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Ensure elapsed time is always non-zero when advancing SpectatorPlayerClock

This commit is contained in:
Dean Herbert 2022-08-24 16:33:07 +09:00
parent af56cd0126
commit 5f01f461b3
2 changed files with 11 additions and 2 deletions

View File

@ -357,12 +357,18 @@ namespace osu.Game.Tests.Visual.Multiplayer
/// <summary>
/// Tests spectating with a beatmap that has a high <see cref="BeatmapInfo.AudioLeadIn"/> value.
///
/// This test is not intended not to check the correct initial time value, but only to guard against
/// gameplay potentially getting stuck in a stopped state due to lead in time being present.
/// </summary>
[Test]
public void TestAudioLeadIn() => testLeadIn(b => b.BeatmapInfo.AudioLeadIn = 2000);
/// <summary>
/// Tests spectating with a beatmap that has a storyboard element with a negative start time (i.e. intro storyboard element).
///
/// This test is not intended not to check the correct initial time value, but only to guard against
/// gameplay potentially getting stuck in a stopped state due to lead in time being present.
/// </summary>
[Test]
public void TestIntroStoryboardElement() => testLeadIn(b =>
@ -384,7 +390,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
AddUntilStep("wait for player load", () => spectatorScreen.AllPlayersLoaded);
AddWaitStep("wait for progression", 3);
AddUntilStep($"wait for clock running", () => getInstance(PLAYER_1_ID).SpectatorPlayerClock.IsRunning);
assertNotCatchingUp(PLAYER_1_ID);
assertRunning(PLAYER_1_ID);

View File

@ -77,7 +77,10 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
if (IsRunning)
{
double elapsedSource = masterClock.ElapsedFrameTime;
// When in catch-up mode, the source is usually not running.
// In such a case, its elapsed time may be zero, which would cause catch-up to get stuck.
// To avoid this, use a constant 16ms elapsed time for now. Probably not too correct, but this whole logic isn't too correct anyway.
double elapsedSource = masterClock.ElapsedFrameTime != 0 ? masterClock.ElapsedFrameTime : 16;
double elapsed = elapsedSource * Rate;
CurrentTime += elapsed;