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Change GameplayClockContainer.Reset to directly call GameplayClock.Stop

The reasoning is explained in the inline comment, but basically this was
getting blocked by `isPaused` being in an initial `true` state (as it is
on construction), while the source clock was still `IsRunning`.

There's no real guarantee of sync between the source and the `isPaused`
bindable right now. Maybe there should be in the future, but to restore
sanity, let's ensure that a call to `Reset` can at least stop the track
as we expect.
This commit is contained in:
Dean Herbert 2023-10-10 18:16:12 +09:00
parent 100c0cf533
commit f0bd975393
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@ -138,12 +138,15 @@ namespace osu.Game.Screens.Play
/// Resets this <see cref="GameplayClockContainer"/> and the source to an initial state ready for gameplay.
/// </summary>
/// <param name="time">The time to seek to on resetting. If <c>null</c>, the existing <see cref="StartTime"/> will be used.</param>
/// <param name="startClock">Whether to start the clock immediately, if not already started.</param>
/// <param name="startClock">Whether to start the clock immediately. If <c>false</c>, the clock will remain stopped after this call.</param>
public void Reset(double? time = null, bool startClock = false)
{
bool wasPaused = isPaused.Value;
Stop();
// The intention of the Reset method is to get things into a known sane state.
// As such, we intentionally stop the underlying clock directly here, bypassing Stop/StopGameplayClock.
// This is to avoid any kind of isPaused state checks and frequency ramping (as provided by MasterGameplayClockContainer).
GameplayClock.Stop();
if (time != null)
StartTime = time.Value;