diff --git a/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiSpectatorScreen.cs b/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiSpectatorScreen.cs index bab613bed7..dce996696b 100644 --- a/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiSpectatorScreen.cs +++ b/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiSpectatorScreen.cs @@ -357,12 +357,18 @@ namespace osu.Game.Tests.Visual.Multiplayer /// /// Tests spectating with a beatmap that has a high value. + /// + /// This test is not intended not to check the correct initial time value, but only to guard against + /// gameplay potentially getting stuck in a stopped state due to lead in time being present. /// [Test] public void TestAudioLeadIn() => testLeadIn(b => b.BeatmapInfo.AudioLeadIn = 2000); /// /// Tests spectating with a beatmap that has a storyboard element with a negative start time (i.e. intro storyboard element). + /// + /// This test is not intended not to check the correct initial time value, but only to guard against + /// gameplay potentially getting stuck in a stopped state due to lead in time being present. /// [Test] public void TestIntroStoryboardElement() => testLeadIn(b => @@ -384,7 +390,7 @@ namespace osu.Game.Tests.Visual.Multiplayer AddUntilStep("wait for player load", () => spectatorScreen.AllPlayersLoaded); - AddWaitStep("wait for progression", 3); + AddUntilStep($"wait for clock running", () => getInstance(PLAYER_1_ID).SpectatorPlayerClock.IsRunning); assertNotCatchingUp(PLAYER_1_ID); assertRunning(PLAYER_1_ID); diff --git a/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/SpectatorPlayerClock.cs b/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/SpectatorPlayerClock.cs index 7801f22437..62731c6903 100644 --- a/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/SpectatorPlayerClock.cs +++ b/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/SpectatorPlayerClock.cs @@ -77,7 +77,10 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate { if (IsRunning) { - double elapsedSource = masterClock.ElapsedFrameTime; + // When in catch-up mode, the source is usually not running. + // In such a case, its elapsed time may be zero, which would cause catch-up to get stuck. + // To avoid this, use a constant 16ms elapsed time for now. Probably not too correct, but this whole logic isn't too correct anyway. + double elapsedSource = masterClock.ElapsedFrameTime != 0 ? masterClock.ElapsedFrameTime : 16; double elapsed = elapsedSource * Rate; CurrentTime += elapsed;