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Start GameplayClockContainer
paused for better state control
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@ -85,10 +85,7 @@ namespace osu.Game.Tests.Gameplay
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Add(gameplayClockContainer = new MasterGameplayClockContainer(working, 0));
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if (whileStopped)
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gameplayClockContainer.Stop();
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gameplayClockContainer.Reset();
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gameplayClockContainer.Reset(startClock: !whileStopped);
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});
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AddStep($"set clock rate to {clockRate}", () => working.Track.AddAdjustment(AdjustableProperty.Frequency, new BindableDouble(clockRate)));
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@ -55,8 +55,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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public SpectatorGameplayClockContainer([NotNull] IClock sourceClock)
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: base(sourceClock)
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{
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// the container should initially be in a stopped state until the catch-up clock is started by the sync manager.
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Stop();
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}
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protected override void Update()
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@ -24,7 +24,7 @@ namespace osu.Game.Screens.Play
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/// <summary>
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/// Whether gameplay is paused.
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/// </summary>
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public readonly BindableBool IsPaused = new BindableBool();
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public readonly BindableBool IsPaused = new BindableBool(true);
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/// <summary>
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/// The adjustable source clock used for gameplay. Should be used for seeks and clock control.
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@ -115,7 +115,7 @@ namespace osu.Game.Screens.Play
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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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/// </summary>
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/// <param name="startClock">Whether to start the clock immediately.</param>
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/// <param name="startClock">Whether to start the clock immediately, if not already started.</param>
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/// <param name="gameplayStartTime">A time to use for future <see cref="Reset"/> calls as the definite start of gameplay.</param>
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public void Reset(bool startClock = false, double? gameplayStartTime = null)
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{
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@ -128,7 +128,7 @@ namespace osu.Game.Screens.Play
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// Manually stop the source in order to not affect the IsPaused state.
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AdjustableSource.Stop();
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if (!IsPaused.Value && startClock)
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if (!IsPaused.Value || startClock)
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Start();
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}
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