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Remove try-finally
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@ -114,37 +114,32 @@ namespace osu.Game.Rulesets.UI
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// our goal is to catch up to the time provided by the parent clock.
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var proposedTime = parentGameplayClock.CurrentTime;
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try
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{
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if (FrameStablePlayback)
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// if we require frame stability, the proposed time will be adjusted to move at most one known
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// frame interval in the current direction.
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applyFrameStability(ref proposedTime);
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if (FrameStablePlayback)
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// if we require frame stability, the proposed time will be adjusted to move at most one known
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// frame interval in the current direction.
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applyFrameStability(ref proposedTime);
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if (hasReplayAttached)
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state = updateReplay(ref proposedTime);
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}
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finally
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{
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if (proposedTime != manualClock.CurrentTime)
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direction = proposedTime > manualClock.CurrentTime ? 1 : -1;
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if (hasReplayAttached)
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state = updateReplay(ref proposedTime);
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manualClock.CurrentTime = proposedTime;
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manualClock.Rate = Math.Abs(parentGameplayClock.Rate) * direction;
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manualClock.IsRunning = parentGameplayClock.IsRunning;
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if (proposedTime != manualClock.CurrentTime)
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direction = proposedTime >= manualClock.CurrentTime ? 1 : -1;
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double timeBehind = Math.Abs(manualClock.CurrentTime - parentGameplayClock.CurrentTime);
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manualClock.CurrentTime = proposedTime;
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manualClock.Rate = Math.Abs(parentGameplayClock.Rate) * direction;
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manualClock.IsRunning = parentGameplayClock.IsRunning;
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// determine whether catch-up is required.
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if (state != PlaybackState.NotValid)
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state = timeBehind > 0 ? PlaybackState.RequiresCatchUp : PlaybackState.Valid;
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double timeBehind = Math.Abs(manualClock.CurrentTime - parentGameplayClock.CurrentTime);
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frameStableClock.IsCatchingUp.Value = timeBehind > 200;
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// determine whether catch-up is required.
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if (state != PlaybackState.NotValid)
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state = timeBehind > 0 ? PlaybackState.RequiresCatchUp : PlaybackState.Valid;
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// The manual clock time has changed in the above code. The framed clock now needs to be updated
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// to ensure that the its time is valid for our children before input is processed
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framedClock.ProcessFrame();
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}
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frameStableClock.IsCatchingUp.Value = timeBehind > 200;
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// The manual clock time has changed in the above code. The framed clock now needs to be updated
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// to ensure that the its time is valid for our children before input is processed
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framedClock.ProcessFrame();
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}
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/// <summary>
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