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Fix unable to join multiplayer rooms with many users
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@ -13,14 +13,14 @@ namespace osu.Game.Online.API.Requests
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/// </summary>
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/// </summary>
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public class GetUsersRequest : APIRequest<GetUsersResponse>
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public class GetUsersRequest : APIRequest<GetUsersResponse>
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{
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{
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public readonly int[] UserIds;
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public const int MAX_IDS_PER_REQUEST = 50;
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private const int max_ids_per_request = 50;
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public readonly int[] UserIds;
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public GetUsersRequest(int[] userIds)
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public GetUsersRequest(int[] userIds)
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{
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{
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if (userIds.Length > max_ids_per_request)
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if (userIds.Length > MAX_IDS_PER_REQUEST)
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throw new ArgumentException($"{nameof(GetUsersRequest)} calls only support up to {max_ids_per_request} IDs at once");
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throw new ArgumentException($"{nameof(GetUsersRequest)} calls only support up to {MAX_IDS_PER_REQUEST} IDs at once");
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UserIds = userIds;
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UserIds = userIds;
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}
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}
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@ -815,19 +815,22 @@ namespace osu.Game.Online.Multiplayer
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/// <param name="multiplayerUsers">The <see cref="MultiplayerRoomUser"/>s to populate.</param>
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/// <param name="multiplayerUsers">The <see cref="MultiplayerRoomUser"/>s to populate.</param>
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protected async Task PopulateUsers(IEnumerable<MultiplayerRoomUser> multiplayerUsers)
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protected async Task PopulateUsers(IEnumerable<MultiplayerRoomUser> multiplayerUsers)
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{
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{
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var request = new GetUsersRequest(multiplayerUsers.Select(u => u.UserID).Distinct().ToArray());
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foreach (int[] userChunk in multiplayerUsers.Select(u => u.UserID).Distinct().Chunk(GetUsersRequest.MAX_IDS_PER_REQUEST))
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await API.PerformAsync(request).ConfigureAwait(false);
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if (request.Response == null)
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return;
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Dictionary<int, APIUser> users = request.Response.Users.ToDictionary(user => user.Id);
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foreach (var multiplayerUser in multiplayerUsers)
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{
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{
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if (users.TryGetValue(multiplayerUser.UserID, out var user))
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var request = new GetUsersRequest(userChunk);
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multiplayerUser.User = user;
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await API.PerformAsync(request).ConfigureAwait(false);
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if (request.Response == null)
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return;
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Dictionary<int, APIUser> users = request.Response.Users.ToDictionary(user => user.Id);
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foreach (var multiplayerUser in multiplayerUsers)
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{
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if (users.TryGetValue(multiplayerUser.UserID, out var user))
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multiplayerUser.User = user;
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}
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}
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}
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}
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}
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