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Merge pull request #11265 from peppy/fix-multiplayer-server-disconnection-flow
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commit
2549039362
@ -130,7 +130,11 @@ namespace osu.Game.Online.RealtimeMultiplayer
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public override async Task LeaveRoom()
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{
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if (!isConnected.Value)
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{
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// even if not connected, make sure the local room state can be cleaned up.
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await base.LeaveRoom();
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return;
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}
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if (Room == null)
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return;
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@ -11,6 +11,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Online.API;
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@ -75,6 +76,19 @@ namespace osu.Game.Online.RealtimeMultiplayer
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// Todo: This is temporary, until the multiplayer server returns the item id on match start or otherwise.
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private int playlistItemId;
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protected StatefulMultiplayerClient()
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{
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IsConnected.BindValueChanged(connected =>
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{
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// clean up local room state on server disconnect.
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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();
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}
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});
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}
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/// <summary>
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/// Joins the <see cref="MultiplayerRoom"/> for a given API <see cref="Room"/>.
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/// </summary>
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@ -184,7 +184,7 @@ namespace osu.Game.Screens.Multi.Lounge
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/// <summary>
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/// Push a room as a new subscreen.
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/// </summary>
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public void Open(Room room)
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public virtual void Open(Room room)
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{
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// Handles the case where a room is clicked 3 times in quick succession
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if (!this.IsCurrentScreen())
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@ -1,7 +1,10 @@
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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.Framework.Allocation;
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using osu.Framework.Logging;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.RealtimeMultiplayer;
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using osu.Game.Screens.Multi.Lounge;
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using osu.Game.Screens.Multi.Lounge.Components;
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using osu.Game.Screens.Multi.Match;
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@ -13,5 +16,19 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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protected override FilterControl CreateFilterControl() => new RealtimeFilterControl();
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protected override RoomSubScreen CreateRoomSubScreen(Room room) => new RealtimeMatchSubScreen(room);
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[Resolved]
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private StatefulMultiplayerClient client { get; set; }
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public override void Open(Room room)
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{
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if (!client.IsConnected.Value)
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{
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Logger.Log("Not currently connected to the multiplayer server.", LoggingTarget.Runtime, LogLevel.Important);
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return;
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}
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base.Open(room);
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}
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}
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}
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@ -4,6 +4,7 @@
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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.Screens;
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@ -16,6 +17,7 @@ using osu.Game.Screens.Multi.RealtimeMultiplayer.Match;
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using osu.Game.Screens.Multi.RealtimeMultiplayer.Participants;
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using osu.Game.Screens.Play;
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using osu.Game.Users;
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using ParticipantsList = osu.Game.Screens.Multi.RealtimeMultiplayer.Participants.ParticipantsList;
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namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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{
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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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@ -102,7 +106,7 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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new Drawable[] { new ParticipantsListHeader() },
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new Drawable[]
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{
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new Participants.ParticipantsList
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new ParticipantsList
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{
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RelativeSizeAxes = Axes.Both
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},
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@ -173,6 +177,13 @@ 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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Schedule(this.Exit);
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}, true);
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}
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public override bool OnBackButton()
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@ -8,8 +8,8 @@ using System.Threading;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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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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using osu.Game.Online.RealtimeMultiplayer;
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using osu.Game.Scoring;
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@ -31,6 +31,8 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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[Resolved]
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private StatefulMultiplayerClient client { get; set; }
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private IBindable<bool> isConnected;
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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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@ -50,17 +52,26 @@ 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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{
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startedEvent.Set();
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// messaging to the user about this disconnect will be provided by the RealtimeMatchSubScreen.
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Schedule(() => PerformExit(false));
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}
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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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{
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Logger.Log("Failed to start the multiplayer match in time.", LoggingTarget.Runtime, LogLevel.Important);
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Schedule(() =>
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{
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ValidForResume = false;
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this.Exit();
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});
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Schedule(() => PerformExit(false));
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}
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Debug.Assert(client.Room != null);
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@ -43,6 +43,12 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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public override void JoinRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
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{
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if (!multiplayerClient.IsConnected.Value)
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{
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onError?.Invoke("Not currently connected to the multiplayer server.");
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return;
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}
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// this is done here as a pre-check to avoid clicking on already closed rooms in the lounge from triggering a server join.
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// should probably be done at a higher level, but due to the current structure of things this is the easiest place for now.
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if (room.Status.Value is RoomStatusEnded)
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@ -386,7 +386,7 @@ namespace osu.Game.Screens.Play
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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performImmediateExit();
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PerformExit(true);
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},
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},
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failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, },
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@ -458,20 +458,30 @@ namespace osu.Game.Screens.Play
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return playable;
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}
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private void performImmediateExit()
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/// <summary>
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/// Exits the <see cref="Player"/>.
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/// </summary>
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/// <param name="userRequested">
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/// Whether the exit is requested by the user, or a higher-level game component.
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/// Pausing is allowed only in the former case.
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/// </param>
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protected void PerformExit(bool userRequested)
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{
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// if a restart has been requested, cancel any pending completion (user has shown intent to restart).
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completionProgressDelegate?.Cancel();
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ValidForResume = false;
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performUserRequestedExit();
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if (!this.IsCurrentScreen()) return;
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if (userRequested)
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performUserRequestedExit();
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else
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this.Exit();
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}
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private void performUserRequestedExit()
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{
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if (!this.IsCurrentScreen()) return;
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if (ValidForResume && HasFailed && !FailOverlay.IsPresent)
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{
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failAnimation.FinishTransforms(true);
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@ -498,7 +508,7 @@ namespace osu.Game.Screens.Play
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RestartRequested?.Invoke();
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if (this.IsCurrentScreen())
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performImmediateExit();
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PerformExit(true);
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else
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this.MakeCurrent();
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}
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