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Merge branch 'master' into multiplayer-confirm-on-exit
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commit
23a46819dc
@ -361,14 +361,6 @@ namespace osu.Game
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PerformFromScreen(screen =>
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{
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// we might already be at song select, so a check is required before performing the load to solo.
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if (screen is MainMenu)
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menuScreen.LoadToSolo();
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// we might even already be at the song
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if (Beatmap.Value.BeatmapSetInfo.Hash == databasedSet.Hash && (difficultyCriteria?.Invoke(Beatmap.Value.BeatmapInfo) ?? true))
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return;
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// Find beatmaps that match our predicate.
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var beatmaps = databasedSet.Beatmaps.Where(b => difficultyCriteria?.Invoke(b) ?? true).ToList();
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@ -381,9 +373,16 @@ namespace osu.Game
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?? beatmaps.FirstOrDefault(b => b.Ruleset.Equals(Ruleset.Value))
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?? beatmaps.First();
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Ruleset.Value = selection.Ruleset;
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Beatmap.Value = BeatmapManager.GetWorkingBeatmap(selection);
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}, validScreens: new[] { typeof(SongSelect) });
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if (screen is IHandlePresentBeatmap presentableScreen)
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{
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presentableScreen.PresentBeatmap(BeatmapManager.GetWorkingBeatmap(selection), selection.Ruleset);
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}
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else
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{
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Ruleset.Value = selection.Ruleset;
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Beatmap.Value = BeatmapManager.GetWorkingBeatmap(selection);
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}
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}, validScreens: new[] { typeof(SongSelect), typeof(IHandlePresentBeatmap) });
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}
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/// <summary>
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@ -5,11 +5,9 @@ using System;
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using System.Collections.Generic;
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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.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Dialog;
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using osu.Game.Overlays.Notifications;
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@ -30,9 +28,6 @@ namespace osu.Game
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[Resolved]
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private DialogOverlay dialogOverlay { get; set; }
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; }
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[Resolved(canBeNull: true)]
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private OsuGame game { get; set; }
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@ -90,7 +85,7 @@ namespace osu.Game
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var type = current.GetType();
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// check if we are already at a valid target screen.
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if (validScreens.Any(t => t.IsAssignableFrom(type)) && !beatmap.Disabled)
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if (validScreens.Any(t => t.IsAssignableFrom(type)))
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{
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finalAction(current);
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Cancel();
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23
osu.Game/Screens/IHandlePresentBeatmap.cs
Normal file
23
osu.Game/Screens/IHandlePresentBeatmap.cs
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@ -0,0 +1,23 @@
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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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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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namespace osu.Game.Screens
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{
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/// <summary>
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/// Denotes a screen which can handle beatmap / ruleset selection via local logic.
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/// This is used in the <see cref="OsuGame.PresentBeatmap"/> flow to handle cases which require custom logic,
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/// for instance, if a lease is held on the Beatmap.
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/// </summary>
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public interface IHandlePresentBeatmap
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{
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/// <summary>
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/// Invoked with a requested beatmap / ruleset for selection.
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/// </summary>
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/// <param name="beatmap">The beatmap to be selected.</param>
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/// <param name="ruleset">The ruleset to be selected.</param>
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void PresentBeatmap(WorkingBeatmap beatmap, RulesetInfo ruleset);
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}
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}
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@ -9,12 +9,14 @@ using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.IO;
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using osu.Game.Online.API;
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using osu.Game.Overlays;
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using osu.Game.Rulesets;
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using osu.Game.Screens.Backgrounds;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.OnlinePlay.Multiplayer;
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@ -23,7 +25,7 @@ using osu.Game.Screens.Select;
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namespace osu.Game.Screens.Menu
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{
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public class MainMenu : OsuScreen
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public class MainMenu : OsuScreen, IHandlePresentBeatmap
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{
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public const float FADE_IN_DURATION = 300;
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@ -104,7 +106,7 @@ namespace osu.Game.Screens.Menu
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Beatmap.SetDefault();
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this.Push(new Editor());
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},
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OnSolo = onSolo,
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OnSolo = loadSoloSongSelect,
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OnMultiplayer = () => this.Push(new Multiplayer()),
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OnPlaylists = () => this.Push(new Playlists()),
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OnExit = confirmAndExit,
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@ -160,9 +162,7 @@ namespace osu.Game.Screens.Menu
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LoadComponentAsync(songSelect = new PlaySongSelect());
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}
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public void LoadToSolo() => Schedule(onSolo);
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private void onSolo() => this.Push(consumeSongSelect());
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private void loadSoloSongSelect() => this.Push(consumeSongSelect());
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private Screen consumeSongSelect()
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{
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@ -289,5 +289,13 @@ namespace osu.Game.Screens.Menu
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this.FadeOut(3000);
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return base.OnExiting(next);
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}
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public void PresentBeatmap(WorkingBeatmap beatmap, RulesetInfo ruleset)
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{
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Beatmap.Value = beatmap;
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Ruleset.Value = ruleset;
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Schedule(loadSoloSongSelect);
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}
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}
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}
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@ -4,9 +4,11 @@
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using osu.Framework.Allocation;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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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.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Select;
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@ -19,6 +21,23 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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private LoadingLayer loadingLayer;
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/// <summary>
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/// Construct a new instance of multiplayer song select.
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/// </summary>
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/// <param name="beatmap">An optional initial beatmap selection to perform.</param>
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/// <param name="ruleset">An optional initial ruleset selection to perform.</param>
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public MultiplayerMatchSongSelect(WorkingBeatmap beatmap = null, RulesetInfo ruleset = null)
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{
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if (beatmap != null || ruleset != null)
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{
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Schedule(() =>
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{
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if (beatmap != null) Beatmap.Value = beatmap;
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if (ruleset != null) Ruleset.Value = ruleset;
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});
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}
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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@ -12,11 +12,13 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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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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using osu.Game.Overlays.Dialog;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.OnlinePlay.Components;
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using osu.Game.Screens.OnlinePlay.Match;
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@ -31,7 +33,7 @@ using ParticipantsList = osu.Game.Screens.OnlinePlay.Multiplayer.Participants.Pa
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namespace osu.Game.Screens.OnlinePlay.Multiplayer
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{
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[Cached]
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public class MultiplayerMatchSubScreen : RoomSubScreen
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public class MultiplayerMatchSubScreen : RoomSubScreen, IHandlePresentBeatmap
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{
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public override string Title { get; }
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@ -418,5 +420,21 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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modSettingChangeTracker?.Dispose();
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}
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public void PresentBeatmap(WorkingBeatmap beatmap, RulesetInfo ruleset)
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{
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if (!this.IsCurrentScreen())
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return;
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if (!client.IsHost)
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{
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// todo: should handle this when the request queue is implemented.
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// if we decide that the presentation should exit the user from the multiplayer game, the PresentBeatmap
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// flow may need to change to support an "unable to present" return value.
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return;
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}
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this.Push(new MultiplayerMatchSongSelect(beatmap, ruleset));
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}
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}
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}
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