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Fix master clock becoming incorrectly paused when all spectator players are too far ahead
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@ -130,6 +130,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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// This is a quiet case in which the catchup is done by the master clock, so IsCatchingUp is not set on the player clock.
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if (timeDelta < -SYNC_TARGET)
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{
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// Importantly, set the clock to a non-catchup state. if this isn't done, updateMasterState may incorrectly pause the master clock
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// when it is required to be running (ie. if all players are ahead of the master).
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clock.IsCatchingUp = false;
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clock.Stop();
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continue;
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}
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