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@ -189,20 +189,14 @@ namespace osu.Desktop
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private void onJoin(object sender, JoinMessage args)
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{
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game.Window?.Raise();
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Logger.Log($"Received room secret from Discord RPC Client: {args.Secret}", LoggingTarget.Network, LogLevel.Debug);
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// Stable and Lazer share the same Discord client ID, meaning they can accept join requests from each other.
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Logger.Log($"Received room secret from Discord RPC Client: \"{args.Secret}\"", LoggingTarget.Network, LogLevel.Debug);
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// Stable and lazer share the same Discord client ID, meaning they can accept join requests from each other.
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// Since they aren't compatible in multi, see if stable's format is being used and log to avoid confusion.
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// https://discord.com/channels/188630481301012481/188630652340404224/1214697229063946291
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if (args.Secret[0] != '{')
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if (args.Secret[0] != '{' || !tryParseRoomSecret(args.Secret, out long roomId, out string? password))
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{
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Logger.Log("osu!stable rooms are not compatible with lazer.", LoggingTarget.Network, LogLevel.Important);
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return;
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}
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if (!tryParseRoomSecret(args.Secret, out long roomId, out string? password))
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{
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Logger.Log("Could not join multiplayer room.", LoggingTarget.Network, LogLevel.Important);
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Logger.Log("Could not join multiplayer room, invitation is invalid or incompatible.", LoggingTarget.Network, LogLevel.Important);
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return;
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}
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@ -211,7 +205,7 @@ namespace osu.Desktop
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{
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game.PresentMultiplayerMatch(room, password);
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});
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request.Failure += _ => Logger.Log($"Could not find room {roomId} from Discord RPC Client", LoggingTarget.Network, LogLevel.Important);
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request.Failure += _ => Logger.Log($"Could not join multiplayer room, room could not be found (room ID: {roomId}).", LoggingTarget.Network, LogLevel.Important);
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api.Queue(request);
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}
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