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Add early check for room status before joining
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@ -9,6 +9,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Framework.Logging;
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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.Multiplayer;
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using osu.Game.Online.Multiplayer.RoomStatuses;
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using osu.Game.Online.RealtimeMultiplayer;
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using osu.Game.Online.RealtimeMultiplayer;
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using osu.Game.Screens.Multi.Components;
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using osu.Game.Screens.Multi.Components;
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@ -41,7 +42,15 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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=> base.CreateRoom(room, r => joinMultiplayerRoom(r, onSuccess, onError), onError);
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=> base.CreateRoom(room, r => joinMultiplayerRoom(r, onSuccess, onError), onError);
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public override void JoinRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
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public override void JoinRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
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=> base.JoinRoom(room, r => joinMultiplayerRoom(r, onSuccess, onError), onError);
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{
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if (room.Status.Value is RoomStatusEnded)
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{
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onError?.Invoke("Cannot join an ended room.");
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return;
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}
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base.JoinRoom(room, r => joinMultiplayerRoom(r, onSuccess, onError), onError);
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}
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public override void PartRoom()
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public override void PartRoom()
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{
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{
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