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Fix GameplayClockContainer operating on beatmap's track after scren exited
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@ -8,6 +8,7 @@ using System.Threading.Tasks;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -29,7 +30,7 @@ namespace osu.Game.Screens.Play
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/// <summary>
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/// The original source (usually a <see cref="WorkingBeatmap"/>'s track).
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/// </summary>
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private readonly IAdjustableClock sourceClock;
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private IAdjustableClock sourceClock;
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public readonly BindableBool IsPaused = new BindableBool();
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@ -153,6 +154,18 @@ namespace osu.Game.Screens.Play
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IsPaused.Value = true;
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}
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/// <summary>
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/// Changes the backing clock to avoid using the originally provided beatmap's track.
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/// </summary>
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public void StopUsingBeatmapClock()
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{
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if (sourceClock != beatmap.Track)
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return;
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sourceClock = new TrackVirtual(beatmap.Track.Length);
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adjustableClock.ChangeSource(sourceClock);
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}
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public void ResetLocalAdjustments()
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{
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// In the case of replays, we may have changed the playback rate.
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@ -527,6 +527,10 @@ namespace osu.Game.Screens.Play
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GameplayClockContainer.ResetLocalAdjustments();
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// GameplayClockContainer performs seeks / start / stop operations on the beatmap's track.
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// as we are no longer the current screen, we cannot guarantee the track is still usable.
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GameplayClockContainer.StopUsingBeatmapClock();
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fadeOut();
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return base.OnExiting(next);
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}
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