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	Fix build
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				@ -301,8 +301,7 @@ namespace Emby.Server.Implementations.SyncPlay
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            if (_group.IsPaused)
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            {
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                // Pick a suitable time that accounts for latency
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                var delay = _group.GetHighestPing() * 2;
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                delay = delay < _group.DefaultPing ? _group.DefaultPing : delay;
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                var delay = Math.Max(_group.GetHighestPing() * 2, GroupInfo.DefaultPing);
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                // Unpause group and set starting point in future
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                // Clients will start playback at LastActivity (datetime) from PositionTicks (playback position)
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@ -452,8 +451,7 @@ namespace Emby.Server.Implementations.SyncPlay
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                    else
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                    {
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                        // Client, that was buffering, resumed playback but did not update others in time
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                        delay = _group.GetHighestPing() * 2;
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                        delay = delay < _group.DefaultPing ? _group.DefaultPing : delay;
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                        delay = Math.Max(_group.GetHighestPing() * 2, GroupInfo.DefaultPing);
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                        _group.LastActivity = currentTime.AddMilliseconds(
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                            delay);
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@ -497,7 +495,7 @@ namespace Emby.Server.Implementations.SyncPlay
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        private void HandlePingUpdateRequest(SessionInfo session, PlaybackRequest request)
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        {
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            // Collected pings are used to account for network latency when unpausing playback
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            _group.UpdatePing(session, request.Ping ?? _group.DefaultPing);
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            _group.UpdatePing(session, request.Ping ?? GroupInfo.DefaultPing);
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        }
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        /// <inheritdoc />
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