Seeking an Autoplay-active test gameplay to a time before it's activation, will stop it from working
Type
Game behaviour
Bug description
Hi. there's a self-explanatory video here:
https://github.com/user-attachments/assets/046fdf0b-dfb7-41f5-b453-5a2dc3594997
Screenshots or videos
No response
Version
2024.1009.1
Logs
duplicate of #30107
Seems to be another issue but related, so leaving this open.
I would like to work on this, but I am unsure how to approach this. Based on my (very limited) knowledge)
var score = autoplay.CreateScoreFromReplayData(GameplayState.Beatmap, [autoplay]);
// remove past frames to prevent replay frame handler from seeking back to start in an attempt to play back the entirety of the replay.
score.Replay.Frames.RemoveAll(f => f.Time <= GameplayClockContainer.CurrentTime);
this is the surface level problem issue. I would like to either load the frames in the background or create a new autoplay when it seeks before the part where the autoplay is generated. but i cant really figure out how. (i dont completely understand how replay works)
Simple solution is just to get rid of "score.Replay.Frames.RemoveAll(f => f.Time <= GameplayClockContainer.CurrentTime);" to generate the autoplay at the start. But like the comment states, it causes the replay to go back to draw the first frame, then back to current time...
i think i got it.
We can begin to generate them in the loading screen, then display the gameplay screen once it's done. (Just an idea)