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Also handle null SelectedItem for safety
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@ -461,7 +461,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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// This is an issue with MultiSpectatorScreen which is effectively in an always "ready" state and receives LoadRequested() callbacks
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// even when it is not truly ready (i.e. the beatmap hasn't been selected by the client yet). For the time being, a simple fix to this is to ignore the callback.
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// Note that spectator will be entered automatically when the client is capable of doing so via beatmap availability callbacks (see: updateBeatmapAvailability()).
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if (client.LocalUser?.State == MultiplayerUserState.Spectating && Beatmap.IsDefault)
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if (client.LocalUser?.State == MultiplayerUserState.Spectating && (SelectedItem.Value == null || Beatmap.IsDefault))
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return;
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StartPlay();
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