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Rename method to avoid weird code analysis rule
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@ -14,7 +14,7 @@ namespace osu.Game.Extensions
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/// </summary>
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/// <param name="task">The task.</param>
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/// <param name="logOnError">Whether errors should be logged as important, or silently ignored.</param>
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public static void FireAndForget(this Task task, bool logOnError = false)
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public static void CatchUnobservedExceptions(this Task task, bool logOnError = false)
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{
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task.ContinueWith(t =>
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{
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@ -85,7 +85,7 @@ namespace osu.Game.Online.RealtimeMultiplayer
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if (!connected.NewValue)
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{
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Logger.Log("Connection to multiplayer server was lost.", LoggingTarget.Runtime, LogLevel.Important);
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LeaveRoom().FireAndForget();
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LeaveRoom().CatchUnobservedExceptions();
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}
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});
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}
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@ -106,13 +106,13 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer.Match
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return;
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if (localUser.State == MultiplayerUserState.Idle)
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Client.ChangeState(MultiplayerUserState.Ready).FireAndForget(true);
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Client.ChangeState(MultiplayerUserState.Ready).CatchUnobservedExceptions(true);
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else
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{
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if (Room?.Host?.Equals(localUser) == true)
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Client.StartMatch().FireAndForget(true);
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Client.StartMatch().CatchUnobservedExceptions(true);
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else
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Client.ChangeState(MultiplayerUserState.Idle).FireAndForget(true);
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Client.ChangeState(MultiplayerUserState.Idle).CatchUnobservedExceptions(true);
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}
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}
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@ -177,7 +177,7 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer.Participants
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if (Room.Host?.UserID != api.LocalUser.Value.Id)
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return;
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Client.TransferHost(targetUser).FireAndForget(true);
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Client.TransferHost(targetUser).CatchUnobservedExceptions(true);
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})
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};
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}
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@ -22,7 +22,7 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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base.OnResuming(last);
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if (client.Room != null)
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client.ChangeState(MultiplayerUserState.Idle).FireAndForget(true);
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client.ChangeState(MultiplayerUserState.Idle).CatchUnobservedExceptions(true);
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}
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protected override void UpdatePollingRate(bool isIdle)
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@ -70,7 +70,7 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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base.PartRoom();
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multiplayerClient.LeaveRoom().FireAndForget();
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multiplayerClient.LeaveRoom().CatchUnobservedExceptions();
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// Todo: This is not the way to do this. Basically when we're the only participant and the room closes, there's no way to know if this is actually the case.
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// This is delayed one frame because upon exiting the match subscreen, multiplayer updates the polling rate and messes with polling.
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