diff --git a/osu-framework b/osu-framework index 47aabeaee5..c95b9350ed 160000 --- a/osu-framework +++ b/osu-framework @@ -1 +1 @@ -Subproject commit 47aabeaee5a8d85a0e6769fd601736f8dc1eb051 +Subproject commit c95b9350edb6305cfefdf08f902f6f73d336736b diff --git a/osu.Game/Rulesets/UI/RulesetInputManager.cs b/osu.Game/Rulesets/UI/RulesetInputManager.cs index 0419070b42..8c4d6de1fe 100644 --- a/osu.Game/Rulesets/UI/RulesetInputManager.cs +++ b/osu.Game/Rulesets/UI/RulesetInputManager.cs @@ -76,6 +76,8 @@ namespace osu.Game.Rulesets.UI #region Clock control + protected override bool ShouldProcessClock => false; // We handle processing the clock ourselves + private ManualClock clock; private IFrameBasedClock parentClock; @@ -151,6 +153,12 @@ namespace osu.Game.Rulesets.UI } requireMoreUpdateLoops = clock.CurrentTime != parentClock.CurrentTime; + + // The manual clock time has changed in the above code. The framed clock now needs to be updated + // to ensure that the its time is valid for our children before input is processed + Clock.ProcessFrame(); + + // Process input base.Update(); } diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index 59d56a5a44..675d20fe63 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -144,22 +144,6 @@ namespace osu.Game.Screens.Play userAudioOffset.ValueChanged += v => offsetClock.Offset = v; userAudioOffset.TriggerChange(); - Task.Run(() => - { - adjustableSourceClock.Reset(); - - // this is temporary until we have blocking (async.Wait()) audio component methods. - // then we can call ResetAsync().Wait() or the blocking version above. - while (adjustableSourceClock.IsRunning) - Thread.Sleep(1); - - Schedule(() => - { - decoupledClock.ChangeSource(adjustableSourceClock); - applyRateFromMods(); - }); - }); - Children = new Drawable[] { storyboardContainer = new Container @@ -329,10 +313,26 @@ namespace osu.Game.Screens.Play .Delay(250) .FadeIn(250); - this.Delay(750).Schedule(() => + Task.Run(() => { - if (!pauseContainer.IsPaused) - decoupledClock.Start(); + adjustableSourceClock.Reset(); + + // this is temporary until we have blocking (async.Wait()) audio component methods. + // then we can call ResetAsync().Wait() or the blocking version above. + while (adjustableSourceClock.IsRunning) + Thread.Sleep(1); + + Schedule(() => + { + decoupledClock.ChangeSource(adjustableSourceClock); + applyRateFromMods(); + + this.Delay(750).Schedule(() => + { + if (!pauseContainer.IsPaused) + decoupledClock.Start(); + }); + }); }); pauseContainer.Alpha = 0;