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Avoid running full updateClock loop when waiting on frames
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@ -85,30 +85,29 @@ namespace osu.Game.Rulesets.UI
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public override bool UpdateSubTree()
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public override bool UpdateSubTree()
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{
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{
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double aimTime = manualClock.CurrentTime;
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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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double aimTime = parentGameplayClock.CurrentTime;
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if (frameStableClock.WaitingOnFrames.Value)
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if (frameStableClock.WaitingOnFrames.Value)
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{
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{
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// when waiting on frames, the update loop still needs to be run (at least once) to check for newly arrived frames.
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// waiting on frames is a special case where we want to avoid doing any update propagation, unless new frame data has arrived.
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// time should not be sourced from the parent clock in this case.
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state = ReplayInputHandler.SetFrameFromTime(aimTime) != null ? PlaybackState.Valid : PlaybackState.NotValid;
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state = PlaybackState.Valid;
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}
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}
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else if (!frameStableClock.IsPaused.Value)
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else if (!frameStableClock.IsPaused.Value)
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{
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{
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state = PlaybackState.Valid;
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state = PlaybackState.Valid;
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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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aimTime = parentGameplayClock.CurrentTime;
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}
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}
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else
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else
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{
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{
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// time should not advance while paused, not should anything run.
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// time should not advance while paused, nor should anything run.
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state = PlaybackState.NotValid;
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state = PlaybackState.NotValid;
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return true;
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}
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}
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if (state == PlaybackState.NotValid)
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return true;
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int loops = MaxCatchUpFrames;
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int loops = MaxCatchUpFrames;
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while (loops-- > 0)
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while (loops-- > 0)
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