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When watching from the middle of gameplay, due to a series of failures, `SpectatorClock` would not get seeked to the current time, causing all clients to look like they were out of sync. This is a hotfix for the issue. A better fix will require framework changes or considerable restructuring. I'd recommend testing this works in practice and agreeing that while it is a hack, it's likely not going to cause issues and is something we want to see fixed sooner rather than later. |
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.. | ||
MasterClockState.cs | ||
MultiSpectatorLeaderboard.cs | ||
MultiSpectatorPlayer.cs | ||
MultiSpectatorPlayerLoader.cs | ||
MultiSpectatorResultsScreen.cs | ||
MultiSpectatorScreen.cs | ||
PlayerArea.cs | ||
PlayerGrid_Cell.cs | ||
PlayerGrid.cs | ||
SpectatorPlayerClock.cs | ||
SpectatorSyncManager.cs |