From cb6e557212a5156ba2f59dd542943c878414b40f Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Mon, 11 Apr 2022 14:11:23 +0900 Subject: [PATCH] Fix `MasterGameplayClockContainer` having incorrect rate-based offsets immediately after `LoadComplete` I've attempted to explain why this is required using inline comments. There's also further conversation at https://github.com/ppy/osu/pull/17302#issuecomment-1091850927. --- .../Play/MasterGameplayClockContainer.cs | 29 ++++++++++++++----- 1 file changed, 22 insertions(+), 7 deletions(-) diff --git a/osu.Game/Screens/Play/MasterGameplayClockContainer.cs b/osu.Game/Screens/Play/MasterGameplayClockContainer.cs index 9bcbbf789b..54901746fc 100644 --- a/osu.Game/Screens/Play/MasterGameplayClockContainer.cs +++ b/osu.Game/Screens/Play/MasterGameplayClockContainer.cs @@ -130,17 +130,32 @@ namespace osu.Game.Screens.Play protected override void OnIsPausedChanged(ValueChangedEvent isPaused) { - // The source is stopped by a frequency fade first. - if (isPaused.NewValue) + if (IsLoaded) { - this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => + // During normal operation, the source is stopped after performing a frequency ramp. + if (isPaused.NewValue) { - if (IsPaused.Value == isPaused.NewValue) - AdjustableSource.Stop(); - }); + this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => + { + if (IsPaused.Value == isPaused.NewValue) + AdjustableSource.Stop(); + }); + } + else + this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In); } else - this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In); + { + if (isPaused.NewValue) + AdjustableSource.Stop(); + + // If not yet loaded, we still want to ensure relevant state is correct, as it is used for offset calculations. + pauseFreqAdjust.Value = isPaused.NewValue ? 0 : 1; + + // We must also process underlying gameplay clocks to update rate-adjusted offsets with the new frequency adjustment. + // Without doing this, an initial seek may be performed with the wrong offset. + GameplayClock.UnderlyingClock.ProcessFrame(); + } } public override void Start()