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Remove unnecessary setClock
shenanigans
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parent
27569e2ed5
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828b6f2c30
@ -77,7 +77,7 @@ namespace osu.Game.Rulesets.UI
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protected override void LoadComplete()
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{
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base.LoadComplete();
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setClock();
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Clock = this;
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}
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private PlaybackState state;
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@ -128,12 +128,7 @@ namespace osu.Game.Rulesets.UI
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state = PlaybackState.Valid;
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}
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if (parentGameplayClock == null)
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setClock(); // LoadComplete may not be run yet, but we still want the clock.
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Debug.Assert(parentGameplayClock != null);
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double proposedTime = parentGameplayClock.CurrentTime;
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double proposedTime = Clock.CurrentTime;
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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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@ -153,14 +148,14 @@ namespace osu.Game.Rulesets.UI
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if (state == PlaybackState.Valid && proposedTime != manualClock.CurrentTime)
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direction = proposedTime >= manualClock.CurrentTime ? 1 : -1;
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double timeBehind = Math.Abs(proposedTime - parentGameplayClock.CurrentTime);
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double timeBehind = Math.Abs(proposedTime - Clock.CurrentTime);
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IsCatchingUp.Value = timeBehind > 200;
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WaitingOnFrames.Value = state == PlaybackState.NotValid;
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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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manualClock.Rate = Math.Abs(Clock.Rate) * direction;
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manualClock.IsRunning = Clock.IsRunning;
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// determine whether catch-up is required.
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if (state == PlaybackState.Valid && timeBehind > 0)
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@ -239,12 +234,6 @@ namespace osu.Game.Rulesets.UI
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}
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}
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private void setClock()
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{
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if (parentGameplayClock != null)
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Clock = this;
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}
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public ReplayInputHandler? ReplayInputHandler { get; set; }
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#region Delegation of IFrameStableClock
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