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Allow custom MaxCatchUpFrames to be specified
Also adjusts the default to allow for smoother seeking.
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@ -19,6 +19,11 @@ namespace osu.Game.Rulesets.UI
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{
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private readonly double gameplayStartTime;
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/// <summary>
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/// The number of frames (per parent frame) which can be run in an attempt to catch-up to real-time.
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/// </summary>
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public int MaxCatchUpFrames { get; set; } = 5;
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public FrameStabilityContainer(double gameplayStartTime = double.MinValue)
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{
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RelativeSizeAxes = Axes.Both;
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@ -68,8 +73,6 @@ namespace osu.Game.Rulesets.UI
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private bool isAttached => ReplayInputHandler != null;
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private const int max_catch_up_updates_per_frame = 50;
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private const double sixty_frame_time = 1000.0 / 60;
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private bool firstConsumption = true;
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@ -81,7 +84,7 @@ namespace osu.Game.Rulesets.UI
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int loops = 0;
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while (validState && requireMoreUpdateLoops && loops++ < max_catch_up_updates_per_frame)
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while (validState && requireMoreUpdateLoops && loops++ < MaxCatchUpFrames)
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{
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updateClock();
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