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Ensure appropriate screens handle exiting when the server gets disconnected
I would have liked for this to be handled via the `OnRoomChanged` event flow, but this isn't present in RealtimeMatchSubScreen due to inheritence woes.
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@ -4,8 +4,10 @@
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using System.Collections.Specialized;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.RealtimeMultiplayer;
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@ -34,6 +36,8 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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private RealtimeMatchSettingsOverlay settingsOverlay;
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private IBindable<bool> isConnected;
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public RealtimeMatchSubScreen(Room room)
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{
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Title = room.RoomID.Value == null ? "New match" : room.Name.Value;
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@ -173,6 +177,16 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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Playlist.BindCollectionChanged(onPlaylistChanged, true);
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client.LoadRequested += onLoadRequested;
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isConnected = client.IsConnected.GetBoundCopy();
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isConnected.BindValueChanged(connected =>
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{
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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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Schedule(this.Exit);
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}
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}, true);
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}
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public override bool OnBackButton()
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@ -6,6 +6,7 @@ using System.Diagnostics;
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using System.Threading;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Game.Online.Multiplayer;
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@ -30,6 +31,8 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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private readonly TaskCompletionSource<bool> resultsReady = new TaskCompletionSource<bool>();
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private readonly ManualResetEventSlim startedEvent = new ManualResetEventSlim();
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private IBindable<bool> isConnected;
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public RealtimePlayer(PlaylistItem playlistItem)
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: base(playlistItem, false)
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{
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@ -43,6 +46,15 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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client.MatchStarted += onMatchStarted;
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client.ResultsReady += onResultsReady;
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isConnected = client.IsConnected.GetBoundCopy();
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isConnected.BindValueChanged(connected =>
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{
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if (!connected.NewValue)
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// messaging to the user about this disconnect will be provided by the RealtimeMatchSubScreen.
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Schedule(this.Exit);
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}, true);
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client.ChangeState(MultiplayerUserState.Loaded);
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if (!startedEvent.Wait(TimeSpan.FromSeconds(30)))
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