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Merge pull request #27504 from peppy/replay-state-sanity-1
Never set `waitingOnFrames` if a replay is not attached
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commit
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@ -189,7 +189,7 @@ namespace osu.Game.Rulesets.UI
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double timeBehind = Math.Abs(proposedTime - referenceClock.CurrentTime);
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isCatchingUp.Value = timeBehind > 200;
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waitingOnFrames.Value = state == PlaybackState.NotValid;
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waitingOnFrames.Value = hasReplayAttached && state == PlaybackState.NotValid;
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manualClock.CurrentTime = proposedTime;
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manualClock.Rate = Math.Abs(referenceClock.Rate) * direction;
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@ -122,8 +122,17 @@ namespace osu.Game.Screens.Play
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StopGameplayClock();
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}
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protected virtual void StartGameplayClock() => GameplayClock.Start();
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protected virtual void StopGameplayClock() => GameplayClock.Stop();
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protected virtual void StartGameplayClock()
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{
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Logger.Log($"{nameof(GameplayClockContainer)} started via call to {nameof(StartGameplayClock)}");
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GameplayClock.Start();
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}
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protected virtual void StopGameplayClock()
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{
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Logger.Log($"{nameof(GameplayClockContainer)} stopped via call to {nameof(StopGameplayClock)}");
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GameplayClock.Stop();
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}
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/// <summary>
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/// Resets this <see cref="GameplayClockContainer"/> and the source to an initial state ready for gameplay.
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