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`ensureSourceClockSet()` was intended to only run when the adjustable source hasn't been set at all yet. As it turns out permitting it to run unconditionally can break the state of the underlying interpolated clock. This is caused by the following factors: * While the decoupleable clock is running, its `CurrentTime` does not come from either the source clock, or the internal stopwatch; it is instead calculated using the base `InterpolatingFramedClock` logic. * A source change of a decoupleable clock seeks the provided source clock to the decoupleable's current time. * When an interpolating clock is seeked (decoupleable clock is also an interpolating one), its interpolation state (`{Last,Current}InterpolatedTime`) are reset to 0. * If the interpolating clock determines that its current time is too far away from the source's time (which was set when the source is changed), it will ignore the source and instead continue to use its current time until the source clock has caught up. Overall, the source change is not really necessary if a source is already there. The only reason to ensure it was set was to make sure the first seek of the gameplay clock wasn't performed in decoupled mode. Therefore, add a guard to make sure the source is only set if there isn't one already. |
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.. | ||
Backgrounds | ||
Edit | ||
Import | ||
Menu | ||
OnlinePlay | ||
Play | ||
Ranking | ||
Select | ||
Spectate | ||
BackgroundScreen.cs | ||
BackgroundScreenStack.cs | ||
IHandlePresentBeatmap.cs | ||
IHasSubScreenStack.cs | ||
IOsuScreen.cs | ||
Loader.cs | ||
OsuScreen.cs | ||
OsuScreenDependencies.cs | ||
OsuScreenStack.cs | ||
ScorePresentType.cs | ||
ScreenWhiteBox.cs | ||
StartupScreen.cs |