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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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