screens.Play
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/// Changes the source clock.
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/// Changes the source clock.
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/// </summary>
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/// </summary>
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/// <param name="sourceClock">The new source.</param>
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/// <param name="sourceClock">The new source.</param>
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protected void ChangeSource(IClock sourceClock) => GameplayClock.ChangeSource(SourceClock = sourceClock);
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protected void ChangeSource(IClock sourceClock) => GameplayClock.ChangeSource(sourceClock);
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/// <summary>
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/// Ensures that the <see cref="GameplayClock"/> is set to <see cref="SourceClock"/>, if it hasn't been given a source yet.
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/// This is usually done before a seek to avoid accidentally seeking only the adjustable source in decoupled mode,
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/// but not the actual source clock.
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/// That will pretty much only happen on the very first call of this method, as the source clock is passed in the constructor,
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/// but it is not yet set on the adjustable source there.
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/// </summary>
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private void ensureSourceClockSet()
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{
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// TODO: does this need to exist?
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if (GameplayClock.Source != SourceClock)
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ChangeSource(SourceClock);
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}
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#region IAdjustableClock
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#region IAdjustableClock
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