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Merge pull request #24451 from peppy/multi-spectator-fix-startup-delay

Fix multiplayer spectator potentially taking too long to start
This commit is contained in:
Bartłomiej Dach 2023-08-16 12:12:59 +02:00 committed by GitHub
commit 90ab3fc953
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2 changed files with 17 additions and 0 deletions

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Logging;
using osu.Framework.Timing;
using osu.Game.Screens.Play;
@ -59,6 +60,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
public bool Seek(double position)
{
Logger.Log($"{nameof(SpectatorPlayerClock)} seeked to {position}");
CurrentTime = position;
return true;
}

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@ -160,6 +160,21 @@ namespace osu.Game.Screens.Play
Seek(StartTime);
// This is a workaround for the fact that DecoupleableInterpolatingFramedClock doesn't seek the source
// if the source is not IsRunning. (see https://github.com/ppy/osu-framework/blob/2102638056dfcf85d21b4d85266d53b5dd018767/osu.Framework/Timing/DecoupleableInterpolatingFramedClock.cs#L209-L210)
// I hope to remove this once we knock some sense into clocks in general.
//
// Without this seek, the multiplayer spectator start sequence breaks:
// - Individual clients' clocks are never updated to their expected time
// - The sync manager thinks they are running behind
// - Gameplay doesn't start when it should (until a timeout occurs because nothing is happening for 10+ seconds)
//
// In addition, we use `CurrentTime` for this seek instead of `StartTime` as the above seek may have applied inherent
// offsets which need to be accounted for (ie. FramedBeatmapClock.TotalAppliedOffset).
//
// See https://github.com/ppy/osu/pull/24451/files/87fee001c786b29db34063ef3350e9a9f024d3ab#diff-28ca02979641e2d98a15fe5d5e806f56acf60ac100258a059fa72503b6cc54e8.
(SourceClock as IAdjustableClock)?.Seek(CurrentTime);
if (!wasPaused || startClock)
Start();
}