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Adjust documentation in CatchUpSyncManager
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@ -14,7 +14,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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public class CatchUpSyncManager : Component, ISyncManager
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public class CatchUpSyncManager : Component, ISyncManager
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{
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{
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/// <summary>
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/// <summary>
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/// The offset from the master clock to which player clocks should be synchronised to.
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/// The offset from the master clock to which player clocks should remain within to be considered in-sync.
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/// </summary>
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/// </summary>
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public const double SYNC_TARGET = 16;
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public const double SYNC_TARGET = 16;
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@ -102,6 +102,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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for (int i = 0; i < playerClocks.Count; i++)
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for (int i = 0; i < playerClocks.Count; i++)
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{
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{
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var clock = playerClocks[i];
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var clock = playerClocks[i];
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// How far this player's clock is out of sync, compared to the master clock.
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// A negative value means the player is running fast (ahead); a positive value means the player is running behind (catching up).
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double timeDelta = MasterClock.CurrentTime - clock.CurrentTime;
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double timeDelta = MasterClock.CurrentTime - clock.CurrentTime;
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// Check that the player clock isn't too far ahead.
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// Check that the player clock isn't too far ahead.
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