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- Using realtime (`DateTimeOffset.Now`) meant that values would be changing in the same frame, causing misfirings or incorrect displays - No debounce on sample playback meant that scheduling edge cases could potentially cause samples to be played more than once. |
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Match | ||
Participants | ||
Spectate | ||
CreateMultiplayerMatchButton.cs | ||
GameplayChatDisplay.cs | ||
GameplayMatchScoreDisplay.cs | ||
Multiplayer.cs | ||
MultiplayerLoungeSubScreen.cs | ||
MultiplayerMatchSongSelect.cs | ||
MultiplayerMatchSubScreen.cs | ||
MultiplayerPlayer.cs | ||
MultiplayerPlayerLoader.cs | ||
MultiplayerResultsScreen.cs | ||
MultiplayerRoomComposite.cs | ||
MultiplayerRoomManager.cs | ||
MultiplayerRoomSounds.cs | ||
MultiplayerTeamResultsScreen.cs |