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Add more comments around catch up logic

This commit is contained in:
Dean Herbert 2022-03-18 16:21:14 +09:00
parent 0988c2b0fa
commit 611562c650
2 changed files with 5 additions and 1 deletions

View File

@ -17,8 +17,11 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
Bindable<bool> WaitingOnFrames { get; }
/// <summary>
/// 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.
/// </summary>
/// <remarks>
/// Of note, this will be false if this clock is *ahead* of the master clock.
/// </remarks>
bool IsCatchingUp { get; set; }
/// <summary>

View File

@ -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();