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Fix event leak in Multiplayer
implementation
Very likely closes #29088. It's the only thing I could find odd in the memory dump.
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@ -108,7 +108,10 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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base.Dispose(isDisposing);
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base.Dispose(isDisposing);
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if (client.IsNotNull())
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if (client.IsNotNull())
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{
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client.RoomUpdated -= onRoomUpdated;
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client.RoomUpdated -= onRoomUpdated;
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client.GameplayAborted -= onGameplayAborted;
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}
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}
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}
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}
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}
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}
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}
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