diff --git a/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/ISpectatorPlayerClock.cs b/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/ISpectatorPlayerClock.cs index 1a5231e602..de23b4fef7 100644 --- a/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/ISpectatorPlayerClock.cs +++ b/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/ISpectatorPlayerClock.cs @@ -17,8 +17,11 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate Bindable WaitingOnFrames { get; } /// - /// Whether this clock is resynchronising to the master clock. + /// Whether this clock is behind the master clock and running at a higher rate to catch up to it. /// + /// + /// Of note, this will be false if this clock is *ahead* of the master clock. + /// bool IsCatchingUp { get; set; } /// diff --git a/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/MultiSpectatorPlayer.cs b/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/MultiSpectatorPlayer.cs index ececa1e497..29afaf00d8 100644 --- a/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/MultiSpectatorPlayer.cs +++ b/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/MultiSpectatorPlayer.cs @@ -59,6 +59,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate protected override void Update() { + // The SourceClock here is always a CatchUpSpectatorPlayerClock. // The player clock's running state is controlled externally, but the local pausing state needs to be updated to stop gameplay. if (SourceClock.IsRunning) Start();