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Fix deadlock when logging out while at the create match screen
Closes https://github.com/ppy/osu/issues/24275.
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@ -23,6 +23,7 @@ using osu.Framework.Screens;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Input.Bindings;
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using osu.Game.Online.API;
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using osu.Game.Online.Rooms;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Mods;
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@ -76,6 +77,9 @@ namespace osu.Game.Screens.OnlinePlay.Match
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[Resolved]
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private RulesetStore rulesets { get; set; }
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[Resolved]
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private IAPIProvider api { get; set; } = null!;
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[Resolved(canBeNull: true)]
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protected OnlinePlayScreen ParentScreen { get; private set; }
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@ -284,6 +288,8 @@ namespace osu.Game.Screens.OnlinePlay.Match
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[Resolved(canBeNull: true)]
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private IDialogOverlay dialogOverlay { get; set; }
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protected virtual bool IsConnected => api.State.Value == APIState.Online;
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public override bool OnBackButton()
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{
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if (Room.RoomID.Value == null)
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@ -356,6 +362,9 @@ namespace osu.Game.Screens.OnlinePlay.Match
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if (ExitConfirmed)
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return true;
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if (!IsConnected)
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return true;
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if (dialogOverlay == null || Room.RoomID.Value != null || Room.Playlist.Count == 0)
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return true;
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@ -17,7 +17,6 @@ using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Online;
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using osu.Game.Online.API;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Overlays;
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@ -50,9 +49,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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[Resolved]
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private MultiplayerClient client { get; set; }
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[Resolved]
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private IAPIProvider api { get; set; }
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[Resolved(canBeNull: true)]
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private OsuGame game { get; set; }
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@ -79,6 +75,8 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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handleRoomLost();
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}
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protected override bool IsConnected => base.IsConnected && client.IsConnected.Value;
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protected override Drawable CreateMainContent() => new Container
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{
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RelativeSizeAxes = Axes.Both,
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@ -254,13 +252,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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public override bool OnExiting(ScreenExitEvent e)
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{
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// the room may not be left immediately after a disconnection due to async flow,
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// so checking the MultiplayerClient / IAPIAccess statuses is also required.
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if (client.Room == null || !client.IsConnected.Value || api.State.Value != APIState.Online)
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{
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// room has not been created yet or we're offline; exit immediately.
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// room has not been created yet or we're offline; exit immediately.
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if (client.Room == null || !IsConnected)
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return base.OnExiting(e);
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}
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if (!exitConfirmed && dialogOverlay != null)
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{
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@ -1,8 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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@ -15,8 +13,8 @@ namespace osu.Game.Screens.OnlinePlay
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public virtual string ShortTitle => Title;
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[Resolved(CanBeNull = true)]
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protected IRoomManager RoomManager { get; private set; }
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[Resolved]
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protected IRoomManager? RoomManager { get; private set; }
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protected OnlinePlaySubScreen()
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{
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