diff --git a/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/SpectatorPlayerClock.cs b/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/SpectatorPlayerClock.cs index 729a120dc1..4e785ad3b1 100644 --- a/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/SpectatorPlayerClock.cs +++ b/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/SpectatorPlayerClock.cs @@ -22,7 +22,24 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate public double CurrentTime { get; private set; } - public bool IsRunning { get; private set; } + /// + /// Whether this clock is waiting on frames to continue playback. + /// + public Bindable WaitingOnFrames { get; } = new Bindable(true); + + /// + /// Whether this clock is behind the master clock and running at a higher rate to catch up to it. + /// + /// + /// Of note, this will be false if this clock is *ahead* of the master clock. + /// + public bool IsCatchingUp { get; set; } + + /// + /// Whether this spectator clock should be running. + /// Use instead of / to control time. + /// + public bool IsRunning { get; set; } public SpectatorPlayerClock(GameplayClockContainer masterClock) { @@ -31,24 +48,14 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate public void Reset() => CurrentTime = 0; - /// - /// Starts this . - /// - public void Start() => IsRunning = true; - - /// - /// Stops this . - /// - public void Stop() => IsRunning = false; - - void IAdjustableClock.Start() + public void Start() { - // Our running state should only be managed by an ISyncManager, ignore calls from external sources. + // Our running state should only be managed by SpectatorSyncManager via IsRunning. } - void IAdjustableClock.Stop() + public void Stop() { - // Our running state should only be managed by an ISyncManager, ignore calls from external sources. + // Our running state should only be managed by an SpectatorSyncManager via IsRunning. } public bool Seek(double position) @@ -94,18 +101,5 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate public double FramesPerSecond { get; private set; } public FrameTimeInfo TimeInfo => new FrameTimeInfo { Elapsed = ElapsedFrameTime, Current = CurrentTime }; - - /// - /// Whether this clock is waiting on frames to continue playback. - /// - public Bindable WaitingOnFrames { get; } = new Bindable(true); - - /// - /// Whether this clock is behind the master clock and running at a higher rate to catch up to it. - /// - /// - /// Of note, this will be false if this clock is *ahead* of the master clock. - /// - public bool IsCatchingUp { get; set; } } } diff --git a/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/SpectatorSyncManager.cs b/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/SpectatorSyncManager.cs index aa6fb878b3..7ec8f45b1f 100644 --- a/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/SpectatorSyncManager.cs +++ b/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/SpectatorSyncManager.cs @@ -80,7 +80,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate public void RemoveManagedClock(SpectatorPlayerClock clock) { playerClocks.Remove(clock); - clock.Stop(); + clock.IsRunning = false; } protected override void Update() @@ -91,7 +91,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate { // Ensure all player clocks are stopped until the start succeeds. foreach (var clock in playerClocks) - clock.Stop(); + clock.IsRunning = true; return; } @@ -153,15 +153,12 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate // Importantly, set the clock to a non-catchup state. if this isn't done, updateMasterState may incorrectly pause the master clock // when it is required to be running (ie. if all players are ahead of the master). clock.IsCatchingUp = false; - clock.Stop(); + clock.IsRunning = false; continue; } // Make sure the player clock is running if it can. - if (!clock.WaitingOnFrames.Value) - clock.Start(); - else - clock.Stop(); + clock.IsRunning = !clock.WaitingOnFrames.Value; if (clock.IsCatchingUp) {