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Fix multiplayer not correctly pausing the track on initialisation #25079

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merged 5 commits into from
Oct 10, 2023

Commits on Oct 10, 2023

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  3. Fix MultiplayerPlayer never calling Reset on `GameplayClockContai…

    …ner`
    
    This call is responsible for ensuring the clock is in a stopped state.
    peppy committed Oct 10, 2023
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  4. Change GameplayClockContainer.Reset to directly call `GameplayClock…

    ….Stop`
    
    The reasoning is explained in the inline comment, but basically this was
    getting blocked by `isPaused` being in an initial `true` state (as it is
    on construction), while the source clock was still `IsRunning`.
    
    There's no real guarantee of sync between the source and the `isPaused`
    bindable right now. Maybe there should be in the future, but to restore
    sanity, let's ensure that a call to `Reset` can at least stop the track
    as we expect.
    peppy committed Oct 10, 2023
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  5. Adjust comment to match current behaviour

    Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
    peppy and bdach committed Oct 10, 2023
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