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Add more comments around catch up logic
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@ -17,8 +17,11 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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Bindable<bool> WaitingOnFrames { get; }
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Bindable<bool> WaitingOnFrames { get; }
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/// <summary>
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/// <summary>
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/// Whether this clock is resynchronising to the master clock.
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/// Whether this clock is behind the master clock and running at a higher rate to catch up to it.
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/// </summary>
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/// </summary>
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/// <remarks>
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/// Of note, this will be false if this clock is *ahead* of the master clock.
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/// </remarks>
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bool IsCatchingUp { get; set; }
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bool IsCatchingUp { get; set; }
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/// <summary>
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/// <summary>
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@ -59,6 +59,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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protected override void Update()
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protected override void Update()
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{
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{
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// The SourceClock here is always a CatchUpSpectatorPlayerClock.
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// The player clock's running state is controlled externally, but the local pausing state needs to be updated to stop gameplay.
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// The player clock's running state is controlled externally, but the local pausing state needs to be updated to stop gameplay.
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if (SourceClock.IsRunning)
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if (SourceClock.IsRunning)
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Start();
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Start();
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