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Simplify clock reset/start flow in MultiSpectatorScreen

This commit is contained in:
Dean Herbert 2022-03-18 15:07:57 +09:00
parent b5ff9ed13a
commit 59aef88504

View File

@ -164,7 +164,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
base.LoadComplete(); base.LoadComplete();
masterClockContainer.Reset(); masterClockContainer.Reset();
masterClockContainer.Stop();
syncManager.ReadyToStart += onReadyToStart; syncManager.ReadyToStart += onReadyToStart;
syncManager.MasterState.BindValueChanged(onMasterStateChanged, true); syncManager.MasterState.BindValueChanged(onMasterStateChanged, true);
@ -198,8 +197,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
.DefaultIfEmpty(0) .DefaultIfEmpty(0)
.Min(); .Min();
masterClockContainer.Seek(startTime); masterClockContainer.Reset(true, startTime);
masterClockContainer.Start();
// Although the clock has been started, this flag is set to allow for later synchronisation state changes to also be able to start it. // Although the clock has been started, this flag is set to allow for later synchronisation state changes to also be able to start it.
canStartMasterClock = true; canStartMasterClock = true;