From 2aa21e2affb3f9993ec42b87228236e768aa7e05 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Mon, 3 May 2021 14:37:11 +0900 Subject: [PATCH] Adjust documentation in `CatchUpSyncManager` --- .../OnlinePlay/Multiplayer/Spectate/CatchUpSyncManager.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/CatchUpSyncManager.cs b/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/CatchUpSyncManager.cs index 6028bc84f7..efc12eaaa5 100644 --- a/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/CatchUpSyncManager.cs +++ b/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/CatchUpSyncManager.cs @@ -14,7 +14,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate public class CatchUpSyncManager : Component, ISyncManager { /// - /// The offset from the master clock to which player clocks should be synchronised to. + /// The offset from the master clock to which player clocks should remain within to be considered in-sync. /// public const double SYNC_TARGET = 16; @@ -102,6 +102,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate for (int i = 0; i < playerClocks.Count; i++) { var clock = playerClocks[i]; + + // How far this player's clock is out of sync, compared to the master clock. + // A negative value means the player is running fast (ahead); a positive value means the player is running behind (catching up). double timeDelta = MasterClock.CurrentTime - clock.CurrentTime; // Check that the player clock isn't too far ahead.